Base Class: Ranger
You've mastered the art of hunting those from the abyss. Apart of an ancient order, who've honed your the skills of body and mind, to gain complete control of it. Apart of this order granted you unique traits in combat to thwart those identified as demons.
Breathing Tactics
At 3rd level, You are capable tap into the forces of the natural elements, purely through breathing alone. Doing so, you gain an additional attack feature.
Breath of Burning Retaliation
When a creature with 5 feet of you makes an unsuccessful melee attack against you, you can use your reaction to make a melee attack roll with advantage. If the attack roll succeeds, the creature takes and additional 2d4 fire damage on top of melee damage.
Breath of Chilling Percision
You can use this breathing technique to gain advantage on your melee attack roll against an opposing creature. If the roll is successful, it is counted as a critical hit, dealing the critical damage. Doing so also generates a brush of cold, also dealing 1d6 of cold damage to the target creature. This feature can only be used once per long rest.
Breath of Hasted Lighting
Once per short rest, roll 1d4+1. Based on the roll of die, you'll be able to attack a target creature that many times. Though the damage die will be halved rounded up. Due to the quick maneuver on the attack, the maneuver deals an additional 1d6 lightning damage to the target.
Breath of Spiteful Strikes
When a creature within 5 feet of you makes attack roll against, you can use your reaction to attack that creature immediately after. If the opposing creature misses the attack against you, your reaction deals 1d4 acid damage. If the opposing creature makes the attack against you, your reaction increases to 2d4 damage.
Breath of Venomous Fangs
When you attack a creature with a melee or ranged attack, you strike with the piercing fangs of a venomous snake towards an opposing creature. the creature takes an addition 1d6 poison damage and must succeed a constitution saving throw or become poisoned. This feature can only be used once per turn.
Breath Taker
Your tenacity can wear down the most potent demons around you. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it’s below its hit point maximum. If the creature's HP is below half, the damage is 2d8 instead. You can deal this extra damage only once per turn.
Elevated Wisdom
As you develop your skills, you become very perceptive to your surroundings and others within it. At 3rd level, you gain one the following proficiencies from the Ranger's skills.
Improved Breathing Tactics
At 7th level, you gain one of the following features of your choice.
Breath of the Blue Wyrmling
As an action, you can slam your weapon's blade to the ground generating a 20 foot long, 5 foot wide slash of lightning. Those within range must succeed a Dexterity saving throw to evade the lightning. On a failed save, the creatures take 3d6 lightening damage. This trait can only be used once per long rest.
Breath of the Fire Serpent
As an action, you can target up of five opposing creatures within 15 feet, your weapon's reach increases by 10 feet for that action and the rest of the turn. when attacking those creatures, you must make separate attack rolls for each creature. On a hit, the your melee attack does 1d10 fire damage atop of the regular weapon damage.
Breath of the Stone Tortoise
When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.
Breath of the Whispering Hawk
Opportunity attacks against you are made with disadvantage.
Talented Attacker
In you travels throughout the land, you become more attuned to your body, controlling and understand its inner working completely. Due to this understanding, at 7th level, you gain the martial adept feat, if you don't already have it.
Multiattack
At 11th level, you gain one of the following features of your choice.
Volley
You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon’s range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target.
Whirlwind Attack
You can use your action to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target.
Superior Hunter’s Defense
At 15th level, you gain one of the following features of your choice.
Evasion
When you are subjected to an effect, such as a red dragon’s fiery breath or a lightning bolt spell, that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Stand Against the Tide
When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice.
Uncanny Dodge
When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.
Previous Versions
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