Base Class: Ranger
The Order of the Leviathan Slayers
The seas of Thylea are vast and perilous, home to creatures of immense size and power that dwarf even the largest ships. Among the most feared of these are the legendary leviathans, monstrous beings capable of swallowing ships whole and summoning storms with their fury. To combat these threats, the ancient order of the Leviathan Slayers was formed. These rangers are more than just hunters; they are a dedicated order, steeped in ancient traditions and arcane knowledge, sworn to protect the mortal realm from the horrors of the deep.
Leviathan Slayers are renowned for their skill in tracking, their mastery of combat against colossal foes, and their unique ability to draw power from the trophies they claim. Through secret rituals passed down through generations, they preserve the remains of their fallen enemies, creating potent magical items that grant them enhanced abilities and a mystical connection to the creatures they hunt. Each trophy is a testament to their skill and bravery, a source of power, and a reminder of the constant vigilance required to keep the seas safe.
Often operating in solitude or small, close-knit groups, Leviathan Slayers are a rare sight in the civilized world. They are most often found in coastal regions or aboard ships, ever watchful for the telltale signs of a leviathan's presence. Though their methods are sometimes viewed as brutal, their dedication to their duty is unquestionable. They are the shield that stands between the mortal realm and the monstrous forces that lurk beneath the waves, a bulwark against the terrors of the deep. The path of a Leviathan Slayer is fraught with danger, but for those who possess the courage and skill, it is a path that leads to glory, honor, and the satisfaction of knowing they are the last line of defense against the greatest threats to ever rise from the depths of the sea.
Level 3: Trophy Hunter
You can draw strength from your fallen foes. When a creature of Large size or larger that is a beast, humanoid, monstrosity, or undead is slain within 60 feet of you, you may claim a trophy from its remains—a claw, a fang, a lock of hair, or some other significant part—provided you dealt damage to the creature during the combat encounter in which it perished.
As part of a long rest, you can perform a ritual to preserve the trophy, which requires a mixture of rare herbs and preservatives worth 50 gp. Upon completion of the ritual, the trophy becomes a magical item that requires attunement. You can only be attuned to one trophy at a time. If you attune to a new trophy, the previous one loses its magical properties.
While attuned to a trophy, you gain a benefit based on the creature type it was taken from:
- Beast: Advantage on saving throws against being frightened.
- Humanoid: Advantage on one skill check related to the creature's culture or occupation (determined by the DM).
- Monstrosity: Once per day, you can add your proficiency bonus to a damage roll against a creature of the same type as the trophy.
- Undead: Resistance to necrotic damage.
Level 3: Leviathan Slayer Spells
When you reach a Ranger level specified in the Leviathan Slayer Spells table, you thereafter always have the listed spells prepared.
| Ranger Level | Spell |
|---|---|
| 3 | Create or Destroy Water |
| 5 | Gust of Wind |
| 9 | Control Water |
| 13 | Stoneskin |
| 17 | Maelstrom |
Level 3: Trophy Lore
As a Leviathan Slayer, you don't just collect trophies as mere trinkets; you study them to gain a deeper understanding of the creatures you hunt. When you complete the ritual to create a trophy during a long rest, you can choose to spend an additional hour meticulously examining the trophy, gleaning insights into the nature and habits of its kind.
By studying the trophy, you tap into a wellspring of knowledge, granting you advantage on all [check]Intelligence[/check] checks made to recall information about creatures of the same type as the trophy for the next 24 hours. This could include their strengths and weaknesses, their preferred habitats, their social behaviors, or any other lore you might have learned during your time as a hunter.
Additionally, your intimate knowledge of the creature grants you greater confidence and expertise when dealing with similar creatures or navigating their environments. For the next 24 hours, you may also add your [stat]Wisdom[/stat] modifier to any skill checks related to navigating, surviving in, or interacting with creatures of the same type as the trophy. This bonus reflects your enhanced understanding of their behavior and the environments they inhabit, allowing you to anticipate their actions and react accordingly. Your heightened senses and accumulated knowledge make you a more formidable hunter, perfectly attuned to the nuances of your chosen prey and their domain.
Enhanced Trophy
Starting at 7th level, your trophies have become imbued with even greater power. When you make an attack against a creature of the same type as your attuned trophy and hit, you deal an additional 1d6 damage of the same type as your weapon's damage. Additionally, you may add your [stat]Wisdom[/stat] modifier to any saving throw prompted by a creature of the same type as your trophy.
This enhancement reflects your deepening connection to the creatures you hunt and your ability to draw strength from their remains. Your trophies are now potent conduits of magical energy, granting you an edge in combat against those creatures whose essence you have captured.
Level 7: Predator's Exploit
You have mastered the art of exploiting your prey's weaknesses, and your trophies guide your strikes. Starting at 7th level, when you attune to a trophy during a long rest, you can choose one of the following Predator's Exploit options. Once chosen, the option applies to that specific trophy until you attune to a different trophy or choose a different option for the same trophy after a long rest:
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Toppling Blow: When you deal the extra damage granted by your Enhanced Trophy feature to a creature with this trophy, you can simultaneously attempt to knock the target prone. The target must succeed on a [save]Strength[/save] saving throw against your spell save DC. On a failed save, the target is knocked prone. Each subsequent time they fail the saving throw against Toppling Blow before the start of your next turn, they take 1d6 bludgeoning damage. You may use this feature a number of times equal to your [stat]Wisdom[/stat] modifier. You regain all uses at the end of a long rest.
