Ranger
Base Class: Ranger

To be a ranger means one exists as a guardian of the natural order. Learning and coexisting with the world around them is second nature to a ranger. Some pursue training to become stronger hunters, some bond with souls of beasts to fight in tandem and some take on otherworldly presences that would harm their home. You, on the other hand, have taken it upon yourself to become the antithesis of these paths. By forgoing the light of your world you have expanded your touch to the Void. By commanding the taboo powers it grants with your burning passion for defending your land; you will strike with deadly force and precision. Take heed, however, that the Void does not swallow you into the dark abyss.

Black Rose Mark

When you choose this subclass at 3rd level you gain the ability to infuse your strikes with scarring malice and darkness. As a bonus action you can infuse your weapon with energy from The Void. The next time you hit a creature with a weapon attack, you can choose to mark them with a Black Rose. While marked in this way, the creature takes an extra 1d6 force damage when hit by your weapon attacks. Additionally, the Black Rose suffuses the creature with a poisonous curse that flares in the presence of The Void. If the marked creature is affected by a Void Ability of your Tempestuous Void Feature, the mark causes an additional effect of the ability. You can only have one creature marked by this feature at any time and you can use this feature a number of times equal to your Wisdom Modifier before requiring a Long Rest.

Tempestuous Void

Also starting at 3rd level, you can channel the ancestral powers within you to augment the actions you take with fragments of The Void. You learn 2 Void Abilities from the following list. You can activate the abilities by expending a Ranger spell slot and the relevant action. You can only use 1 Void Ability per turn. If you target a creature who is marked by your Black Rose Mark feature, the ability gains an additional effect against that target. You learn another 2 Void abilities at 7th level, one at 11th level and another one at 15th level, for a total of 6.

Anxious Volley

When you hit with a ranged weapon attack, you can expend a 1st level spell slot or higher to create phantom arrows of anxiety. You create an arrow that automatically hits the target. This projectile deals the same damage as the ranged weapon used but does not gain the benefits of modifiers or additional features. Additionally, the arrow deals Force damage instead of it's normal damage type. You can expend a higher level slot to create an additional arrow for every level above 1st the slot was.

Marked: You treat 1s on the phantom arrow damage rolls as 2s.

Blackened Spirit

As a bonus action on your turn, you can expend a 1st level spell slot or higher to darken the resolve of a creature you can see within 60ft of you. Expending a 1st level spell slot curses the target until the beginning of your next turn. While cursed this way, the creature has a 1d4+0 penalty on all ability check and saving throws it makes. The bonus of the penalty increases by 1 for every level of the slot above 1st used.

Marked: The penalty also applies to attack rolls.

Corrupt Ground

When you hit with a melee weapon attack, you can choose to expend a 1st level spell slot to send out a wave of negative energy that corrupts the very land your target walks upon. The energy of your weapon creates a line, 10ft long and 5ft wide of desecrated ground. Until the beginning of your next turn, the area is considered difficult terrain and any creature other then you that starts it's turn or enters the area for the first time must make a constitution saving throw against your spell save DC or take 1d8 force damage. You can expend a higher level spell slot to increase the length of the line by 10ft for every level above 1st the slot was.

Marked: The area within 5ft of the marked creature is also considered part of the area affected by this feature.

Dusk Dance

As a bonus action on your turn, you can expend a spell slot of 1st level or higher to become with the misty shadows. By expending a 1st level spell slot, you can teleport up to 10ft to a location you can see. When you expend a slot of 2nd level or higher, the distance you teleport increases by 10ft for every level above 1st you expend.

Marked: After you teleport, until the beginning of your next turn, you are treated as having taken the Dodge Action when targeted by the Marked creature.

Haemorrhaging Edge

When you hit with a melee weapon attack, you can choose to expend a 1st level spell slot or higher. You deal an extra 1d10 force damage and the target must make a Constitution Save against your Spell Save DC. On a failure, the target begins to bleed life force. At the beginning of each of the affected creature's turns, they take 1d4 points of force damage and are unable to regain hit points. A creature can use an action to perform a medicine check against your Spell Save DC, ending the effect on a success. You can expend a higher level spell slot to increase the bleeding damage by 1d4 for every spell slot level above 1st the slot was.

Marked: The Marked creature automatically fails the Constitution save.

Harrowing Echo

As a bonus action on your turn, you can choose to expend a 1st level spell slot or higher. If you do, you can move an additional distance equal to half of your movement speed on your turn. Additionally, the next time you deal weapon damage to a creature before the end of your turn, you deal an additional 1d8 force damage to the target. You can expend a higher level spell slot to increase the damage you deal by 1d8 for every level above 1st the slot was.

