Base Class: Ranger
Accustomed to being in decaying, scarred lands. You excel at extracting every possible part of your surroundings to ensure your survival in barren lands.
Syphon Stamina
At 3rd level, your weapon attacks deal an additional 1d4 necrotic damage. This damage increases to 1d8 at level 11.
You can also choose to have the damage dealt by hunter's mark and Favored Foe also be necrotic damage instead.
Whenever you roll the maximum amount of damage on a die that deals necrotic damage, that creature must make a constitution saving throw or suffer a level of exhaustion.
Whenever you deal necrotic damage with this ability you gain a number of life drain points equal to the damage dealt. Life drain points expire if not used after 1 minute of gaining them.
As an action you touch a creature and spend life 10 drain points to allow them to spend and roll a hit die, recovering hit points equal to the amount rolled plus their constitution modifier and your wisdom modifier. If the chosen creature is unconscious they automatically spend the hit die and recover hit points.
Wasteland Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Dust Warden spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.
- Level 3 - create or destroy water
- Level 5 - dust devil
- Level 9 - meld into stone
- Level 13 - aura of life
- Level 17 - greater restoration
Stolen Vigor
At 7th level, as a bonus action you can spend 15 life drain points to do one of the following:
- Remove a level of exhaustion from yourself
- Gain 10 temporary HP
- Give yourself advantage on your choice of strength, dexterity, or constitution ability checks for one minute.
Life drain points now last for an hour before being lost.
Roll with the Blow
At 7th level, after being hit by an attack when it is not your turn, you can use your reaction to move 10ft without provoking an attack of opportunity.
Dust into Dust
At 11th level you can enter and teleport through sand, lose earth, dirt, and gravel to another location of similar material within 500 meters. This functions exactly as casting tree stride except:
- Both areas must be at least the same size as you.
- You must enter and exit though the same type of material, but may freely choose different available materials between teleportation. I.e. If you enter sand you must exit through sand, but you are not limited to only sand for the duration of the spell.
After you use this ability you can’t use it again until after you have completed a long rest.
Life Energy Mastery
At 15th level double the necrotic damage you deal to enemies that have dealt you damage since the end of your last turn.
As an action you can spend 40 life drain points to cast revivify without its material component.
Survive the Incredible
Starting at 15th level, you have advantage on constitution saving throws, death saves, resistance to necrotic damage and immunity to poison damage.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
8/30/2022 3:20:13 PM
|
5
|
1
|
0.1
|
Coming Soon
|
Comments