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Debilitating Strike: When you deal the extra damage granted by your Enhanced Trophy feature to a creature with this trophy, you can choose to deliver a debilitating strike. The target must succeed on a [save]Constitution[/save] saving throw against your spell save DC or suffer one of the following effects until the start of your next turn:
- Hamstrung: The target's speed is halved.
- Disoriented: The target has disadvantage on attack rolls.
- Weakened: The target has disadvantage on [check]Strength[/check] checks and [save]Strength[/save] saving throws.
You can use this feature a number of times equal to your [stat]Wisdom[/stat] modifier (minimum of once), and you regain all expended uses when you finish a long rest.
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Crippling Blow: When you deal the extra damage granted by your Enhanced Trophy feature to a creature with this trophy, you can choose to deliver a crippling blow. The target must succeed on a [save]Constitution[/save] saving throw against your spell save DC or suffer one of the following effects until the start of your next turn:
You can use this feature a number of times equal to your [stat]Wisdom[/stat] modifier (minimum of once), and you regain all expended uses when you finish a long rest.
Greater Trophy Hunter
Greater Trophy Hunter
Starting at 11th level, your skill at trophy hunting expands to encompass even greater and more dangerous prey. You can now make trophies from aberrations, celestials, constructs, dragons, elementals, fiends, or giants you have slain, following the same rules as before. The cost of the ritual components for these creature types increases to 200 gp.
In addition, your connection to your trophies grants you a supernatural edge in combat. While attuned to a trophy, creatures of the same type as the trophy are considered to be under the effects of your Hunter's Mark spell, even if you have not cast the spell. This effect does not require concentration and only increases damage dealt; you gain no additional ability to track them with this effect. The damage dealt by this effect is the same type as your weapon's damage.
Trophy Bond
Starting at 11th level, your connection to your trophies deepens, granting you resilience against the attacks of the creatures you hunt. While attuned to a trophy, you gain resistance to a specific damage type based on the creature type of the trophy:
- Beast: Resistance to [damage]piercing[/damage] damage.
- Humanoid: Resistance to [damage]bludgeoning[/damage] damage.
- Monstrosity: Resistance to [damage]slashing[/damage] damage.
- Undead: Resistance to [damage]necrotic[/damage] damage.
- Aberration: Resistance to [damage]psychic[/damage] damage.
- Celestial: Resistance to [damage]radiant[/damage] damage.
- Construct: Resistance to a damage type determined when the trophy is created, based on the construct's primary mode of attack (e.g., [damage]bludgeoning[/damage] for a golem's fists, [damage]piercing[/damage] for a construct with blades).
- Dragon: Resistance to the damage type associated with the dragon's breath weapon (e.g., [damage]fire[/damage], [damage]cold[/damage], [damage]lightning[/damage]).
- Elemental: Resistance to the damage type associated with the elemental (e.g., [damage]fire[/damage], [damage]cold[/damage], [damage]acid[/damage]).
- Fiend: Resistance to [damage]fire[/damage] damage.
- Giant: Resistance to [damage]bludgeoning[/damage] damage.
Note: You must track the specific damage type resistance granted by your attuned trophy based on the creature type listed above. The resistance type for constructs, dragons, and elementals is determined when the trophy is created, based on their primary attack or damage type.
Master Trophy Hunter
At 15th level, your mastery over the art of trophy hunting reaches its peak. Your trophies are now imbued with even greater power, granting you significant advantages in combat against creatures of their type.
The additional damage dealt by your Enhanced Trophy and Greater Trophy Hunter features increases to 2d6. This reflects the culmination of your skill and the potent magic you now wield through your trophies.
Furthermore, while attuned to a trophy, you gain a +2 bonus to your AC against attacks made by creatures of the same type as your trophy. This heightened defense represents the ultimate fusion of your hunting prowess and the mystical connection you share with the creatures you have slain.
Apex Predator
At 15th level, you have reached the pinnacle of your power as a Leviathan Slayer, becoming a true apex predator. Your connection to the trophies you have collected is so profound that you can now attune to a number of them equal to your [stat]Wisdom[/stat] modifier (minimum of two). This does not take up any of your normal attunement slots, which are still limited as usual. These trophies must be from different creature types (e.g., you cannot attune to two Beast trophies at the same time).
While attuned to multiple trophies, you may choose one to apply its benefits to your Predator's Exploit. The additional damage dealt by your Enhanced Trophy and Greater Trophy Hunter features increases to 2d6, reflecting the culmination of your skill and the potent magic you now wield through your trophies.
Furthermore, while attuned to multiple trophies, you gain a +2 bonus to your AC against attacks made by creatures of any attuned trophy's type. This heightened defense represents the ultimate fusion of your hunting prowess and the mystical connection you share with the creatures you have slain. You are a force of nature, unmatched in your ability to hunt and kill even the most formidable of prey.
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