Marked: You do not provoke opportunity attacks from marked creatures while moving using this feature.

Impure Vitae

As a bonus action on your turn, you can expend a 1st level or higher spell slot to pull energy from The Void to numb your wounds. Your regain 1d10 + double the level of the spell slot expended.

Marked: If the marked creature is within 30ft of you, it takes force damage equal to the number of hit points healed with this feature.

Misfortune Ark

When you make a melee weapon attack, you can choose to expend a 1st level spell slot or higher. If you do, in place of the regular attack, make a melee attack roll against all targets within your weapon's reach, using the same result for all targets. On a hit, you deal your weapons damage plus an additional 1d6 Force damage. You can expend a higher level slot to increase this damage by an extra 1d6 for every level above 1st the slot was.

Marked: On a hit, the marked target is knocked prone, if able.

Negative Attraction

As a bonus action on your turn, you can choose to expend a spell slot to enter a defensive stance, prepared to counter. The next time you take damage from a creature you can see, before the end of your next turn; reduce the damage you take by 1d10 + Wisdom modifier + double the level of the spell slot expended. If this feature reduces the damage to 0, you can choose to counter attack with one weapon you are wielding.

Marked: The counter attack deals additional damage equal to double the level of the spell slot expended.

Root of Catastrophe

When you hit with a ranged weapon attack, you can choose to expend a 1st level spell slot to cause thorny roots of malice blossom from your weapon. The target takes 1d6 force damage and must make a strength saving throw against your spell save DC. On a fail, the creature is restrained, wrapped in thorny malice. At the beginning of the restrained creature's turn, it can make a strength saving throw, ending the effect on a success. You can expend a higher level spell slot to increase the initial damage by 1d6 for each level above 1st the slot was.

Marked: If the marked creature fails the saving throw to end the restrained effect, it takes 1d6 force damage.

Shadowbolt

When you hit with a ranged weapon attack, you can choose to expend a 1st level spell slot or higher. If you do, the projectile is cloaked in powerful shadow energy. You deal your weapons damage plus an additional 1d6 Force damage as well as reducing the target's movement speed by 10ft until the start of your next turn. You can expend a higher level slot to increase this damage by an extra 1d6 for every level above 1st the slot was.

Marked: On the hit, the bolt explodes on the marked target. All creatures within 10ft of the Marked creature must make a Dexterity Saving Throw against your Spell Save DC or take the force damage dealt by this effect.

Unveiled Dagger

After you take the Dash action on your turn, you can expend a 1st level or higher spell slot and a bonus action to cast out a flurry of shadowy knives. Select a number of creatures up to the level of spell slot expended that are within 60ft of you. Make single ranged attack roll against the targeted creatures, dealing 1d4 force damage on a hit.

Marked: You can instead have all knives target the marked creature.

Rosenblum

Beginning at 7th level, your malice and darkness grow like an untended garden. When a creature marked by your Black Rose Mark feature dies within 60ft of you, you can use your reaction to shift the mark to another creature you can see within 60ft of you. Doing so does not expend an additional use of your Black Rose Mark feature.

Embrace the Dark

Starting at 11th level, you have found a way to embrace the welcoming darkness. During a short or long rest,  you touch a point in space, and an invisible, 30-foot-radius sphere of magic appears, centred on that point. Total cover blocks the sphere.

While within the sphere, you and your allies gain a +5 bonus to Dexterity (Stealth) and Wisdom (Perception) checks, and any light from open flames in the sphere (a campfire, torches, or the like) isn’t visible outside it.

If you spend the entirety of a short rest within the sphere, you regain a number of spell slots whose combined levels equal your proficiency bonus.

The Void area lasts for 8 hours or until you use this feature again, before dissipating.

Vediant

From 15th level, you have mastered your destiny as a destined defender of darkness. Once per Long Rest, as a free action on your turn, you can exude void to coat all creatures around you. Until the beginning of your next turn, all creatures are considered marked by Black Rose Mark for the purposes of the Tempestuous Void feature. Additionally, when you use a Void Ability that targets only one creature and that creature is not Marked by Black Rose Mark, you can choose to also target the Marked creature as long as it is also within range. To be eligible, the ability must be incapable of targeting more than one creature and cannot be used in conjunction with the first effect. You can use this effect a number of times equal to your Wisdom Modifier per Long Rest.

Previous Versions

Name Date Modified Views Adds Version Actions
7/27/2023 6:29:32 PM
74
17
1
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes