Ranger
Base Class: Ranger

Inducted into the Lloradanian Order of the Crimson Dawn, you are part of a reclusive and secretive martial arm of the government. You specialise in tracking and hunting down rogue mages, dissidents and rebels to the country’s strict laws of regulation on magic. Through an arcane ritual you have imbibed of corrupted blood and commenced rudimentary training in blood magics. Now let loose upon the world you warp and twist the magics of yourself and of your prey with a hungering thirst.

Following a linear progression within the organisation, the subclass Conclave of the Crimson Dawn mirrors the growth from Initiate to Adept to Hunter to Master Seeker. Early in the order you learn to pre-emptively attack and lessen the threat of magical foes while in the advanced stages you are a significant threat and predator of spellcasting enemies and creatures. By the end you are capable of relentlessly shutting down any magical threats through fierce and overwhelming displays of strength and finesse.

~- Credit goes out to DM ChiliJay for whom this inspiration, source material and world lore developed and fleshed out the idea and themes for this subclass, thanks for allowing me the freedom and opportunity to develop this under your supervision-~

Crimson Dawn Seeker Magic

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

Additionally, you learn improved variants of the ensnaring strike and goodberry spells. With a 1d4 hit point cost, you can cast these spells and their improved effects.

Bloodberry - Including the normal effects of a Goodberry, a Bloodberry grants +1AC and +10ft movement for 1 round after consumption. This effect applies to all bloodberries produced with the spell, but the effects are not cumulative so you can not consume multiple berries to increase the effect.

Desecrating Strike - Whilst snaring a target per normal as Ensnaring Strike, the area around the target in a 10ft radius is treated as difficult terrain and deals 1 piercing damage for every 5ft travelled within the effected radius. Once the snare is broken, the terrain persists for one round before fading.

Dawn Seeker Spells

Ranger Level Spell
3rd cause fear
5th hold person
9th counterspell
13th confusion
17th synaptic static

Vile Blood's Curse

At 3rd level, you are able to temporarily hamper the magical bonds of other beings and objects through foul blood magics.

With a bonus action, you sacrifice 1d4 hit points to apply your vile blood to your next weapon attack. 

On your next weapon attack, after resolving damage, the target must succeed on a Wisdom saving throw or have their thoughts muddled for a number of rounds equal to the corruption damage die result + your proficiency modifier (Min. 2).

While afflicted with the Corruption, the target rolls a 1d4 and subtracts the result from all spell attack rolls, ability checks and saving throws.

If a weapon attack is made against an object such as a magic item, the items magical effects are temporarily suppressed. This mirrors the effect of the 8th level antimagic-field spell on a limited duration and effective radius (max. 1 target/object).

Dawn Seeker's Gaze

At 3rd level, you learn to focus your hatred and fury which is channeled into one foe in particular.

You know the Hunter's Mark spell. It  The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know. Additionally, if cast using this feature it is cast without consuming a spell slot and does not require concentration. It can be cast a number of times equal to 1 + Wis. Mod (min. 1). You regain uses at a long rest.

When a target is marked  under the effect of this feature, you may on subsequent turns use a bonus action to regain health equal to Hunter's Mark damage dealt.

At 11th level, you regain 1 use of this feature with a short rest and the die increases by 1d6.

Sorcerer's Bane

By 7th level, you have further refined your inquisitorial skills and are capable of exploiting the physical weaknesses of your foes.

You gain proficiency in either Arcana or Investigation (your choice). When identifying a spell recently cast, you may double your proficiency modifier to determine its effects, duration or if it requires verbal or somatic components.

When you damage a creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain its concentration.

 

The Blood Thickens

At the 11th level, your control over the blood corruption has improved.

When a target afflicted by your Vile Blood attempts to cast a spell or make an attack action, you can use your reaction to attempt to strangle them as the blood animates as if alive. Target must succeed on a Constitution saving throw or be restrained and suffer 1d6 damage. 

If the target attempted to cast a spell with verbal components, they are unable to do so as they are temporarily silenced. This effect lasts until the end of their turn.

You may attempt a contest to further exert your will over the blood. Roll a Wis. check with proficiency against the opponents Con. saving throw. If successful, the target is forced prone and restrained as blood tendrils coagulate and lash hem to the ground, increasing the damage die to 3d4. If you fail, you suffer a psychological backlash and suffer disadvantage on any subsequent attacks against the target for 1 round.

This feature can be used a number of times equal to 2 + your ranger level halved. You regain all uses after a long rest.

Lifeblood Anima

At 15th level, your blood nurtures and sustains as well as consumes and corrupts. When you are the recipient of any spells or effects intended to restore hit points (such as a Cure Wounds, Potion of Healing or your Seeker's Gaze feature), you gain additional hit points equal to your Wis. modifier in the form of temporary hit points. This does not stack with other effects or features.

Additionally, when you would regain hit points from your Seeker's Gaze feature, you can choose to redirect the hit points you would gain to another target within 15ft of yourself or of your target. If you redirect hit points in this manner, the recipient does not gain the temporary hit points described above.

 

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