Base Class: Ranger
Whether it be out of vengeance, honor, or simply hatred, rangers of this conclave devote their lives to eradicating any and all vile beings that manage to claw there way up from the lower realms. They live to fulfill one purpose, to deliver all evil beings to a painful death.
Scourge Hunter Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Scourge Hunter Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.
Scourge Hunter Spells
| Ranger Level | Spell |
|---|---|
| 3rd | protection from evil and good |
| 5th | branding smite |
| 9th | phantom steed |
| 13th | death ward |
| 17th | banishing smite |
Soul Sliver
At 3rd level, by utilizing transmutation magic, you learn how to craft a viscous alloy called soul silver. After completing a long rest, you can create a vial of soul silver that can be applied as a bonus action to either ammunition or a melee weapon. The vial has enough soul silver to cover 5 + your Wisdom modifier (minimum of 1) pieces of ammunition, or lasting an equivalent number of attacks if applied to a melee weapon. Soul silver is quite unstable and it will breakdown and cease to function after completing a long rest.
When you hit with a soul silver weapon attack, the attack becomes magical if it wasn't already, and the damage is increased by 1d8. Until the start of your next turn, a creature hit by your soul silver loses all of its damage resistances.
Your soul silver becomes increasingly potent as you gain more levels in this class. At 7th level, you're able to quickly infuse a small dose of soul silver into all of your attacks. This light infusion isn't enough to gain any of the unique effects of your soul silver but is strong enough to make your attacks magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. At 11th level, the bonus damage is increased to 2d8. At 15th level, you can craft a new vial after completing a short rest, though the soul silver also now becomes inert just as fast.
Pierce the Veil
Starting at 3rd level, you've honed your senses and bolstered them with your own magical prowess. You gain darkvision out to a range of 60 ft and are able to see through both magical and nonmagical darkness.
Tumble
At 7th level, you gain exeptionally agile and difficult to pin down. Once on each of your turns, you can use part of your movement to swiftly tumble 15 ft in a straight line. This movement ignores difficult terrain, you can move through an enemy's space (though you cannot end this movement there), and attacks of opportunity made against you during the tumble are made with disadvantage. You cannot choose to tumble less than 15 ft, but other effects can still stop you before you reach that distance.
Opportunity Strikes
At 11th level, you learn how to weave in swift attacks while you're maneuvering through the battlefield. After using your tumble ability, you can use your bonus action to make a weapon attack. You can make additional attacks against any creature that made an attack of opportunity against you during your tumble movement. The attacks can either during the tumble movement or after. A creature can only be attacked once with this feature.
Siphon Defenses
A t15th level, the defenses you strip from your foes with your soul silver is instead siphoned away, bolstering you instead. When you hit a creature with a soul silver weapon attack, any damage resistances you strip from them are added to you until the start of your next turn. If you hit more than one target you can gain the resistances from all of them.
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