Ranger
Base Class: Ranger

Rip and tear, rip and tear. Rip and tear. Rip and tear, rip and tear, rip, and tear. Rip... and? Tear, rip and tear.

Change from V 0.2: Actually adjusted Rip and Tear to only stack on weapon damage rolls. Adjusted Rip and Smite to deal an initial 2d6 damage instead of 1d12 for the sake of elegance.

Doom Slayer Magic

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

Doom Slayer Spells

Ranger Level Spell
5th shatter
9th conjure barrage
13th banishment
17th conjure volley

Rip and Tear

At 3rd level, you gain the ability to rejuvenate yourself by slaughtering your enemies. When you kill a creature of CR 1/4 or greater, you can immediately spend one Hit Die to roll it and add your Constitution modifier to it. You regain hit points equal to the total (minimum of 0).

For each weapon damage roll after the first you make in a round, add an additional 1d6 damage to it of the same kind it deals.

Rip and Smite

Starting at 3rd level, when you hit a creature with a weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon’s damage. The extra damage is 2d6 for a 1st-level spell slot, plus 1d6 for each spell level higher than 1st, to a maximum of 5d6. The damage increases by 1d6 if the target is an undead or a fiend, to a maximum of 6d6.

Grip and Tear

At 7th level, your fingers and other extremities gain a furious, preternatural strength. You cannot be disarmed, pushed, moved, or knocked prone against your will, and have advantage on all opposed Strength (Athletics) rolls.

Drip and Tear

At 11th level, your drip is off the chain. You have advantage on all Charisma (Intimidation) and Strength (Intimidation) rolls. As a bonus action, you can force a creature which can see and hear you to make a Wisdom saving throw against a DC equal to 8 + your modifier to either Charisma (Intimidation) or Strength (Intimidation). If that creature fails, it becomes frightened of you until the beginning of your next turn.

Flip and Tear

At 15th level, you gain the ability to get the hell out of Dodge, and sometimes the inverse. When you would be reduced to 0 hit points, you can make a Dexterity saving throw equal to 15 plus an additional 5 for each time you have used this ability since your last long rest. If you succeed:

  • You are reduced to 1 hit point.
  • You can immediately spend up to half of your Hit Dice to roll them and add your Constitution modifier to each. You regain hit points equal to the total (minimum of 0).
  • You can move to an empty space up to half your movement away. This does not provoke opportunity attacks.

Previous Versions

Name Date Modified Views Adds Version Actions
2/2/2021 9:55:34 AM
8
1
0.1
Coming Soon
2/4/2021 10:22:28 AM
16
3
0.2
Coming Soon

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