Base Class: Ranger
The Blade Caller conclave is a newer conclave of rangers. Formerly a sect of the Fey Wanderer conclave, This group of rangers split from the group due to their innate potential towards Trace and Attraction Magic differing from the Fey's way of life. After leaving the conclave, they found a new home. In this new home grew a flower called "Whispering Wisteria". This flower comes in two different variants. The white flowers are known as Death Grasps have a ghostly, ethereal aura to them. Blade Callers who drink their nectar are called Rippers, masters of trace magic. The black flowers are called Shadows of light, so devoid of light they look empty. Blade Callers who eat these flowers are known as Trappers, masters of attraction magic. This Conclave focuses on using their agile movements and magic skills to position themselves in combat. This conclave also values the use of ranged weapons over melee, since their magic allows for more options with ranged attacks. The Blade Caller conclave is also very secretive and selective of its members, making it one of the smallest conclaves, but in turn one of the most skilled in their areas of expertise. Creatures that have meet rangers of this conclave describe them as mysterious loners, very skilled at tracking, and extremely deadly in combat.
Battle Style
Upon joining the conclave at 3rd level, you learn a specific Battle Style of your choice. Your choices are the Rippers, a group that focuses on dealing large amounts of damage in a single burst. Or the Trappers, a group that specializes in locking down and eliminating targets.
Ripper
This sect of the conclave focuses on using their weapons to rend their targets. When you hit a target with a ranged weapon attack that uses a projectile, you imbue the projectile with magic, embedding itself in the target. Once per minute, as an action you can target a creature within 30 feet of you that has one or more of these embedded weapons inside of it and call the weapon back to yourself, rending the target for 1d4 of the weapon's damage type, for each projectile pulled.
This abilities damage increases to 1d8 at 7th level, 1d10 at 11th level, and 1d12 at 15th level.
Trapper
Impale- Attacks made with this trait pass through all targets in the area of effect, making new attack rolls for each creature. On a failed attack the projectile continues but the remaining creatures take no damage.
This sect of the conclave focuses on using their weapons to ensnare and eliminate targets. Your ranged weapon attacks with projectiles have Impale. After the projectile has traveled its max range or comes into contact with terrain, it stops, and becomes an Ethereal Target.
As an action, you may pull all Ethereal Targets within 60 ft back to you. They travel back to you in a straight line, any creature they pass though takes 2 slashing damage. If multiple pass through a target they suffer a bonus effect from the effect table below
The damage of the Ethereal targets on recall doubles at 7th, 11th, and 15th level.
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2 |
Any creature hit by exactly two ethereal targets are marked, giving you advantage on them during your next attack. |
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3 |
Any creature hit by exactly three ethereal targets are restrained until the start of their next turn |
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4 |
Any creature hit by exactly four ethereal targets is stunned until the start of your next turn |
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5 |
Any creature hit by five or more ethereal targets is Paralyzed until the end of your next turn |
Strategic Combat Movement
At 7th level, you gain one of the following features based on your Blade Caller Battle Style
Nimble Fighting(Ripper)
After using the attack action you can move 5 feet in any direction, this movement does not provoke opportunity attacks.
Strategic Reposition(Trapper)
You can use the dash action as a bonus action.
Combat Specialist
At 11th level, you gain one of the following features based on your battle style.
Multistrike(Trapper)
As a bonus action you cloak yourself in powerful magic for 1 minute. When you make a weapon attack, you make a second attack as a free action. This second attack deals half damage and does not make an Ethereal Target.
You may use this ability a number of times equal to your Wisdom Modifier+1 per long rest.
Soul Link(Ripper)
You may spend a minute linking to a willing creature within 10 feet of you, tethering you to them. This tether is invisible to other creatures, and is destroyed if you move outside of 30 feet of your ally, or you are incapacitated.
As an action while tether you may recall your linked creature to your position. They teleport to your location, then as a free action they may teleport to a location within 15 feet of you. Any creatures within a 10 foot radius of the linked creature take 3d10 force damage when they arrive at the final location.
You can use this ability a number of times equal to your Wisdom Modifier+1 per long rest.
Death Incarnate
At 15th level, you gain one of the following features based on your Battle Style
Blade Storm(Trapper)
As an action you leap into the air and send out a volley of attacks in a 15 foot cone. Roll a 1d10 to determine the number of attacks made, each attack leaves behind an ethereal target. Creatures in this AoE must make a DC17 Dex save, on a failure they take full damage, on a success they take half.
Death Assault(Ripper)
You take the attack action to enter a deadly barrage of attacks making two weapon attacks. On a hit these attacks deal double damage. If the target creature is killed from this attack you may transfer all projectiles from that creature to another within 30 feet.
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