Ranger
Base Class: Ranger

“There is much we could do, you and I. You seek glory and power, a currency I am well familiar with. In return, there is little I ask, other than to be fed, as any beast would.”
Those words had begun a profound transformation for Miz’drith. They came in the form of a whisper, more in
her mind than the world around her. With them came a form, skittering and not entirely natural. One could have described the Horrorling as a spider, but that would be akin to describing the ocean as wet, for it was the thing a spider made itself out to be.
At first it had simply joined her, occupying a space deep within her. She had thought that weird and disturbing, but having such an entity inside also excited Miz’drith. There was turmoil too, for she and the Horrorling thought very differently. And there was hunger, always the hunger.
Then came the limbs. Miz’drith had spent her entire life with only four of them, a pitifully low number in comparison to the Horrorling. These came with weapons, jagged pincers which made for savage martial prowess. She thought it disturbing that often they struck of their own accord. It seemed they almost predicted her desire for them to act. Often they struck well before she had the notion for them to do so. But then again, that proved to be a boon more often than not.
Eventually the Horroling’s form was predominant over her own. While melded to it she was more a piece of it than it was a piece of her. Miz’drith did not mind this, in fact she did not even consider minding it, for it seemed as natural as growing up. She no longer considered herself to be wielding the Horrorling in those days, it was a part of her, and she was a part of it, inseparable.
These days, they wander the land as they wish, unfettered by foe or fear. The name Miz’drith remains, for they have to be called something. To them however, it is a vestigial artifact of a previous time.
This paraphilia refers to the infatuation with monsters or deformed people. Often the monsters will take on
humanoid qualities, or innately possess them, such as werewolves. However, some prefer entirely inhuman
monsters, such as bugs or fantastical horrors. A theme of helplessness against such entities is common, which
establishes a power dynamic of dominance.
Horrorling Witch Magic
3rd-level Horrorling Witch feature
Starting at 3rd level, the Horrorling entity you’ve become bonded to teaches you additional spells when you reach certain levels with this class, as shown in the Horrorling Witch Spells table. The spell counts as a Ranger spell for you, but doesn’t count against the number of Ranger spells you know. If the spell is of a level higher than you have spell slots for, you may cast it once per Long Rest without requiring a spell slot.
Description
Rangers who have devoted themselves to a Horrorling have taken within themselves an aberrant creature and are slowly being changed by it. This creature may come in many forms, but always they slowly increase the symbiotic bond between host and Horrorling. As the Horroling grows, the Ranger becomes deadlier, for the Horrorling gifts them with physical changes that increase their combat prowess.
Class Features
Horrorling Witch Features
Ranger Level
Feature
3rd
Horrorling Witch Magic, Bonded Beginnings, Symbiotic Warfare
7th
Growing Close, Feast
11th
Inseparable Pair, Ravenous Grasp
15th
Purpose Fulfilled, Flurry of Fangs and Claws
Class Options • 143Horrorling Witch Spells
Ranger Level
Feast
Spells
3rd
Armor of Agathys
5th
Darkness
9th
Hunger of Hadar
13th
Enervation
17th
Maddening Darkness
Bonded Beginnings
3rd-level Horrorling Witch feature
You are inseparable from the Horrorling to which you
have bonded. The Horrorling is a sentient entity that can speak with you telepathically, and vice versa. If you become unbonded with your Horrorling, or it is forcibly removed from you, you take 4d6 Psychic damage and become Stunned. You regain the lost Hit Points if the Horrorling is returned to you.
Symbiotic Warfare
3rd-level Horrorling Witch feature
You and your Horrorling have learned to fight together. Though it is not large yet, you can make use of its physical prowess. You gain access to the following features.
• Claws and Pincers. As a melee weapon attack, you may use your Horrorlings limbs to strike. The attack bonus for this is equal to your spell attack bonus. On a hit, this attack deals 1d8 plus your Dexterity modifier Slashing damage. If you make at least one attack with this feature, you may make another as a Bonus Action.
• Spider Walk. You may climb surfaces without needing to make an ability check.
• Eyes of the Horrorling. You can see normally in Darkness, both magical and nonmagical, to a distance of 120 feet.
Growing Close
7th-level Horrorling Witch feature
You have begun to give yourself wholly over to the Horrorling. You may no longer wield weapons, relying entirely on the claws and pincers of your Horrorling to attack. As well, your claws and pincers count as magical for the purposes
of overcoming Resistances and Immunities to nonmagical attacks and damage. However, if your Horrorling is removed from you, you take 6d6 Psychic damage and become Incapacitated until is it returned to you.
At the same time, your Horrorling has been growing stronger. You may add your Dexterity modifier to attack rolls with your Claws and Pincers and add your Wisdom modifier to the damage. You also gain a 5 foot bonus to your Speed.
7th-level Horrorling Witch feature
Your Horrorling’s feeding on prey has begun to tangibly benefit both of you. Once per round when you kill a creature of Challenge Rating 2 or higher, you may feast on its corpse, consuming it in the process. When you do so, you regain Hit Points equal to your Ranger level plus your Wisdom modifier. You may use this ability a number of times equal to your Proficiency Bonus and regain all spent uses when you finish a Short or Long Rest.
Inseparable Pair
11th-level Horrorling Witch feature
You and your Horrorling have become wholly intertwined. If your Horrorling is removed from you, you die. However, as the Horrorling’s tendrils have become hooked into your brain, you are fortified by its own force of will. You gain proficiency in both Wisdom and Charisma saving throws.
Ravenous Grasp
11th-level Horrorling Witch feature
The joy of consumption provided by your Horrorling has taught you to derive ecstasy by partaking in that act. Once per round when you hit a creature of your size or smaller with your Claws and Pincers, you may have the target make a Strength saving throw vs your spell save DC. On a failure the target is pulled into your writhing biomass and becomes Grappled and Restrained by you. If the creature escapes this Grapple, it is no longer Restrained by you. You may only have 1 creature Restrained in this way at a time and may release a Restrained creature during your turn without using an action.
If you begin your turn with a creature Restrained by you in this way, you may gain 1 Pleasure. As well, you deal bonus damage equal to your Pleasure with your Claws and Pincers attacks that hit the Restrained creature.
Purpose Fulfilled
15th-level Horrorling Witch feature
You have fused with your Horrorling at the deepest levels. You may no longer be separated from your Horrorling. You are considered to always be under the effects of the Spider Climb spell, without requiring Concentration. In addition, add 5 feet to your Walking Speed.
As well, being so filled by your Horroling brings you pleasure beyond words. You always have at least 3 Pleasure points, and no effect or ability can bring you lower than 3.
Flurry of Fangs and Claws
15th-level Horrorling Witch feature
As an action, you may make a Claws and Pincers attack against all creatures within 15 feet of you. You may use this ability twice and regain all spent uses when you complete a Short or Long Rest.

