Ranger
Base Class: Ranger

Rangers do not always take to the wilds with the sole focus of keeping balance between civilization and nature. Some choose this path in order to sate their bloodlust, using their violent impulses for more principled and constructive uses, such as removing dangerous bandit camps from forests in which they do not belong, or slaying aberrant creatures wreaking havoc on more natural lands. Or, perhaps they walk this path to minimize the possible harm they can do by being away from others.

Whatever the reason, Dread Executioners are not usually evil. Although their wrath and bloodlust may be terrifying, they only release it upon forces of corruption, be it beast, devil, or man. Some Executioners, however, give in to their urges, giving themselves up to their worst traits - these Rangers are truly evil, making even the most forgiving paladins see nothing but blackness in their heart.

Dreadful Magic

You learn additional spells when you reach certain levels in this class, as shown in the following table. Each spell you learn counts as a Ranger spell for you, but does not count against the number of Ranger spells you know.

Dreadful Spells

Ranger Level Spells
3rd Bane
5th Hold Person
9th Fear
13th Banishment
17th Hold Monster



Deep Cuts

At 3rd level, you know how to bring death closer and closer to your enemies.

When you damage a creature whose current hit points are below half of its hit point maximum with a weapon attack, you can choose to roll a number of d4's equal to your proficiency bonus, and add it to the weapon's damage roll. When a creature takes this damage, they are unable to regain hit points until the start of your next turn.

You can add this extra damage a number of times equal to your Wisdom modifier, and regain any expended uses when you finish a short rest.

Swift Death

At 7th level, your mastery over your swift strikes can bring death even quicker.

When you damage a creature with a weapon or spell that deals bludgeoning, piercing, slashing, or necrotic damage, you can cause that creature's hit points to drop to 0. You can only do this if the creature's hit points are less than twice its Challenge Rating (or level if it doesn't have a Challenge Rating) + your proficiency bonus.

Once you use this feature, you cannot use it again until you finish a long rest.

Mass Execution

At 11th level, you can deal out death to those within your proximity.

When you take the Attack action on your turn, you can choose to make a weapon attack against any creatures within 5 ft. of you. Make a separate attack roll for each target. The first attack roll you make with this action is always made with Advantage, and you cannot target the same creature twice while you attack in this way.

Reaper's Stance

At 15th level, you know how to twist and contort your body to deal the maximum amount of pain.

You can take the Dodge action as a bonus action. When you do so, the next two weapon attacks you make before the start of your next turn are made with Advantage.

You can take this stance a number of times equal to your Wisdom modifier, and you regain any expended uses when you finish a long rest.

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