Ranger
Base Class: Ranger

Having encountered a powerful creature (a Hydra, a Storm Giant, or an Archaic) at a formative time in their life, the Monster Fanatic's subsequent obsession with the creature forms them, where they draw their power and how they go forward. They can swear an oath of vengeance against their monster or a vow to protect them or be an interested scientist or hermit with an obsessive intellectual or a pseudo-spiritual interest in the monster. These rangers have in pockets formed conclaves or cults, though they are often divided by Fandom lines or the more radical groups who join together to protect all 'innocent' monsters. Their motivations vary from power, to passion, to research, to the balance of nature, but the distinguishing characteristic of the Fanatic is that he is bent in a societally abnormal way towards his monster.

Monster Fanatics generally wear a symbol of their Fandom. Storm Giant fans emboss their gear with lightning or thunder; hydra fans may wear a vial of acidic blood around their neck; and archaic either carries around stories of lore of great oracles or even a smooth stone believed to be touched by the archaic's power. 

Fanatic Conclave

At 3rd level, you may choose one of the following Fanaticisms that determines the trait and magic which characterize all of your abilities in this class. When you do, your Spell Save DC, Spell and Weapon Attack Modifier with a weapon with which you are proficient with to hit and damage may use your primary ability modifier instead of the normal modifier.

Your options are:

Storm Giant Fanatic: Your primary ability modifier is strength. Whenever you attack, you channel the inspiring power of the Storm Giant and you deal a bonus 1d4 lightning/thunder damage (your choice) on each hit. The bonus damage increases to 1d6 at level 9 and 1d8 at level 17.

Hydra Fanatic: Your primary ability modifier is constitution. Your hands and mouth can strike as if the fangs of a hydra; they become natural melee weapons. Your hands take the place of your normal weapon attacks and can do 1d8 plus your primary ability modifier magical piercing damage. On each turn you can use your bonus action to make a bite attack that deals a base 1d4 magical piercing damage (still adding your normal ability modifier to hit and damage). You are considered proficient with these weapons. con mod; bite gets bonus 1d6 acid once per turn

Archaic Fanatic: Your primary ability modifier is  intelligence. You gain a ranged spell attack called Force Strike that can be cast through any spell focus with its effects and deals 1d10 force damage plus your primary ability modifier psychic damage. You are proficient with this attack.

 

Fanatic Improvements

At 7th level, you gain abilities specific to your fandom as follows:

Storm Giant Fanatic: You gain resistance to lightning and thunder damage; as a bonus action, you can channel the power of the storm and get 10 feet of flying/hover speed; this ability lasts for 1 minute and can be done a number of times equal to your strength modifier, resetting on a long rest.


Hydra Fanatic: You gain resistance to poison and acid damage. Every time you are hit, each creature of your choice within 10 feet of you takes 1d10+your constitution acid damage. Whenever you could take or make an attack of opportunity, you can make a bite attack as a free action.


Archaic Fanatic: You gain resistance to psychic and force damage. Each turn as a bonus action, you can teleport up to 20 feet in a straight line towards or away from the target of your ranged attack.

Fanatic Motivation

At 11th level, you may choose from one of the following options to gain a new ability that builds off your primary ability modifier:

Life:  At the end of every turn you regenerate hit points equal to two times your primary ability modifier unless you have failed a saving throw on that turn. You cannot exceed your hit point maximum. If you are at 0 hit points, you must succeed on a saving throw DC 10 to gain the benefits of this ability.

Death: Every time you hit on an attack, you double the bonus from your primary ability modifier and when you get a critical hit you may roll two extra attack dice of damage.

Fanatic Zeal

At 15th level, you may choose from the following abilities:

Stun: As an action, you can target creatures in a 10 foot radius you can see within 60 feet and they make a save against your Spell Save DC (with your primary ability modifier); on a failed save, they are stunned until the end of your next turn and take 12d8 damage (thunder if a Storm Giant Fanatic, Poison if a Hydra Fanatic, force if an Archaic Fanatic). On a successful save the creatures take half as much damage and are not stunned. This damage ignores resistances. This ability recharges on 5-6 with a d6 roll you can make once per turn as a free action.

Summon: As an action, you can summon the creature associated with your fandom with the following stats anywhere within 60 feet of you that you can see. The creature has its own initiative immediately after yours and is commanded as a free action by you. It remains summoned for one hour or until it does not regenerate hit points. If you are unconscious, its armor class doubles for one turn, it regains all its hit points, and it moves to protect you and kill your attacker. It can only gain these effects once in the hour summoning. You can use this ability a number of times per short rest equal to half your primary ability modifier (rounded down). You cannot summon two or more of these creatures at the same time.

Fanatic Spirit

Huge Monster

Armor Class: 18 (natural armor)

Hit Points: 100 + 2 times your level in this class

Speed: 45 ft.; fly 20 ft. (hover) (Storm Giant only)

STR

DEX

CON

INT

WIS

CHA

25 (+7)

12 (+1)

22 (+6)

18 (+4)

20 (+5)

18 (+4)

Damage Immunities: psychic and force (Archaic only)

Damage Immunities: thunder and lighting (Storm Giant only)

Damage Immunities: poison and acid (Hydra only)

Senses: Truesight 60 ft., passive Perception 20

Languages: Understands the languages you speak

Challenge: —

Proficiency Bonus: equals your bonus

Regeneration. On its turn: it regenerates 2xyour primary ability modifier hit points even if at 0 hp unless it failed a saving throw since its last turn.

Destructive Force.  Every time you hit on an attack, you double the bonus from your primary ability modifier for damage(added in already).

Actions

Multiattack. The fanatic spirit makes a number of attacks equal to your level in this class divided by 5 (rounded down).

Storm Surge (Storm Giant only). Melee or Ranged Weapon Attack: your attack modifier to hit, reach 10 ft., or 60 ft. thrown, one target. Hit: 1d8 + 14 lightning or thunder damage (your choice).

Hydra Fang (Hyrdra Only). Melee Weapon Attack: your attack modifier to hit, reach, 15 ft., one target. Hit: 1d8 + 12 magical piercing damage plus 1d6 acid damage once per turn. If the target is a creature, it can’t regain hit points until the start of the fanatic spirit’s next turn.

Force Strike (Archaic Only). Ranged Spell Attack: your spell attack modifier to hit, range 120 ft., one target. Hit: 1d10 + 8 psychic or force damage (your choice).

 

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