16 (studded leather)
55 (10d8 + 10)
30 ft.
Str +5, Dex +7
Insight +5, Nature +4, Perception +5, Stealth +5, Survival +5
Common and two others
5
When the tracker hits a creature with a weapon attack, the creature takes an extra 1d8 damage if it's below its hit point maximum. The tracker can deal this extra damage only once per turn.
On each of the tracker's turns when it makes a weapon attack, it can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of its weapon.
Moving through nonmagical difficult terrain costs it no extra movement. It can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. In addition, it has advantage on saving throws against plants that are magically created or manipulated to impede movement, such like those created by the entangle spell.
The tracker has the following benefits in the wilderness • Difficult terrain doesn't slow their groups progress • The group can't become lost except by magical means • The tracker is alert to danger if its engaged in another activity while traveling • If the tracker is traveling alone, it moves stealthily at a normal pace • When the tracker forages, it finds twice as much food • While tracking other creatures, the tracker also learns their exact number, their sizes, and how long ago they passed through the area
The tracker is an 8th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13). The tracker can cast the following ranger spells • 1st level (4 slots): animal friendship, cure wounds, detect magic, hunter's mark • 2nd level (3 slots): beast sense, locate animals or plants, locate object
The tracker makes two attacks.
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) slashing damage.
Ranged Weapon Attack: +8 to hit, range 150/400 ft., one target. Hit: 8 (1d8 + 4) piercing damage.