Permutating Pivot

J'ack (The Chainer)
Class: Ranger (Hunter): 12   Proficiency BonusPB: +4
Alignment: True Neutral Speed: 40 feet
Hit PointsHP: 136   Hit DiceHD: 12d10 AC: 20
Resistances: Poison, Adv vs Poisoned & Spells
STR: 12 (+1) Save: +5
Athletics: +5
INT: 12 (+1) Save: +1
Nature: +5
DEX: 20 (+5) Save: +9
Initiative: +5, Stealth: +13
WIS: 18 (+4) Save: +4
Perception: +12, Survival: +12
CON: 17 (+3) Save: +3
CHA: 8 (-1) Save: -1
Other Info
Height: 6' 3'' Weight: 185 lbs Lineage: Yuan-Ti (humanoid) Gender: Male Size: Medium
AppearanceLooks: Sturdy, grizzled, bearded. Strange snake-like yellow eyes. Temperament: J'ack (zha-OCK) the Chainer is a man of rare will and focus. Flaws: His is not to judge, his is to get you to the judge.
Traits: Law, chaos, its all the same. The center always wins in the end. Ideals: Always get your quarry, no matter what obstacles arise. Bonds: Secretly serve the best interests of Arawn.
Languages: Common, Elven, Sylvan, Druidic, Thieves Cant Proficiencies: All Weapons, Light & Medium Armors, Shields, Herbalism Kit
Other Abilities: If moving half or less Speed creatures have Disadv on Perception checks to detect you. Adv on Stealth checks and can Hide as a Reaction when a creature you can see starts or ends their turn.
Gear
Attuned: Blade of Arawn, Ring of Arawn, Blackstar Amulet
Gear: Dimensional Satchel
Lineage
Yuan-Ti [Pureblood]
  Darkvision. You have Darkvision with a range of 60 feet.
  Magic Resistance. You have Advantage on saving throws vs spells.
  Poison Resilience. You have Resistance to Poison damage, and Advantage on saves to avoid or end the Poisoned condition.
  Serpentine Spellcasting. You know the Poison Spray cantrip, and you can cast the Animal Friendship spell on snakes without a spell slot an unlimited number of times. Starting at 3rd level you always have the Command spell prepared and can cast it once per Long Rest without a spell slot.
Background
Stalker: +2 Dexterity, +1 Wisdom, Survival, Stealth, Tough.
Feats
Tough: Your maximum Hit Points are increased by 2 per character level.
Crossbow Expert: +1 Dexterity. You ignore the Loading keyword on crossbows, and can load ammo without a free hand. Being within 5 feet of an enemy does not impose Disadvantage on your attacks with crossbows. When you make the extra attack of the Light property you can add your ability modifier to the damage of the extra attack if that attack is with a crossbow that has the Light property and you aren't already adding that modifier to the damage.
Mage Slayer: +1 Dexterity. When you damage a creature that is concentrating, it has Disadvantage on the saving throw it makes to maintain Concentration. If you fail an Intelligence, Wisdom, or Charisma saving throw, you can cause yourself to succeed instead. Once you use this benefit you can't use it again until you finish a Short or Long Rest.
Class: Ranger (Hunter)
Class Features: Spellcasting (WIS, Spell Save DC: 16), Weapon Mastery(Scimitar, Hand Crossbow), Deft Explorer (Perception, Druidic, Thieves Cant), Druidic Warrior (Thorn Whip, Starry Wisp), ASI: Crossbow Expert (+1 Dex), Extra Attack, Roving (+10 Speed w/o Heavy Armor, Climb & Swim Speed = Speed), ASI: Mage Slayer (+1 Dex), Expertise (Survival, Stealth), Tireless (Magic action: self Temp HP 1d8+4 []/LR, Decrease Exhaustion 1 level /SR), ASI: +2 Wis
Hunter's Mark: You always have Hunter's Mark prepared and your ability to use it improves as you gain Ranger levels.
 Favored Enemy: You can cast Hunter's Mark w/o slots 4 times per Long Rest.
