Ranger
Base Class: Ranger

Devils and Fiends are the true personification of evil, looking to merge their home planes with the material plane in order to bring discord and destruction. There is a group of ever vigilant souls who have sworn to prevent this from happening, known as the Demon Slayers.

Demon Slayers are not typically well adjusted or happy individuals. Their devotion to killing evil creatures normally comes from a place of venegance, with many having lost everything to these abominations.

The Demon Slayers have to be as crafty as their adversaries, with them studying different fighting styles to change up their tactics against different types of evil creatures.

Demon Slayer Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Devil Slayer Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.

Devil Slayer Spells

3rd Level: Protection From Evil And Good

5th Level: Scorching Ray

9th Level: Remove Curse

13th Level: Fire Shield

17th Level: Dispel Evil And Good

 

Demon Slayer Training

At level 3, you gain an additional fighting style. You cannot choose a fighting style you have previously chosen.

Archery

You gain a +2 to attack rolls you make with ranged weapons.

Defense

Whilst you are wearing armor, you gain a +1 to AC.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon you are wielding with two hands, you can re-roll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Two Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Demon Slayer's Foe

You can choose another favoured enemy, choosing between fiends and celestials.

Favored Enemy - Celestials

Celestials are your favored enemies.

Favored Enemy - Fiend

Fiends are your favoured enemy.

Curse Power

At some point in your life, you were touched by a curse inflicted upon you by a being from another plane of existence. However, through your hatred of their kind, what was meant to be a curse has become a source of strength giving you a power to use against them.

At level 7, you can choose from the following options:

Celestial Blessing

Once per round, when hit by an enemy attack, you can heal for 1d10 hit points.

Devilish Endurance

Once per round, when hit by an enemy attack, you can raise your AC by your constitution modifier as a reaction.

Fiendish Power

When taking the attack action, you can add 2d6 force damage to your attack once per turn if the attack hits.

Holy Light

Once per turn, you can deal 2d6 radiant damage to your opponent if you hit with an attack.

Malevolent Strike

Once per turn, if an enemy misses you with an attack, you can make a melee weapon counterattack against that opponent.

Infernal Knowledge

When fighting otherworldly threats such as demons and celestials, you've learned that it's always best to know your enemy. Through this, you can not only decipher their language and plans, but resist some of the adverse effects of their foul curses. After all, in their world, words have their own power.

You gain advantage on wisdom saving throws. You also learn a language from the following choices.

Abyssal

You learn the abyssal language.

Celestial

You learn the celestial language.

Infernal

You learn the infernal language.

True Slayer Form

As the curse bolstering your power reaches a critical point, you can undergo a transformation in order to combat the evil that you hunt, toe to toe.

As a bonus action, you can transform into a fiend like being for 1 plus your constitution modifier turns. During this time, you gain +3 to AC, and your weapons are replaced by natural weapons which can deal 2d12 damage per attack (radiant or necrotic, your choice), which are considered versatile, and you are considered proficient in their use. You get 2 attacks per turn with these.

You also get a fly speed equal to your movement. You can still use your other spells and abilities in this form.

Once this form fades, you gain a point of exhaustion. You can only undergo this transformation once per long rest.

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