Base Class: Ranger
Darkness... This Ranger sometimes are said to fear themselves and the monster they have. Others think they are paranoid or a joke. While yes they are often the joke of parties and adventurers. These rangers seem to hide something. Something within. A monster that only grows stronger with time. Fear is their tactics. Necro energy flows through them, and they are edgy as a nightmare. Yeah they love joking about that. These guys and girls switch from serious to better comedies than bards faster than you can say, "A ranger is useless."
Have fun with this terrible subclass. :) the short description is talking about some thoughts of mine.
Monstrous ways:
As a ranger at level 3 you can Wis bonus + proficiency bonus a day let in a monstrous desire to kill and gain the following effects: depending on if you have chosen Favored Enemy or Favored Foe will effect this powers effect. For Favored Enemy the ranger has for 1 + WIs bonus hours while additive instead of having only a handful of favored enemies. The ranger has all possible Favored Enemies. (ex: if a ranger is level 3 and have dragons as their favored enemies. They still have that but all other possible favored enemies are now theirs of beasts, humans, undead etc.) After the time is up with their ability they gain one level of fatigue. passive effects for those with Favored Enemy are that they get two extra languages, two have +1 to damage with all base favored enemies not from this the effect of Monstrous ways and get one more Favored Enemy at this level.
Favored Foe is no longer required to have concentration and gets to add proficiency bonus to damage from Favored Foe. Once all uses of Favored Foe are used up while having Monstrous ways active gain one level of fatigue.
danger of within:
At level 3 a ranger of monster ranger gains a choice of feats. tough or skilled. tough to make it so the monster within makes you harder to kill; With the extra effect of giving extra AC of 1. (ex: if the ranger has no armor from race, armor or class upgrades the basic boost to AC is making the base 10 become 11 + Dex bonus.) While if Skilled is taken. It means that the monster within is clever and uses the wit to make others fall. They gain an extra +2 to Wis and Dex based skills.
Choice of fear tactics:
At level 7 depending on choice of fighting style between Archery, Two-Weapon Fighting, Dueling, Unarmed Fighting, Defense or Druidic Warrior can gain the following depending on fighting style. Archery style can choose between monster form arrow or hunter arrow. Two-Weapon Fighting has beast arts or hollowing storm. Dueling has monster mirror or fear power. Unarmed Fighting has claws arts or tail arts. Defense has hollow shell or fear wall. Druidic Warrior has speedy use or quick thinking. Any other fighting style gets boost effect or fear effect.
Monster form Arrow: When an arrow hits from an attack from a user a second shot on the same turn with a failed DC Wisdom save of DC 10 + proficiency bonus + Wisdom bonus. They get +1d8 necro damage along with being denied their Dex to AC until the rangers next turn. (A ranger cannot use this on the same person twice). if success the DC save they take half of the necro damage.
Hunter Arrow: On hit enemy blinded and deaf for 1 turn. If hit a second time they get +1d8 necro damage.
Beast Arts: when using two weapons a monster ranger may choose to do a double the number of attacks (example: if you only use standard action to attack you can do it twice with that weapon.) Afterwards all enemies have +3 to hit you with attacking you until your next turn, but if an enemy does hit. You can use a reaction to hit back at -3 to hit.
Hollowing Storm: All enemies hit by your attacks must make a DC Wisdom save 10 + proficiency bonus + Wisdom bonus. On success they only take half necro damage and no other effects. on fail take +1d4 necro damage and gain fatigue and fear effect for until ranger's next turn.
Monster Mirror: Then attacking a enemy a monster ranger can choose to make a copy of themselves or monster of some kind. The enemies within 10ft must make a DC 8 + proficiency bonus + Wisdom bonus or on fail will be confused and unable to take any action until the monster ranger's next turn or the monster ranger attacks them. If attacked while in this state they take an extra +1d10 necro damage. On success on DC save the are not effected at all. Others not within 10ft range see nothing of what the others see and could think their allies are going crazy.
Fear Power: Can make an intimation check as bonus action before attacking. If the target is scared of the monster ranger. They will see them grow huge and monstrous in their eyes. They take 1d6 Wisdom damage. (this damage can go away with a long rest)
Claw Arts: All unarmed attacks do an extra +2 necro damage and do -1 to AC for a max of -5 AC for 2 turns.
Tail Arts: After an attack hits with unarmed strikes. A monster ranger may make a trip attempt as a free action. If they are already prone. Add extra +1d8 necro damage.
Hollow Shell: If an enemy tries to attack a monster ranger while no ally of the enemy is within 5ft of them. They get -2 to hit a monster ranger and if they fail to hit. The monster ranger will get +1 to hit them in their next attack.
Fear Wall: while any ally of the monster ranger is within ranger of attacks of the monster ranger. As a reaction action; if a enemy tries to attack them. They can make an attack role that if it would hit the enemy AC will miss the enemy but stop the attack. Forcing the enemy to look at them and if they fail a DC Wisdom save of 8 + proficiency bonus + Wisdom bonus will have the fear effect. (can work with range and/or melee attacks just depends on what weapon they have equipment at the moment of the reaction.)
Speedy Use: Can use any cantrip they have as a bonus action instead of a standard action. Along with gaining +2 necro damage to any damage dealing spells.
Quick Thinking: Once a day on any Wis, Int or Cha check, save or spell roll can be rerolled, but has take the second use. (+1 bonus to any one skill of choice).
Boost Effect: Can choose once a day to boost the damage or DC save of a spell by +2.
Fear Effect: All attacks by the monster ranger can cause the fear effect. DC Wisdom save of 8 + proficiency bonus + Wisdom bonus.
monster screams:
at level 11 a monster ranger as a bonus action let out a scream that hits all around within 60ft with the ability to hear. Allies are gain +1d8 necro damage to their attacks until the monster ranger's next turn. (unless they choose to reject the power boost) Enemies must make a DC Wisdom save of 7 + proficiency bonus + Wisdom bonus. on a fail they get -2 to AC, to all attacks they do until their next turn. A monster ranger can only do this Proficiency bonus times a day. (it doesn't stack (just in case someone found a way to make it broken)).
final beast:
at level 11 a monster ranger can once a day choose to transform into a monster of undead or evil monster of their choice that is challenge level equal to their class level in ranger only. (they have to choose one and are stuck with that as their only form until their next level up then they can choose to change it.) They still have use of all their abilities as a monster ranger, race features etc. While in this form. A monster ranger will change back after 1 + proficiency bonus hours. They gain fatigue after they transform back. If they hit 0 hit points while in this form. They auto fail one death save.
Forever a monster:
at level 15 a monster ranger can remove all fatigue 3 + proficiency bonus times a day. Along with being able to stay in their final beast form forever (mostly), but once they go to sleep or stay in the form for more than a week. Will be exhausted for holding that form can drained a lot and will fainted and take 24 hours to wake up. Also gain an extra +2 necro damage from all attacks from a monster ranger.
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