Base Class: Ranger
Once of age a Pact Hunter builds a weapon. Part metal and wood, part vessel for their partner. Performing an ancient ritual the Pact Hunter invites a demon into the weapon, and by association, themselves. While trapped in the weapon the demon is also linked to its owner. The demon promises great power in combat, and its wielder promises blood for its demonic appetite. The Pact Hunter can spend Links to remove levels of restriction on the demon inside and move beyond normal limitations but this comes at a price. While you grow more powerful, the demon grows more unwieldy. Breaking the final restriction, while granting the full power, comes with great risk. Repeated breaking of the final restriction without time to repair it moves its wielder one step closer to being completely consumed. When binding themselves to their weapon and demon a Pact Hunter prepares themselves for their first breath born anew, and they prepare themselves for their final breath when their weapon swallows them whole.
A Binding Pact
At 3rd level you bind yourself and your weapon to a demonic entity and its power can be unlocked by breaking Links (spending Link points). During a long rest you take time to repair broken Links and prepare up to 5 Binding Runes as you see fit. You gain access to different Binding Runes you can place on your weapon. Through the demonic strength in your weapon you gain 1d4 to any damage rolls made with it. This increases to 1d6 at level 10, 1d8 at level 15, and 1d10 at level 20.
Binding Runes
The total number of Links available is equal to your ranger level. You can prepare 5 Binding Runes during a long rest. Utilizing a Binding Rune uses one Link point.
- Heavy shot - Utilizing some of your partners strength you overdraw your bow to give it an additional +2 damage on a hit. Additionally it can pierce up to 10 inches of wood, 5 inches of stone and 2 inches of steel.
- Readied shot - An arm of your partner emerges to knock a second arrow after you fire, granting you one additional attack made at disadvantage. You can only make one Readied shot on your turn.
- Like a bat out of hell - Letting your legs be engulfed with power you can take Dash as a bonus action additionally you are granted +20ft to jump distance for 1 minute.
- Lend me your eyes - You are granted an extra set of eyes for one minute. You gain +3 to your passive perception and any perception checks. You cannot be surprised for the duration. A light spell cast on you or a Daylight spell cast within 5 feet of you causes you to be Blinded until the end of your next turn.
- Mark - You send a small fragment of your partner with your arrow. On a hit the fragment burrows into its target and waits. The target is unaware of the fragment but can make a medicine check (DC 13) to find the fragment and medicine check (DC 18) to remove it. You can chose to leave it in and will know its location within 1000ft of you for 1 hour. At any time you can draw the fragment back so long as you have line of sight on the target and deal 1d4 damage to the target as the fragment is ripped from them and returned to your weapon. On a hit the demonic force clouds your targets mind. They waste their reaction shaking the force from their mind.
- Crippling shot - On a hit the demonic force clouds your targets mind. They waste their reaction shaking the intruder from their thoughts.
- Long shot - Your aiming eye and fingertips are engulfed and you can made a shot with +3 to hit and an extra 300ft of effective range. Anything targeted with Long shot within 100ft of you has disadvantage.
- Saving shot - Firing on a wounded ally you roll 1d8 and subtract that roll from your health. If the arrow hits it's intended target it softly impacts, dealing no damage, and the 1d8 of damage you took is transferred to them as health.
- Piloerection - Your demon swells within you, bursting at the seams of your being in a moment of fear. Taken at the end of your turn Piloerection grants you Dodge as a bonus action until the end of your next turn.
- The evil eye - For one minute you gain 60ft of dark vision. If you already have dark vision you gain an additional 30ft. As well as 10ft of blindsight for the initial 6 seconds.
Link damage
Each time you utilize all of your available Links roll a d20. On 1-9 you suffer 1 point of link damage as well as 1 point of exhaustion. On a 10-20 nothing happens. Damage to the link that binds the demon to your weapon is dangerous. Suffering a total 6 points of link damage breaks the link entirely. The effects of Final restriction are applied when 6 total points of link damage or more are accumulated. Roll a d20. On a 10-20 you forcefully rebind your demon to its vessel, suffer 2 points of exhaustion, but the link is repaired for 1 link point. On a 1-9 your demon form separates from your body, your hit points drop to 0 and you automatically take 2 failures on your death saving throws. Roll a d6. On a 3-6 the demon automatically returns to the Abyssal plane. On a 1-2 the demon makes 2 attacks with its claws against you, +5 to hit dealing 2d6 slashing damage. One point of link damage can be removed during a long rest by taking time to repair the link.
Final Restriction
At level 7 you are able to unleash your demon. Breaking the Final Restriction leaves your body as the only thing containing your demon and the hunger for blood consumes you. For one minute you gain +20ft to movement +15 temporary hitpoints, resistance to non magical attacks, dodge as a bonus action, disadvantage on wisdom checks or saves, and you cannot understand or communicate with anyone. You must make an attack each round and if no enemies are left you can make a wisdom save without disadvantage (DC 12) to rebind the demon. On a failed save you attack your allies indiscriminately for the remaining duration. You can repeat this save at the beginning of each of your rounds still under the influence of your partner. After saving you suffer 1 point of exhaustion and 4 points of Link damage. If you are rendered unconscious by an ally during this time the demon is rebound and you suffer the prescribed 1 point of exhaustion and 4 points of link damage.
Coevolution
At level 11 your bond with your demon becomes stronger and it begins to realize working with you is mutually beneficial. Your demon stays alert during short or long rest and prevents you from being surprised within these times.
Vested interest
At level 15 your demon begins to see your well being as directly proportional to your ability to kill for it. once per day, if you drop to 0 hitpoints your demon will pull your unconscious body to the abyssal plane and stabilize you. On the end of your next turn you and your demon return.
This does not occur during a failed roll after suffering 6 or more points of link damage.
Loyal companion
At level 20 your demon trust you with its life and would do anything to keep you alive. Vested interest heals you for 1d4 hitpoints. Upon rolling the d6 during Link breakage 1-5 your demon rebinds to your weapon, repairing it for 1 point of link damage. On a 6 your demon returns to the abyssal plane.
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