Ranger
Base Class: Ranger

the marker builds up stacks onto enemies with each attack roll that hits, the marker can then unleash the power of these marks to inflict damage onto the creature and cause side effects at later levels.

Marker Magic

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

Marker Spells

Ranger Level Spell
3rd faerie fire
5th scorching ray
9th haste
13th greater invisibility
17th animate objects

Marking

at 3rd level, you gain the ability to magically mark your targets when hitting with attack rolls.

these marks stack up to your WIS modifier + your Proficiency Bonus per creature.

as a bonus action, you can consume all marks and deal force damage (or a damage type that fits your character better) equal to your Marker Die per stack.
your marker Die at this level is 1d6.
you can use this bonus action a number of times equal to your proficiency bonus.

these marks last indefinitely but can be removed by dispel magic, the DC is 10 + the amount of marks.
the mark is somewhere on the creature's body and a detect magic spell will show that it is evocation magic.

Mark of Terror

when consuming marks, if you deal over 20 damage on a creature, they must make a WIS save against your Marking DC or become frightened of you for 1 minute, they can repeat the save at the end of each turn.

Mark of Numbness

your Marking Die increases to a d8
some features now also require a marking DC, this is 10 + the number of marks the creature is affected by.

when consuming the marks, you can forgo the damage to force the marked creatures to make a WIS save against the Marking DC, on a success nothing happens, on a fail the creature is unconcious for a number of hours equal to your proficiency bonus, or until it takes damage.

Mark of draining

your Marking Die increases to a d10

when consuming the marks, you can spend 2 more charges of consuming marks to heal back HP equal to half the damage dealt, you decide before rolling damage.
if you heal over your hitpoint maximum, you must make a CON save of DC 10 + the remaining HP. on a fail you take 1 level of exhaustion from the access life energy entering your body.

Channeled Marking

your Marker Die increases to a d12

creatures under your command now also apply marks.
you can cast the "finger of death" spell once per day now.

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