Base Class: Ranger
A hunter of vampires that uses tools and the hunt itself to bring down their prey.
HUNTER’S TOOLS
Throwing Crucifix. An altered boomerang with four piercing blades set along a center throwing ring. As a bonus action, you may make a ranged attack against a creature within 30 feet, even if you cannot see them. This tool deals 1d6 + your Dexterity modifier in slashing damage and returns to your hand after the attack is resolved.
Combat Trap. A series of traps that can be deployed quickly to cover a field of engagement. As an action, you can set a single trap. Choose a point within 5 feet of you. When a creature moves into that square, it takes a number of d4s of piercing damage equal to your proficiency bonus, and its walking speed is halved until the end of its next turn. If a creature does not see you set this trap, they must roll a Wisdom (Perception) check to notice it, against your spell save DC. You may have as many traps active at one time as you have uses of this tool. A trap has 5 hit points, an AC of 10, and can be disabled, with the same DC equal to the Perception check to notice it.
Repeating Crossbow. This weapon possesses the statistics of a standard hand crossbow, only it lacks the loading property. When you use the Attack action to attack with this crossbow, you can fire a number of additional bolts from it equal to your proficiency bonus, provided that you have the bolts available to fire. Each additional bolt fired adds 2 points of damage to the attack. After you have exhausted the crossbow, it still functions as a normal hand crossbow until you remake this tool when you take a long rest.
Scatter Spark. A crafty concoction of alchemical powder and shrapnel that you can hurl to distract and dismay a creature. RANGER VAMPIRE HUNTER CONCLAVE Scatter Spark counts as an improvised ranged weapon (that you are proficient with) with a range of 20 feet. A creature hit by Scatter Spark is blinded until the end of their next turn.
You may select a third tool at 7th level, then gain the last tool at 11th level. Each tool possesses a separate pool of uses.
TOOL EXPERT
Throwing Crucifix. Your Throwing Crucifix now hits every creature in a 5-foot radius sphere around the original target. Use your original ranged attack against the AC of the additional targets to determine if a creature is hit or missed. If the original target is a creature type on your list of favored enemies it begins to bleed, taking 1d4 piercing damage at the beginning of its turns for 1 minute until it is healed.
Combat Trap. You may now choose to have your combat traps deal either acid or fire damage. If creature triggering your trap is a creature type on your list of favored enemies it suffers from the following conditions depending on the damage dealt: • Fire. The creature is set ablaze, taking 1d4 fire damage at the beginning of its turns for 1 minute, or until it takes an action to smother the flames. • Acid. The creature has disadvantage on the first attack roll it makes within the next 1 minute. • Piercing. The creature’s speed is reduced to 0 until the end of its next turn.
Repeating Crossbow. When you make an attack with this crossbow as a bonus action as per two-weapon fighting, you may make one additional attack with it. Doing so counts as a use of the Repeating Crossbow for purposes of your maximum allowed uses of it, per the Hunter’s Tools feature.
Scatter Spark. You may now use Scatter Spark in a 10-foot cone. Any creatures within range must make a Constitution saving throw equal to your spell save DC or be blinded until the end of their next turn.
You may upgrade a second tool to its expert status at 15th level.
PROFANE HUNT
So long as you have a possession of the target’s, or evidence of its passing (such as a corpse slain by the creature, or obvious footprints) and the creature is on your list of favored enemies, you may roll a Wisdom (Survival) check to track it down with a DC equal to 5 + the creature’s CR. On a success, if the creature has passed through this area within the past 24 hours, you sense the direction to that creature’s location and the approximate distance between you and the creature. You cannot be surprised by it or its allies until you take a long rest.
You may only use this ability on the same creature, or evidence, once every 24 hours. If a creature is subject to your Profane Hunt, you add your Wisdom modifier in damage on attacks against that creature (this does not stack).
You may use Profane Hunt on a creature even if it is immune to normal, mundane tracking.
ENDURING HUNTER
At 11th level, you gain resistance to necrotic damage and advantage on saving throws against being charmed or frightened by creatures on your list of favored enemies
TOOL MASTER
improves again:
Throwing Crucifix. As an action you may attack every creature in a 30-foot line with your Throwing Crucifix. Each creature in the line must make a Dexterity saving throw against your spell save DC, taking Xd6 slashing damage on a failure, or half as much on a success. X = your proficiency bonus. Any creature that fails the save that is on your favored enemy list begins to bleed, taking 1d4 damage at the beginning of their turns for 1 minute or until they are healed. You may use this ability once, regaining it when you f inish a short or long rest.
Combat Trap. Your traps now deal their damage in a 5-foot-radius sphere when triggered. You, or any ally, may also trigger a trap by dealing damage to it with a weapon attack. You may do so by using your reaction.
Repeating Crossbow. As an action, you may fire a series of rapidfire bolts from your crossbow that pepper a 10-foot radius sphere within its range. Creatures in the sphere must make a Dexterity saving throw against your spell save DC, taking Xd6 slashing damage on a failure, or half as much on a success. X = your proficiency bonus.
Scatter Spark. The range of your Scatter Spark’s cone increases by 5 feet to 15. Any creature that fails the saving throw from your spark is now dazed, only able to take an action, bonus action, or movement until the end of their next turn, and unable to take reactions until the end of their next turn.
MASTER HUNTER
At 15th level, as a bonus action, you can activate Profane Hunt on a number of creatures you can see equal to your Wisdom modifier, so long as they are on your list of favored enemies. This version of Profane Hunt lasts for 1 minute, and while active your attacks against affected creatures score critical hits on rolls of 19 or 20, you are immune to being charmed or frightened by affected creatures, and you always know exactly where an affected creature is even if they are invisible or heavily obscured, so long as they are within 30 feet of you. You may use this ability twice, and regain all uses when you finish a long rest.
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