Addling Arrow Action: Attack with a ranged weapon. The next attack the target makes must be against the closest other creature, chosen at random.

Come Get Some! Action: Attack a target. It is Taunted by you until the end of their next turn.

Decoy When you Defend: The attack misses instead, and you can move up to half your speed away (where you really were all along!).

Fleet Feet Move up to your speed for free, ignoring difficult terrain.

Grease Trap (1/encounter) Reaction (when an enemy moves adjacent to you or an ally within 6 spaces): Target falls Prone, is vulnerable to the next fire damage it takes, and is treated as if it is Smoldering.

Hail of Arrows (Half range) 2 actions: Shoot all creatures within a 3×3 area. Their speed is halved until the end of their next turn.

Heavy Shot (Half range) Action: Attack with a ranged weapon and push your target: 4 spaces for a small creature, 2 for a medium creature, 1 for a large creature.

Incendiary Shot (Half range) Action: Attack with a ranged weapon, add WIL d8 fire damage.

Multishot (Half range) Action: Attack your quarry with a ranged weapon and load an extra projectile. Select a 2nd target within 2 spaces of them to take the same amount of damage.

Pinning Shot Spend 3 actions shooting your quarry. They are Restrained until they can escape (DC 10+WIL).

Snare Trap (1/encounter) Reaction (when an enemy moves adjacent to you or an ally within 6 spaces): Move them back 1 space, they are Restrained until they can escape (DC 10+WIL).

Sharpshooter Action: If you have not moved this turn and your quarry is 4 or more spaces away, attack them for double damage.

Vital Shot (Half Range) Action: Attack your Hampered quarry with a ranged weapon, ignoring their armor or doubling your Hunter’s Mark damage bonus if they have none.

Wild Instinct (1/round, costs 0 TotH charges if you have none.) Assess for free, with advantage.