Ranger
Base Class: Ranger

Traversing the upside down are a number of brave souls with intent to learn, document and discover; each one more foolish than the last. To traverse the Upside Down and avoid a swift death, great understanding is needed. To learn and discover more, you have spent whatever time and means at your disposal to explore more of it's history and biology, maybe even coming into contact with it or it's denizens directly...

Psionic Training

You gain an additional spell of your choosing from the following options:

At 7th level, you gain another additional spell and at 11th level you gain the final remaining spell.

Jump

You gain access to the Jump spell which is cast at 3rd level and can be used once per long rest without expending a spell slot.

Misty Step

Once per long rest, you can cast Misty Step at 3rd level without expending a spell slot. 

Nondetection

Once per long rest, you can cast Nondetection at 3rd level without expending a spell slot.

Upside-Downer Spellcasting

When you reach a Ranger level specified in the Upside-Downer Spells table, you thereafter always have the listed spells prepared.

Upside-Downer Spells
Ranger Level Spells
3 Command, Dissonant Whispers
5 Enthrall, Phantasmal Force
9 Fear, Major Image
13 Confusion, Hallucinatory Terrain
17 Contact Other Plane, Dream

Aberration Analysis

You gain advantage on perception and investigation checks to locate or discern information about aberrations.

As a reaction, when an aberration, fiend, celestial or fey makes a successful attack on you, you can reduce the damage by 1d10. At 11th level, you roll 2d10 instead and at 15th level, you roll 3d10 instead.

Abberant Enhancement

At 11th level, you gain one of the following features of your choice.

Demoinfection

As a result of your research, you have become infected with genes of the creatures in the upside down which enhance your abilities at a cost. Whenever you would make an attack on a creature, you can enhance the attack depending on the type of attack:

Melee Weapon Attack. You roll the attack with advantage.
Ranged Weapon Attack. You can double the range and long range of the attack.
Spell Attack. You can deal an additional 2d6 psychic damage.

After using this ability, you must succeed a DC 15 Constitution saving throw, or take 2d6 damage and become stunned until the end of your next turn, ignoring any immunities to the stunned condition. The damage inflicted to you from this effect cannot be reduced.

Hivemind Seize

After directly interfacing with the hivemind of the upside down, you have gained an understanding of how to manipulate other creatures. You learn the following spells:

At 17th level, you also learn the Geas spell.

You can cast each spell at it's base level once per long rest, without expending a spell slot.

Aberrant Form

Understanding the Upside Down has led you to become something much more powerful. At 15th level, you gain one of the following transformations of your choice.

Demogorgon Lash

Once per long rest, as a bonus action you can transform into a Demogorgon Lash for 1 minute.

The form has 4 multiplied by your constitution modifier plus 100 hit points and an AC of 19. While in this form your size is large, your Strength and Dexterity scores increase by 4, ignoring any restrictions on ability score maximums, your walking speed remains the same and you can use any weapons or spells you would be able to in your normal form. You also gain any additional AC bonuses from shields equipped, but any AC bonuses gained from armor you are wearing are lost until the transformation ends.

You can attack three times per action and can also make a bite attack, tentacle attack and claw attack. When attacking with your claw or bite attacks, all attacks made against a creature missing any of their hit points is made with advantage.

If your hit points reduce to zero while in this form, or at the end of your turn after one minute passes, you revert to your normal form with the same amount of hit points you had before transforming and will be stunned until the start of your next turn, which ignores any immunities to the stunned condition.

Psionic Sire

Once per long rest, as a bonus action, you can transform your body for 1 minute into a more skinless, fleshy form rippling with tendons and veins.

While in this form, you gain a bonus to all spell attacks made equal to your wisdom modifier and any spells cast deal an additional 2d6 psychic damage to any targets, including spells that originally did not deal damage as long as they require a saving throw and the saving throw is failed by the target. You can also cast any spells learned through your Hivemind Seize ability even if you have expended their uses, gain a flying speed of 15ft and are immune to the charmed condition. Any creature that attempts to charm or dominate you takes 2d6 psychic damage and immediately fails their attempt while you are in this form. As a reaction, you can also cast the shield spell without expending a spell slot.

If your hit points are reduced to 0, or at the end of your turn after 1 minute passes, you transform back into your original form and are stunned until the start of your next turn, ignoring any immunities to the stunned condition.

Comments

Posts Quoted:
Reply
Clear All Quotes