Base Class: Ranger
Taken in as children, wovskas-to-be are subjected to intense alchemical processes, a dark ritual called the turning compounds, and relentless physical and magical training to make them dangerous and highly versatile against their vast array of opponents, many of which possess superhuman speed, strength and/or other deadly powers. These procedures ultimately mean that each fully-trained wovska is a lycan built specifically to hunt and kill inhuman prey. The key permanent results of mutations shared by all wovska include:
- Sterility (which partially explains selection from the outsiders, as they cannot breed to pass on their traits).
- Overdeveloped libido, which caused many rumors to spring up about them.
- Wolf-like eyes that grant very acute night vision - wovska's can constrict their pupils to see in blinding light or open them to see in near pitch darkness. This nightvision can be further enhanced with potions, but in general, it is good enough by itself to not require further enhancement. Their entire sensory system is overall enhanced, allowing them to identify the species of animal from the scent of their blood, and detect nearby beings even when out of sight.
- Exceptionally increased strength, speed, reflexes, and endurance, far beyond any normal or well-trained human, that allows them to swiftly end fights with minimal effort, and perform physical feats non-wovska couldn't hope to match. A wovska's physical abilities are sufficient to defeat most monsters single-handedly when combined with extensive training and proper weaponry, whereas regular men could only hope to accomplish this in large groups. Wovska's have also been known to shrug off hits that would render normal men unconscious, and survive the strikes of powerful monsters, such as giants or other beings possessing herculean strength, that would otherwise kill humans with a single blow.
- More magical potential than the average human, which gives them the ability to perform simple yet incredibly versatile combat magic in the form of signs.
Prerequisite: Must have 3 levels in order of the lycan and have taken the Lycan transformation
Close Quarters
Starting at 3rd level, your resolve allows you to keep the pressure on your target while mitigating the risk to yourself. Whenever you hit a creature with a melee weapon attack you can mark them until the start of your next turn. While creatures that are marked are adjacent to you, they have disadvantage on attack rolls against you.
Hunters Instinct
At 3rd level, you gain the ability to analyze a creature and discern specific information about your favored foe. As a bonus action, choose one creature you can see within 60 feet of you, and make an Intelligence (Investigation) check where the DC equals 5 + the creature’s CR. The check is automatically successful against creatures with a CR less than 1. If you are successful, you learn one of the following pieces of information.
• The creature’s type.
• The creature’s armor class.
• Any damage resistances or immunities the creature has.
• Any damage vulnerabilities the creature has.
If you spend at least 1 minute observing or interacting with the target creature outside of combat, you can learn the first two pieces of information automatically, and the second two with a single Intelligence (Investigation) check of the same DC as described above. If the creature is concealing any of these pieces of information with magic, such as an illusion, you do not learn that piece of information with a successful ability check but instead become aware that the information is being concealed.
Monster Grimoire
Each monster hunter carries with them a grimoire of lore and research about the creatures they hunt. The two types of monsters that you are specialized in hunting must be chosen when you take the ranger class from the following list: aberrations, beasts, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, undead, or humanoids (shape changers and beast men). You add your proficiency bonus to any Intelligence and Wisdom checks you make that relate to the monsters in your grimoire. For example, an Intelligence (History) check to recall lore about a creature you’re investigating, or a Wisdom (Medicine) check to identify claw marks left on a corpse. If you are already proficient in a skill when asked to make an ability check relating to the monsters in your grimoire, you are treated as having expertise for the purposes of that ability check and double your proficiency bonus instead. When you gain this feature, you also learn one language of your choice that is spoken by one of the monster types in your grimoire. Other class features you gain also refer to the monsters in your grimoire.
A monster hunter’s grimoire is an object that is entirely unique to them. It may be a leather tome recovered from a dusty library with notes made in the margins, or a frayed journal inherited from a previous hunter. If a monster hunter ever loses their grimoire, they have usually retained enough of the knowledge to not suffer any immediate disadvantages. However, they cannot further their research without one and therefore cannot take another monster hunter level at level up until a lost grimoire has been replaced. A grimoire can be recreated by spending 8 hours and 50 gp worth of materials such as pages, inks, or components to cast a ritual.
True Grit
Starting at 3rd level, you are immune to being frightened by creature types written about in your grimoire. And when you make an unarmed strike with your bonus action you can make a second one.
Recognized Professional
By 9th level, stories of your expertise in hunting monsters have spread and you have become a recognized professional in your field. You have advantage on Charisma checks against non-hostile creatures when plying your trade, such as when negotiating payment for a quest, asking for information about a monster, or selling monster salvage.
Grave Strike
Grave Strike When you reach 7th level, such is your learning in the weaknesses of monsters that you know patience and precision can often deal more damage than rapid strikes. You can use an action on your turn to perform a grave strike, which is a single weapon attack. When doing so your Intelligence modifier is added to the attack roll and if the attack hits the weapon deals additional damage equal to 1d8 times your Intelligence modifier (minimum of 1d8). A grave strike can also be performed as a reaction such as a readied action or an opportunity attack. You do not lose a use of this ability if the readied action is not performed.
You may use this ability a number of times equal to your Intelligence modifier (minimum of one) and regain all expended uses when you finish a short or long rest.
Grave Riposte
By 10th level you have learned to strike back and your foes who provide you an opening. If a creature you have marked within melee range misses you with an attack or attacks a creature other than you, you may use your reaction to immediately make a melee weapon attack or Grave Strike against them.
Knowledgeable Defense
By 13th level, you have studied the ways in which your foes attack and trained your body and mind to resist them. You are considered proficient with any saving throw made against a creature written about in your Monster Grimoire. If you are already proficient when asked to make the saving throw, you may add your proficiency bonus a second time.
Terror of Terrors
By 15th level your reputation has become such that monsters who prey on the fearful have come to fear you. When you mark a creature using a Grave Strike attack, you can force the target to succeed on a Wisdom saving throw or become frightened of you until the end of your next turn.
The saving throw DC is calculated as follows: DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)
If a creature from a type written about in your Monster Grimoire has 50 hit points or less remaining when you hit it with a Grave Strike, you can force the target to make a Constitution saving throw. On a failure, the creature is immediately reduced to 0 hit points, while on a success the Grave Strike deals its damage as normal.
Previous Versions
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