Ranger
Base Class: Ranger

This conclave consists of those who despise criminals more so than the citizens of society they protect. In many cases, they themselves once fell victim to a particularly heinous individual (or group), and trained in order to prevent others from suffering the same fate. Swift, vicious, and calculating, no brigand or highwayman can ever rest easy if the thief taker is on their trail.

Thief Taker Magic

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

Peerless Tracker

At 3rd level, you sharpen your senses to a terrifying degree, in order to ensure your prey never escapes. You gain proficiency in the Perception and Survival skills if you don’t already have it. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies when searching for or tracking a Humanoid.

No Escape

At 3rd level, you learn to prevent your target’s escape by knocking them off balance. At the start of your first turn of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn. If you hit a creature using the Attack action on that turn, you can force the target to make a Strength saving throw against your spell save DC or be knocked prone. If the creature attempts to stand up before the start of your next turn, you can use a special reaction to make an opportunity attack against it.

Close the Gap

At 7th level, you learn to magically chase down the target of your ire. As a bonus action, you can cast the misty step spell with this feature, without expending a spell slot.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Compel Dismay

At 11th level, your intense fervor to bring down your prey begins to weaken their morale. Once per combat encounter, you can deal an additional weapon attack when you take the Attack action. If this attack hits, the target must succeed on a Wisdom saving throw or be frightened of you for one minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. 

Opportunistic Blow

At 15th level, you learn to capitalize on an opponent’s momentary weakness. While a creature is blinded, frightened, incapacitated, poisoned, or prone, your weapon attacks deal an additional 2d6 psychic damage to it. 

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