Base Class: Ranger
Sometimes it takes a monster to destroy a monster. Rangers that take up the mantle of the Grim Warden undergo a dark alchemical ritual, known as the Warden's Rite, where they inject sinister alchemical compounds into their bloodstream to enhance their physical abilities. They sacrifice any chance for a normal life, mingling their blood with that of monsters, in order to gain sinister power to destroy their foes.
Grim Rite
When you adopt this Archetype at 3rd level, you are subjected to the Warden's Rite, an alchemical ritual that suffuses your blood with sinister magic that grants the following benefits:
- You gain darkvision out to a radius of 60 feet. If you already have darkvision, it radius increases by 30 feet.
- You gain proficiency in alchemist's supplies and Religion.
- When you make an Intelligence (Religion) check related to fiends, undead, or the dark magic of necromancy, you can add double your proficiency bonus to the roll.
Grim Magic
You learn certain spells at the ranger levels noted in the table below. These spells count as ranger spells for you, but they don't count against your total number of Spells Known.
| Ranger Level | Spell |
|---|---|
| 3rd | bane |
| 5th | hold person |
| 9th | bestow curse |
| 13th | blight |
| 17th | hold monster |
Crimson Brand
Beginning at 3rd level, you can draw on the vile power within you to empower your weapon attacks with your own blood. When you hit a creature with a melee weapon attack, you can expend your own life force in the form of Hit Dice as part of the attack to deal additional necrotic damage to the target.
The additional necrotic damage is 1d8 for one Hit Die, plus 1d8 for each additional Hit Die you expend. The maximum number of Hit Dice you can expend as part of one attack can't exceed your Wisdom modifier (minimum of 1 Hit Die).
The additional necrotic damage dealt by this your Crimson Brand increases by 1d8 if the target is a fiend or undead.
Grim Augmentation
You have gained a greater measure of control over the dark alchemy that courses in your veins, enhancing your physical abilities. Starting at 7th level, when you make a Strength, Dexterity, or Constitution ability check, you gain a bonus to your roll equal to your Wisdom modifier (minimum of +1).
In addition, your movement speed increases by 5 feet.
Improved Crimson Brand
Beginning at 11th level, the monstrous power within seeps into all of your weapon strikes. Once per turn, when you hit a creature with a melee weapon attack, you can choose to deal an additional 1d8 necrotic damage to the target.
Sanguine Mastery
The sinister magic of your Warden's Rite has manifested its full potential. At 15th level, you gain the following benefits:
- You have advantage on any saving throw you make to resist both the charmed and frightened conditions.
- You can cast the protection from good and evil spell, targeting only yourself, without expending a spell slot.
- At the end of a long rest you regain additional Hit Dice equal to your Wisdom modifier (minimum of 1).
- Your movement speed increases by an additional 5 feet.
Comments