Base Class: Ranger
Many view rangers as protectors of civilizations, the first line of defense against the terrors of the forest edge, while slaying creatures that threaten innocent lives. However, rangers who take up the mantle of a Hexe Ritter are often viewed as a threat, as those who are Hexe Ritter's use similar bewitching tactics and spells, similar to that of Hag to destroy their foes. For rangers who embark on the path of a Hexe Ritter might find themselves slowly being corrupted by the very magic they hope to wield, or so they are told.
Hexe Ritter Features:
Ranger Level Feature
3rd Hexe Ritter Magic, Hexe Ritter's Armament, Bewitching Strike (1d6)
7th Bane of the Witch
11th Bewitching Smite (2d6)
15th The Witches Blessing
Hexe Ritter Magic
At 3rd level, you learn additional spells when you reach certain levels in this class, as shown in the Hexe Ritter Spell table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know:
Hexe Ritter Spells
Ranger Level Spell
- 3rd Hex
- 5th Flock of Familiars
- 9th Bestow Curse
- 13th Confusion
- 17th Dream
Bewitching Strike
At 3rd level, Once per turn You deal an extra 1d6 necrotic damage when you hit a creature with a weapon attack. That creature must then make a wisdom saving throw against your spell save or be frighten by you until the end of its turn. Only one creature can be affected by this at a time, if a creature succeeds then they are immune to this ability for the next 24 hours.
At 11th level, the necrotic damage increases to 2d6
The Hexe Ritter's Armament
At 3rd level you have been able to meld the teachings of a warrior and a witch into one. You have learned to better arm yourself both offensively and defensively:
- You can use your weapon as a spell casting focus for your ranger spells
- You gain Proficiency in Heavy Armor
Bane of the Witch
At 7th level: The hag magic that you continue to experiment with and study has harden your will and senses:
- You have Advantage on wisdom (insight) checks and intelligence (investigation) checks
- As a reaction if you You or a creature you can see within 30ft from you is the target of a spell that causes a saving throw. You can give yourself or your ally advantage on that saving throw. You can use this a number of times equal to your wisdom modifier, you get all uses back on a long rest
Bewitching Smite
At 11th level, Once per turn When you hit a creature with a weapon attack, you can cast one of your Hexe Ritter Spells (Hex, Bestow Curse, or Confusion) on that creature and apply the affects normally. You still must expend a spell slot and it must be of the appropriate level for that spell, you can choose to expel a higher spell slot.
The Witch's Blessing
At 15th level, you have learned the secrets of some of the oldest hags, you gain one of the following features of your choice.
Annis's Might
As a bonus action you become one size larger, assuming you are not large already, this transformation lasts for one minute and rests on a short and/ or long rest. Every weapon attack you make does an additional 1d8 damage. Once pre turn when you successfully hit a creature with a weapon attack you can force that creature to make a strength saving throw or take an additional 3d6 bludgeoning damage.
Dusk Hag's Corruption
Once per turn When you hit a creature with a weapon attack you deal an additional 3d6 psychic damage to that target. You can use this feature a number of times equal to your wisdom modifier. You regain all expended uses after a long rest
Night Hag's Trickery
You can cast the Etherealness spell without expelling a spell slot or using material components. You can cast this spell this way a number of times equal to your wisdom modifier. You regain all expended uses after a long rest.
Previous Versions
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Coming Soon
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