 Effortless Favored Enemy: When you cast Hunter's Mark w/o a spell slot you can modify the Duration to be 12 minutes with no Concentration.
Favored Enemy Uses: , recover all uses after a Long Rest
Cantrips: Thorn Whip, Starry Wisp, Lineage [Poison Spray]
Spells: Hunter's Mark, Cure Wounds, Ensnaring Strike, Detect Magic, Jump, Goodberry, Spike Growth, Pass without Trace, Conjure Barrage, Dispel Magic, Water Breathing, Lineage [Command []/LR]
Spell Slots: 1: 2: 3:
Subclass Features
Level 3: Know the Mark: You can cast Hunter's Mark without need of spell components. In addition, while a creature is marked by your Hunter's Mark, you know all Immunities, Resistances, and Vulnerabilities the creature has, if any. Furthermore, while you are on the same plane of existence as the creature, you have a sense of their relative health (Healthy, Bloodied, Unconscious, Dead), stamina (how many levels of Exhaustion they currently have), their relative distance from you (near, mid, far), and if they are moving.
Level 3: Tactical Techniques: You gain one of the following feature options of your choice.
   *Collateral Mark: Once per turn when you make an attack with a weapon against the target of your Hunter's Mark, you can make another attack with the same weapon against a different enemy creature that is within the weapon's range.
   *Persistent Attrition: Once per turn when you make an attack with a weapon targeting a creature that has less than their maximum Hit Points, you may add your Wisdom modifier as a bonus to both hit and damage.
Level 3: Whatever Works: When you roll Initiative, you can replace your currently chosen Tactical Techniques option with the other option. []/LR
Level 15: Strategic Sustainment: You gain one of the following feature options of your choice. Additionally, when you use your Whatever Works feature you can replace your currently chosen option from this feature with the other option.
   *Death Mark: While this option is selected, you may change the damage type of your Hunter's Mark extra damage from Force to a damage type that you know the marked target is Vulnerable to, and your Hunter's Mark no longer requires Concentration. In addition, when your Hunter's Mark would end while the current marked target is alive and on the same plane of existence, you may expend a spell slot to extend the Duration of the spell by the appropriate amount for the expended slot's spell level.
   *Evasion: When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Level 11: Pragmatic Practices: You gain one of the following feature options of your choice. Additionally, when you use your Whatever Works feature you can replace your currently chosen option from this feature with the other option.
   *Sniper's Mark: If you have the Hide action's Invisible condition, making an attack against the target of your Hunter's Mark doesn't end that condition on you if you end your turn behind Three-Quarters Cover or Total Cover.
   *Target of Opportunity: When a creature that you can see starts or ends their turn within range of a weapon you are holding, you can take a Reaction to make a weapon attack against that creature with that weapon.
Armor and Attacks
Armor: Studded Leather +1 & the Blackstar Amulet: 20 AC
Attacks: Blade of Arawn +2
  Scimitar [Nick] 1h, 5-feet, +11 to hit, 1d6+7 Slashing damage, Finesse, Light
  ...w/ Hunter's Mark: +1d6 Force
  ...w/ Persistent Attrition: +3 to hit & damage 1/turn
Hand Crossbow +1 [Vex]
  1h, 30/120, +10 to hit, 1d6+6 Piercing damage, Bolt, Light, Loading
  ...w/ Hunter's Mark: +1d6 Force
  ...w/ Persistent Attrition: +3 to hit & damage 1/turn
Starry Wisp 60-feet, +8 to hit, 3d8 Radiant damage
  Target emits Dim Light in a 10-foot radius and can't benefit from Invisible
  ...w/ Hunter's Mark: +1d6 Force
Thorn Whip 30-feet, DC 16 Wis save, 3d6 Piercing damage
  Pull Large or smaller target 10 feet towards you
  ...w/ Hunter's Mark: +1d6 Force
Poison Spray 30-feet, +8 to hit, 3d12 Poison damage
  ...w/ Hunter's Mark: +1d6 Force