Ranger
Base Class: Ranger

Loss has left its mark on you, and it hasn't gone away. You are a wakehunter, a ranger who tracks the aftermath of death and violence all the way to its origin. Regardless of the time or distance between you and those who cause such hurt, it becomes impossible for you to forget them. When others are harmed, you close in with grim determination and don't give up the hunt. Your mercy ends where the wake does.

Wake Mark

When violence takes hold of those you love and fight beside, it leaves an imprint that does not fade.

When a creature that you can see within 60ft of you hits an ally or knocks them out, you can mark that creature as your Wake Mark. The Mark lasts until the creature dies, until you use the feature again, or until you finish a Long Rest. You may only have one Mark Of Wake active at any time. You can use your Wake Mark a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest. Grief is expressed in different ways, and at any given moment it can be manifested differently. Choose one of the following Grief options. You may change the option following a Long Rest.

 

Fixation

Once per turn, when you hit your Wake Mark with a weapon attack, you deal an extra 1d8 damage.

 

Rupture

Once on each of your turns when you hit your Wake Mark with a weapon attack, you can make another weapon attack against a different creature within 5 feet of the Wake Mark and within your weapon’s range.

Vigilance

When your Wake Mark attacks a target other than you, you may use a reaction to move half your movement towards the target of the attack. Finishing this movement within 5ft of the attacker imposes disadvantage on any following attacks until the start of your next turn.

Predator And Pray

When your opponent is someone you know had to do with your grief (at the dms discretion), you roll an additional dice of any damage from your Wake Mark features (for example, Fixation damage for “Mark of Wake”.).

Debt Be Paid

When a creature marked by your Wake Mark attacks a creature other than you, it takes psychic damage equal to your Wisdom modifier (minimum 1). When this damage is dealt, you can use your reaction to apply an additional effect based on your chosen Grief.

Additionally, you have advantage on saving throws against effects caused by your Wake Mark.

Fixation

When the damage for your Debt Be Paid feature is dealt, you can use your reaction to move up to 10 feet toward the target of the attack.

Rupture

When the damage for your Debt Be Paid feature is dealt, you can use your reaction to deal an extra 1d6 psychic damage.

Vigilance

You can use your reaction to trigger the psychic damage even if the Wake Mark targets you.

Relentless Pursuit

Once per Long Rest, when you are reduced to 0 HP while your Wake Mark is alive, you drop to 1 HP instead.
Additionally, your Wake Mark cannot benefit from being Invisible or Hidden from you.

 
Fixation

You gain advantage on the next attack roll you make against your Wake Mark.

Rupture

The first time you hit your Wake Mark before the end of your next turn, you deal an additional 1d8 damage.

Vigilance

When this feature triggers, you can immediately move up to half your speed without provoking opportunity attacks.

Rite Of Waking

When your Wake Mark is reduced to 0 HP, you gain:

  • Temporary hit points equal to your Ranger level
  • You remove one level of exhaustion

Then the mark ends.

 
Fixation

You regain one use of your Wake Mark feature.

Rupture

You gain advantage on attack rolls until the end of your next turn.

Vigilance

One ally of your choice within 30 feet gains the same temporary hit points.

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