Base Class: Ranger
Separate, but never parted, The Eternal Hunters represents the twin essences of death, master and companion, Lamb and Wolf. The master's (Lamb) bow offers a swift release from the mortal realm for those who accept their fate. Their companion (Wolf) hunts down those who run from their end. Though interpretations of Eternal Hunters' nature vary across Runeterra, every mortal must choose the true face of their death.
They are the white embrace of nothingness and the gnashing of teeth in the dark. Shepherd and the butcher, poet and the primitive, they are one and both. When caught on the edge of life, louder than any trumpeting horn, it is the hammering pulse at one’s throat that calls them to their hunt. Stand and greet the master's silvered bows and their arrows will lay you down swiftly. If you refuse them, their beasts will join you for their merry hunt, where every chase runs to its brutal end.
For as long as its people have known death, they have stalked Valoran. When the final moment comes, it is said a true Demacian will turn to them, taking the arrow, while through the shadowed streets of Noxus, their beasts lead the hunt. In the snows of the Freljord, before going off to fight, some warbands “kiss the wolf,” vowing to honor their beast's chase with the blood of their enemies. After each Harrowing, the town of Bilgewater gathers to celebrate its survivors and honor those granted a true death by the Eternal Hunter
Denying them is to deny the natural order of things. There are but a wretched few who have eluded these hunters. This perverse escape is no sanctuary, for it only holds a waking nightmare. The Eternal Hunters wait for those locked in the undeath of the Shadow Isles, for they know all will eventually fall to their bow or their beast's clutches.
The earliest dated appearance of the Eternal Hunters is from a pair of ancient masks, carved by unknown hands into the gravesites of people long-forgotten.
Ranger’s Companion
At 3rd level, you gain a beast companion that accompanies you on your adventures and is trained to fight alongside you. Choose a beast that is no larger than Medium and that has a challenge rating of 1/4 or lower. Add your proficiency bonus to the beast’s AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals the hit point number in its stat block or four times your ranger level, whichever is higher. Like any creature, it can spend Hit Dice during a short rest to regain hit points.
The beast obeys your commands as best as it can. It takes its turn on your initiative. On your turn, you can verbally command the beast where to move (no action required by you). You can use your action to verbally command it to take the Attack, Dash, Disengage, or Help action. If you don't issue a command, the beast takes the Dodge action. Once you have the Extra Attack feature, you can make one weapon attack yourself when you command the beast to take the Attack action.
If you are incapacitated or absent, the beast acts on its own, focusing on protecting you and itself. The beast never requires your command to use its reaction, such as when making an opportunity attack.
While traveling through your favored terrain with only the beast, you can move stealthily at a normal pace.
If the beast dies, you can obtain a new companion by spending 8 hours magically bonding with a beast that isn’t hostile to you and that meets the requirements.
Mark of the Kindred
Starting at 3rd level, the aspect of Lamb and Wolf guide you to your targets allowing you to mark target creatures to open their vulnerabilities. Through your hunts you allot Wolf Marks and Lamb Marks.
Wolf Marks:
Every long rest, the aspect of Wolf will gift you a Wolf Mark if you don't already have one. As a bonus action, you may mark a creature that you can see, expending your Wolf Mark. Your marked creature stays marked until the creature dies or until you complete another long rest. Once the creature dies, the aspect of Lamb gifts you a Lamb Mark.
Lamb Marks:
As an action, you may mark a creature that you can see, expending your Lamb Mark. A Lamb Marked creature stays marked until it dies or until you complete a long rest and takes extra damage from your weapon attacks, companion attacks and subclass class features:
- Add 1 die to your weapon's damage
- Add 1 die to your companion's damage
- Wolf's Frenzy restrains enemies
Wolf's Frenzy
Starting at 7th level, as an action you can command your companion to claim a 15ft area from a point of your choice for 30 seconds. Your companion will defend this area with it's life, making an attack on each creature of your choice once per round for free. Making another command for your companion will end this feature.
Lamb Mark: If a Lamb Marked creature takes damage from your companion while within the 15ft area, they must make a Constitution saving throw, becoming restrained on a failed save.
You're companion will not be able to perform this command again until you finish a short rest.
Dance of Arrows
Starting at 7th level, you are able to utilize the bow with deadly efficiency and fire 3 arrows with lighting speed. When you perform the attack action with a bow, you may make 3 ranged weapon attacks on up to 3 creatures within your weapon's range.
Lamb Mark: If you make a ranged weapon attack on a Lamb Marked creature while using this class feature your attack will hit.
You may only use this once per long rest.
You gain 1 additional use of this feature at 15th level
Mounting Dread
Starting at 11th level, you and your companion attack in tandem. Whenever you make a weapon attack, you may command your companion to attack with you. You may only do this once per round.
Lamb Mark: When your companion makes an attack in tandem with you, your Lamb Marked creature must make a Strength saving throw, becoming restrained on a failed save.
Lamb's Respite
At 15th level, you are blessed with Lamb's gift of respite. As a reaction, you may bless the ground around you in a 15ft area around you allowing all creatures within a respite from death for 2 rounds, expending your Wolf Mark. While on your blessed ground, no creature can be damaged below 1 hit points and all creatures already brought to 0 hit points do not make death saving throws on their turn. At the end of the 2 rounds, all creatures still on your blessed ground get healed for 2d8 + your Wisdom modifier.
The healing die increase when you reach later levels in this class increasing to 3d8 at 20th level.
Lamb Mark: While your Lamb Mark is within your blessed ground, they are not protected from death and can be damaged as normal and are healed for half the amount.
Previous Versions
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