Base Class: Ranger
Although not at all common throughout most lands, as the magic they dabble in could by some be construed as "dark" or "evil," these unique huntsmen utilize training that enacts arcane curses as opposed to the typical nature spells of the ranger's classic training. They Hex their targets instead of using a mystical mark, curse their enemies instead of sharpening their own prowess magically, and use arcane attack magic to supplement their volleys of assault. This leads to a style of ranger rarely seen in the world, but a prolific one with equally dangerous capabilities, nonetheless.
In Avalestra, it is uncertain whether the Wyld Elves or humans first shared this path with their ancient disciples, but it has been very slightly disseminated in small societies throughout the eastern regions of the continent and in a few small places beyond. Viewed by many as practicing "voudou," which is a magical art the ancients had forbid in some cities, these rangers aren't commonly socially accepted. This usually suits any form of ranger just fine, but the moment one of these rangers waggles a shrunken head fetish at their enemies, most people "in the know" feel deeply uneasy around them until they discern that these rangers can indeed by truly formidable allies.
Hex Magic
The Hexing Huntsman has access to different arcane spells they are able to use by choosing between polarities in the natural flows of energy. A flow of one type of energy enables the learning of one spell at the exclusion of ever being capable of learning another spell. These choices fill the Ranger Spell List in many places, as follows:
1st level- Animal Friendship or Cause Fear, Cure Wounds or Find Familiar, Ensnaring Strike or Hellish Rebuke, Hail of Thorns or Ice Knife, Hunter's Mark or Hex, Speak with Animals or Silent Image, Zephyr Strike or Charm Person
2nd level- Animal Messenger or Blindness/Deafness, Beast Sense or Darkness, Find Traps or Enthrall, Lesser Restoration or Flock of Familiars, Pass Without Trace or Mind Spike, Spike Growth or Misty Step, Summon Beast or Suggestion
3rd level- Conjure Animals or Counterspell, Conjure Barrage or Fear, Flame Arrows or Bestow Curse, Lightning Arrow or Gaseous Form, Plant Growth or Major Image, Speak with Plants or Tongues
4th level- Conjure Woodland Beings or Charm Monster, Grasping Vine or Elemental Bane, Guardian of Nature or Hallucinatory Terrain, Stoneskin or Banishment, Summon Elemental or Shadow of Moil
5th level- Conjure Volley or Enervation, Steel Wind Strike or Negative Energy Flood, Swift Quiver or Synaptic Static, Tree Stride or Far Step, Wrath of Nature or Cloudkill
Whenever you would learn a new spell, you have the option to forsake ever learning the mentioned spell from the Ranger Spell List and then learn the other mentioned spell from the list above. For example, upon gaining 3rd level, you could choose to never learn Animal Friendship and learn Cause Fear instead. Spells you choose to never learn are treated as if they are removed from your spell list and you cannot cast them through scrolls or other items, as normal.
Additionally, whenever you cast one of the spells you have chosen as a replacement on your spell list, such as Cause Fear, you gain a Mote of Mojo. You may only have one Mote of Mojo at any time. You may expend the Mote of Mojo for the following benefits:
- whenever you would make an attack roll or saving throw, you may expend your Mote of Mojo to add 1d4 to that roll.
- whenever a creature currently being affected by a spell you have cast makes an attack roll or saving throw, you may curse that enemy and expend your Mote of Mojo to reduce that roll by 1d4.
Cursed Quarry
At 7th level, you gain the ability to punish those who are cursed by your magic with dangerous magical strikes. Whenever an enemy is under the effect of a spell you cast, if you score a critical hit against that creature, that critical hit deals 2d6 bonus necrotic damage. This bonus damage improves to 3d6 at 11th level, and 4d6 at 15th level.
Bad Juju
At 11th level, you learn to spin magical curses that impact your enemies in dramatic fashion. Whenever you curse an enemy creature by expending your Mote of Mojo, the size of the die that affects their attack roll or saving throw is now a d6. Additionally, after the creature suffers that curse they cannot cast spells that target self, includes them as one of many targets, or if it targets themselves with touch. This penalty applies until the end of that creature's next turn.
Curse of the Forbidden Six
At 15th level, you have now learned the secrets of many curses that vex and befuddle your prey, but none so terrible as the Curse of the Forbidden Six. You invoke terrible spirits known as Loas, and using this curse, you cause six of the most ill-tempered and unlucky Loas to harass an enemy. As an action, choose one creature you can see within 50 feet and that creature must make a Wisdom saving throw at your spell save DC. If it fails, roll a d6, and the creature is affected in one of the corresponding ways listed on the following chart:
Number Rolled Effect
1 creature is forced to drop what it's carrying and fall prone
2 creature is forced to use its move action to move its speed on its turn in a direction of your choice, even if such movement is hazardous
3 creature suffers disadvantage on attack rolls until the end of its next turn
4 creature cannot cast spells
5 creature cannot take bonus actions or reactions
6 creature suffers 1d6 points of Constitution loss
At the beginning of your turn, you may roll a d6 and cause a new effect to occur on the cursed creature. At the end of each of the cursed creature's turns, it may make a Wisdom saving throw at your spell save DC. If it succeeds, this curse is ended.
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Posted Nov 6, 2022Author's note:
The "Curse of the Forbidden Six" feature contains text which reads "At the beginning of your turn, you may roll a d6 and cause a new effect to occur on the cursed creature. At the end of each of the cursed creature's turns, it may make a Wisdom saving throw at your spell save DC. If it succeeds, this curse is ended." This was written poorly for the intention of the ability, where, as intended, each turn one of the six effects would definitely trigger randomly as the Loas harass your victim. The intended text should be "At the beginning of your turn, roll a d6 and you cause another effect to occur on the cursed creature. At the end of each of the cursed creature's turns, it may make a Wisdom saving throw at your spell save DC. If it succeeds, this curse is ended."