Ranger
Base Class: Ranger

 

The Fiend Hunter lives in a world filled with vile creatures from the evil realms of the abyss. He, and his guild, dedicate their lives to learning all about these evil creations, and to eradicate them from the plane's surface. 

The Fiend Hunter's dedication to it's prey gives him great advantages in battle, and allows him to swiftly rid the world of it's taint.

The Hunter's Guild

The Hunter's Guild is probably the most important tool in the Fiend Hunter's possession.

At level 3, when a Ranger that chooses his favorite enemy as a fiend can join the Fiend Hunter's guild. When doing so he receives a book (a tome, a leather bonded ledger, a binder full of loose papers) that will be his guild. In it, the Fiend Hunter records and documents all the minute details and exact knowledge about specific demons, devils and other fiends. This information makes the Fiend Hunter a fearsome enemy of his prey. The guild helps the hunter take advantage of his enemies weaknesses and to protect himself from his enemies strengths. 

A Hunter may acquire pages for his guide by:

  • Visiting a guild houses
  • Exchanging information with wondering fellow Hunters
  • By spending a considerable time examining a fiend, dead or alive (for 24 hours)

Every page is dedicated to one Fiend (i.e Imp, Horned Devil, Hellhound, ect.) and contains the following information:

  • It's Damage Immunities
  • Resistances
  • Vulnerabilities
  • Hit Dice
  • AC (descriptive - high, mid, low)
  • Attacks and Damage from attacks (descriptive)
  • Spell like abilities
  • Abilities
  • Legendary actions.

Bane of Fiends

The information stored in the Fiend Hunter's Guild can always be used tactically, but it's also very practical.

While fighting an enemy that is described in the Fiend Hunter's Guild, the Fiend Hunter gets Advantage on every first attack roll against it each round.

In addition to having an edge over studied enemies, a Fiend Hunter is also trained in fighting fiends of all types. While every fiend is different and unique, they also share common features. Hence, at 3ed level, on every successful attack the Fiend Hunter deals an additional 1d4 points of radiant damage to every fiend he strikes. This damage increases to 1d6 at 7th level, 1d8 at 11th, 1d10 at 15th, and finally to 1d12 at level 20.

Fiend Hunter Magic

The Fiend Hunter employs more than just knowledge and skill in his fight to rid the plane of devilry. The guild of the hunters teach their kin special spells to help them on their hunt.

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

Fiend Hunter Magic

Defensive Tactics

At 7th level, you gain one of the following features of your choice.

Escape the Horde

Opportunity attacks against you are made with disadvantage.

Multiattack Defense

When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.

Steel Will

You have advantage on saving throws against being frightened.

Multiattack

At 11th level, you gain one of the following features of your choice.

Volley

You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon’s range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target.

Whirlwind Attack

You can use your action to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target.

Superior Hunter’s Defense

At 15th level, you gain one of the following features of your choice.

Evasion

When you are subjected to an effect, such as a red dragon’s fiery breath or a lightning bolt spell, that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Stand Against the Tide

When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice.

Uncanny Dodge

When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.

Previous Versions

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9/5/2021 1:01:47 PM
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