So my four classes for SAVAGES were going to be Fighter, Thief, Hunter and Shaman. Fighter and Thief should remain relatively unaltered. Shaman is a mish mash of Cleric and Magic User. Here is my first attempt at a Hunter Class.
ARMOUR Any non-metallic
WEAPONS Simple, Simple Ranged, Martial Ranged, Shortsword, Scimitar, Trident, Whip, Bolas.
SAVES WIS, CON
SKILLS Three from, Animal Handling, Insight, Nature, Perception, Stealth, Survival, Medicine
EQUIPMENT, choose either
a Net or b Whip
a Mace or b Trident
a Blowgun or b Sling
a Hunting Trap or b Spyglass
a Manacles or b Caltrops
A Trident or Whip can entangle if you use it. It requres an opposed roll between you and a hit target to maintain this.
Bolas, thrown (30/120) d2 Damage, entangles as net, one target only.
In a natural environment you can track creatures. This is either a WIS or INT roll to which you add your proficiency bonus.
The total amount rolled is the distance you can see into the past. The first digit is the number of words the DM must use to tell you what you have found. If you find anything at all the DM must always give you a direction.
So if some Orcs have passed in the last ten hours and you roll '13' the DM would simply say 'Orcs, North'. If you roll '35' the DM might say 'Five Desperate Orcs, North'.
When the environment allows it, you can build traps. Describle the actions it will take for you to build one to the DM. You roll using either yout INT or DEX, whichever is higher, plus your proficiency bonus.
The total of your roll is the difficulty for the target in spotting your trap.
The DC is 10+ the die size of the damage you would like the trap to do. So a d3 damage trap has a DC of 13. A d10 damage trap has one of 20. It takes minutes equal to the die size for you to build the trap.
Roll with disadvantage to trap anything at least two size catagories larger or smaller than you.
If you take the full time required you roll the DC check yourself. If you are cut short by any period, the DM rolls the check and does not tell you the result until the trap is triggered, spotted, or fails.
Lvl 1: Tracking and Trapping.
Lvl 1: You count as having Stealth if you are in a natural environment, hiding and still. If you already have Stealth, take advantage on the roll under these circumstances.
Lvl 2: Birdsong. In a natural environment where birds are present, your passive perception check includes up to a mile radius if you have it in sight.
Lvl 3: Add an extra attack if at least one of the weapons you are wielding entangles.
Lvl 3: Climbing no longer costs extra movement.
Lvl 3: Add your DEX or STR Mod to the distance covered with a Running Jump.
Lvl 4: Ability Score Improvement
Lvl 5: Beastmaster. You gain the ability to tame and train the following creatures. If Orc - Boars & Dire Boars. Gnoll - Hyenas, Hyenadrons and Trolls. Goblin - Wolves, Worgs and Spiders. Mantis Man - Giant Insects. The creatures must be found, captured, tamed and fed in-game. You can naver have more than HD worth of creautures equal to your CHA bonus tame at any one time.
Lvl 6: Expertise. One more Proficiency.
Lvl 7: Entangler. Enemy saves against your entangling attacks with disadvantage.
Lvl 8: Ability Score Improvement
Lvl 9: You know what the weather will be like tomorrow.
Lvl 10: Ability Score Improvement
Lvl 11: Monster Language. Learn one monster language and add your Prof bonus to any test you ake to communicate with them.
Lvl 12: Ability Score Improvement
Lvl 13: You can now track incorporeal creatures like ghosts.
Lvl 14: Blindsense 10'
Lvl 15: Proficiency: Wis Saves
Lvl 16: Ability Score Improvement
Lvl 17: You can calm or tame any natural unintelligent creature with half your HD or less. Only one at a time. They may not obey but will not attack.
Lvl 19: Ability Score Improvement
Lvl 20: You can track Death. If Death has passed nearby you can follow her path and find those recently dead. Be aware, if you overtake Death and find the target alive, the real target may be you.