This ancient sigil marks the moment a ranger ceases to merely walk the wilds and instead becomes an extension of them. Veined with living rootwork that pulses faintly like a heartbeat when danger stirs, the crest allows its wearer to move through nature as predator and protector. Even seasoned hunters sense the bearer only when it is already too late.
Rangers attuned to this crest demonstrate a perfect fusion of instinct, discipline, and primal communion. In their hands, nature itself becomes both weapon and sanctuary.
While attuned to this crest, you gain the following benefits:
Hunter's Symbol. While wearing this sigil you can use it as a druidic focus, and you gain a +3 bonus to spell attack rolls and to the saving throw DCs of your ranger spells.
Mark of the Hunter. When you cast Hunter's Mark through Favored Enemy, the spell doesn't require concentration, but it ends early if you cast it again, become incapacitated, or die. While marked in this way, the creature has disadvantage on saving throws against ranger spells you cast.
Aspect of the Hunter.You gain the following benefits while attuned to the crest:
Instinct. When you make a Constitution saving throw to maintain concentration on a spell, you add your Wisdom modifier to the roll.
Trace. When the creature marked by your Hunter’s Mark is reduced to 0 hit points, you can shift the mark to a new creature within range as a free action, rather than using a bonus action. All other rules for shifting Hunter’s Mark still apply.
Sight. You gain Truesight out to 30 feet.
Stride. Difficult Terrain does not cost you extra movement. In addition, you have Advantage on saves to avoid the Grappled, Restrained and Paralyzed conditions.
Slayer of Gods
Range: 100 feet
As an action, you can expend 4 Hit Dice and flourish the weapon used for this feature before then vanishing in a blur that cracks the air like a divine sundering. Choose up to five creatures you can see within range. You may choose the same creature multiple times. Make a weapon attack for each chosen target using the weapon used for this feature. On a hit, the attack deals its normal weapon damage, and it also deals an additional 4d10 force damage. All other damage you would normally apply to the attack still applies (such as ability modifiers, bonus damage, class features, and other riders).
After resolving these attacks, you may choose to teleport to an unoccupied space you can see within 5 feet of one of the creatures targeted by this ability.
Notes: Bonus: Ranger Spell Attacks, Bonus: Ranger Spell Save DC, Ranger who has slain at least one world boss of Altharion
Previous Versions
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11/28/2025 1:44:12 PM
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25
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0
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Ankylosaurus
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Coming Soon
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12/1/2025 11:02:29 AM
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46
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0
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Baryonyx
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Coming Soon
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