Ranger
Base Class: Ranger

You are a disciple of Knights of Crimson, trained hunter-warriors who seek out the abnormalities of the world to destroy them. Their speciality is the lost arts of hemocraft seeking out the impure through the blood in their system ready to swiftly take out their foe. You stalk your prey methodically, anticipating every precaution, having studied the one within your sights. 

Grim Hunter Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Grim Hunter Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.

Grim Hunter Spells

Ranger Level Spell
3rd false life
5th ray of enfeeblement
9th remove curse
13th blight
17th hold monster

Edifying Lesion

At 3rd level, you know how to study your enemies blood to gain insight into their defence. As an reaction after you deal damage to a creature within 5ft of you. You immediately learn whether the creature has any damage immunities, resistances, or vulnerabilities and what they are. If the creature is hidden from divination magic, you sense that it has no damage immunities, resistances, or vulnerabilities.

You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses of it when you finish a long rest.

Reaping Strike

Starting at 3rd level, you can manipulate the wounds of a target causing internal pain from the damage already inflicted to twist their body into additional agony. The first time each turn that you hit that target with a weapon attack and that target is missing any of its hit points, it takes an extra 1d8 necrotic damage. When you reach 11th level, the extra damage increases to 2d8.

Additionally, when your weapon deals a critical hit you regain hit points equal to your Wisdom modifier + your ranger level (minimum of 1).

Lacerated Ward

At 7th level, the knowledge you gain from the blood you've drawn gives you insight into your opponents assaults against you. When a creature you have previously used Edifying Lesion against forces you to make a saving throw and whenever you make an ability check to escape that creature grapple, add 1d4 to your roll.

Additionally, opportunity attacks made against you by those creatures are at disadvantage.

Scathing Finale

At 11th level, you gain the ability to strike with fatal precision at obvious wounds of injured enemies. Your weapon attacks score a critical hit on a roll of 19 or 20 against a creature that has less than half its maximum hit point.

Mortal Retort

At 15th level, you have mastered utilising your pain in battle able to deliver a final effort just before succumbing to your wounds. When a creature drops you to 0 hit points, you force that creature to make a Constitution saving throw against your spell save DC when a creature kills you instantly the creature makes the saving throw at disadvantage. If it fails, it is reduced to 0 hit points. If it succeeds, it takes 8d6 necrotic damage.

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