Bonded Beginnings

You are inseparable from the Horrorling to which youhave bonded. The Horrorling is a sentient entity that can speak with you telepathically, and vice versa. If you become unbonded with your Horrorling, or it is forcibly removed from you, you take 4d6 Psychic damage and become Stunned. You regain the lost Hit Points if the Horrorling is returned to you.

Symbiotic Warfare

You and your Horrorling have learned to fight together. Though it is not large yet, you can make use of its physical prowess. You gain access to the following features.
• Claws and Pincers. As a melee weapon attack, you may use your Horrorlings limbs to strike. The attack bonus for this is equal to your spell attack bonus. On a hit, this attack deals 1d8 plus your Dexterity modifier Slashing damage. If you make at least one attack with this feature, you may make another as a Bonus Action.
• Spider Walk. You may climb surfaces without needing to make an ability check.
• Eyes of the Horrorling. You can see normally in Darkness, both magical and nonmagical, to a distance of 120 feet.
Growing Close

Horrorling witch magic

Starting at 3rd level, the Horrorling entity you’ve become bonded to teaches you additional spells when you reach certain levels with this class, as shown in the Horrorling Witch Spells table. The spell counts as a Ranger spell for you, but doesn’t count against the number of Ranger spells you know. If the spell is of a level higher than you have spell slots for, you may cast it once per Long Rest without requiring a spell slot

3rd Armor of Agathys

5th Darkness

9th Hunger of Hadar

13th Enervation

17th Maddening Darkness

Growing Close

You have begun to give yourself wholly over to the Horrorling. You may no longer wield weapons, relying entirely on the claws and pincers of your Horrorling to attack. As well, your claws and pincers count as magical for the purposes of overcoming Resistances and Immunities to nonmagical attacks and damage. However, if your Horrorling is removed from you, you take 6d6 Psychic damage and become Incapacitated until is it returned to you. At the same time, your Horrorling has been growing stronger. You may add your Dexterity modifier to attack rolls with your Claws and Pincers and add your Wisdom modifier to the damage. You also gain a 5 foot bonus to your Speed.

Feast

Your Horrorling’s feeding on prey has begun to tangibly benefit both of you. Once per round when you kill a creature of Challenge Rating 2 or higher, you may feast on its corpse, consuming it in the process. When you do so, you regain Hit Points equal to your Ranger level plus your Wisdom modifier. You may use this ability a number of times equal to your Proficiency Bonus and regain all spent uses when you finish a Short or Long Rest.

Inseparable Pair

You and your Horrorling have become wholly intertwined. If your Horrorling is removed from you, you die. However, as the Horrorling’s tendrils have become hooked into your brain, you are fortified by its own force of will. You gain proficiency in both Wisdom and Charisma saving throws

Ravenous Grasp

The joy of consumption provided by your Horrorling has taught you to derive ecstasy by partaking in that act. Once per round when you hit a creature of your size or smaller with your Claws and Pincers, you may have the target make a Strength saving throw vs your spell save DC. On a failure the target is pulled into your writhing biomass and becomes Grappled and Restrained by you. If the creature escapes this Grapple, it is no longer Restrained by you. You may only have 1 creature Restrained in this way at a time and may release a Restrained creature during your turn without using an action. If you begin your turn with a creature Restrained by you in this way, you may gain 1 Pleasure. As well, you deal bonus damage equal to your Pleasure with your Claws and Pincers attacks that hit the Restrained creature

Purpose fulfilled

You have fused with your Horrorling at the deepest levels. You may no longer be separated from your Horrorling. You are considered to always be under the effects of the Spider Climb spell, without requiring Concentration. In addition, add 5 feet to your Walking Speed. As well, being so filled by your Horroling brings you pleasure beyond words. You always have at least 3 Pleasure points, and no effect or ability can bring you lower than 3

Flurry of fangs and claws

As an action, you may make a Claws and Pincers attack against all creatures within 15 feet of you. You may use this ability twice and regain all spent uses when you complete a Short or Long Rest.

Comments

Posts Quoted:
Reply
Clear All Quotes