Specializations

Specializations represent your knack at singling out a foe and hunting them down. 

Some of the Specializations are listed as an "active" or "passive" ability. You can only use one active feature per turn, even if you have more than one Specializations with the active property.

Isolation

Active Specialization

Once per turn, you can give yourself an advantage on an attack roll against your Hunters Prey if they have no allies within 15 feet of them.

Hinder

Active Specialization

Once per turn, when you hit your Hunters Prey with a weapon attack, you can decrease their speed by 10 feet.

Forceful Strike

Active Specialization

Once per turn, when you hit your Hunters Prey with an attack, you can shove them back 10 feet.

Elusive

Passive Specialization

When you make weapon attack rolls against your Hunters Prey, they do not provoke attacks of opportunity. Additionally, you do not provoke any attacks of opportunity from your prey.

Ferocious

Passive Specialization

Your Hunters Prey provokes attacks of opportunity from you even if they disengaged.

Relentless Hunter

Passive Specialization

You can choose to ignore resistances and treat immunities as resistances when dealing damage to your Hunters Prey.

Bastion

Active Specialization

Once per turn, when you make an attack against your Hunters Prey, you gain temporary hit points equal to 1d6 + your Wisdom modifier.

Enduring

Passive Specialization

Once per round, you can add your Wisdom modifier to a saving throw imposed by your Hunters Prey. Additionally, you can use your reaction when hit by an attack from your Hunters Prey to take only half the damage of the attack.

Uncanny Aim

Active Specialization

Once per round, if you roll an 18-20 on the die for an attack roll against your Hunters Prey, you can make it a critical hit.

Vanish

Active Specialization

Once per round, you can attempt to camouflage yourself from the sight of your Hunters Prey at the end of your turn. You make a contested stealth check versus their perception check. If you roll higher, until the start of your next turn, your Hunters Prey has disadvantage on attacks rolls against you until they hit.

Marked

Active Specialization

Once per short or long rest, you can cast Hunters Mark without expending a spell slot if you cast it on your Hunters Prey.

Grazing Attack

Active Specialization

Once per round, if you miss an attack against your Hunters Prey that is marked by the Hunters Mark spell, you can still deal the Hunters Mark damage to the creature, but cannot increase the damage in any way.

Dipped Weapon

Active Specialization

Once per round, if you have your Hunters Prey marked by the Hunters Mark Spell, you can switch the damage type of the extra damage dealt by the Hunters Mark spell to either Acid, Cold, Fire, Lightning, or Thunder damage.

Concentration Unbroken

Passive Specialization

When you have to make a concentration saving throw to keep concentration on the Hunters Mark spell as a result of taking damage from the creature marked by Hunters Prey, you automatically succeed.