Ranger
Base Class: Ranger

Your knowledge of the eldritch has given you the power to hunt using their tools.

As a Dredgen, you strike fear into your prey by exploiting the weakness of their mind before tearing them apart in refined savagery.

 

Dredgen Magic

You learn an additional spell when you reach certain levels in this class, as shown in the Dredgen Spells table. Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

Dredgen Spells
Ranger Level Spells
3rd Charm Person
5th Detect Thoughts
9th Fear
13th Dominate Beast
17th Geas

Eldritch Learning

At 3rd level, You gain the ability to read, write and speak Deep Speech. You also gain the ability to communicate telepathically with creatures within 15ft of you. You also gain proficiency in the Arcana skill. 

Mind Break

At 3rd level, When you attack a creature, you can force your target to visualise a horrific vision. If the attack hits, they must roll a Wisdom save. If they fail, they become Frightened and their speed becomes 0 for 1 minute, or until they are attacked or fall unconscious. If they succeed, their speed is halved for 1 minute, or until they are attacked or fall unconscious, and they cannot be affected by mind break for the next 24 hours.

It Stares Back

At 7th level, you gain an immunity to being Charmed and Frightened.

Projected Horror

At 11th level, you can use a bonus action, to project a mental image of a vile aberration to a creature within 30ft. That creature must make a wisdom saving throw, if they fail, they are frightened, their speed is reduced to 0, and any rolls you perform against them gain advantage for 1 minute, or until they are attacked or fall unconscious. On a successful save, their speed is halved for 1 minute, or until they are attacked or fall unconscious.

Death of Self

At 15th level, When you perform an Unarmed strike or Grapple on a creature, you can make that creature perform a wisdom save. On a fail, they become charmed and become a completely loyal thrall for 8 hours, or until you dismiss the effect or fall unconscious, regardless of how the effect ends, the affected creature will fall unconscious. On a success, they resist and cannot be affected by Death of Self for 24 hours.

You can only have one creature affected by Death of Self under your command at a time.

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