Ranger
Base Class: Ranger

The Raven Workers was a name granted to a family of tortures that follow the Matron of Ravens. Nowadays, it's used to describe those who hunt for pleasure and always attempt to cause the most amount of pain they can before ending their agonizing victims. Even if their abilities were taught by heritage or as part of a training from a low past life, they are almost always seen as outcast and often excluded for their practices.

Raven Worker's Magic

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

Ranger LEVEL  SPELLS

3rd

Bane

5th

Misty Step

9th

Bestow Curse

13th

Blight

17th

Contagion

Limits of the flesh

At 3rd level, the knowledge imparted to you about the anatomy of different humanoid creatures grants you proficiency on Medicine(Wisdom) checks.

When you choose to deal non lethal damage, even with magical weapons, you can choose to leave the humanoid creature conscious but incapacitated for one hour. You have now advantage on all Charisma checks towards the same humanoid creature while it is incapacitated. 

Twisting wounds

Starting at 3rd level, you learn how to create substances that painfully hinder your foes. As a bonus action choose a melee weapon you are wielding, for one minute it becomes coated with acid, poison or necrotic magic (your choosing), dealing an additional 1d4 points damage of the same type. Also, whenever you hit with a coated weapon, the substance attempts to  invade the target's wound, engraving it in the process. The creature must succeed on a Constitution saving throw against your spell DC or suffer an affliction for one minute or until the creature succeeds on the saving throw at the end of each of its turns.

  • Acid. The acidic nature of your magic weakens the metal and exposes the flesh, reducing the creature AC by two.
  • Poison. The substance rushes through the body Poisoning the creature and reducing its speed by 10 feet.
  • Necrotic. The withering essence in your weapon consumes the physicality of your foe giving it disadvantage on Strength and Dexterity checks.

Different wounds can affect the same creature, it must succeed a different save for each one. The additional damage of this feature increases to 1d6 at 9th level, and to 1d8 at 15th level. You use this feature to coat a weapon a number of times equal to your Wisdom modifier (a minimum of one). You regain all expended uses when you finish a long rest.

Exploit the weak

Starting at 7th level, a victim's weakness becomes one’s strength. The first attack you make each turn and opporunities attacks have advantage as long as  the target is being affected by the Twisting wound feature. On hit, if the attack was made with a coated weapon, the target has disadvantage on his next saving throw against the Twisting wound effect associated with your coated weapon.

Grievous wounds

Starting at 11th level, your control over natural energies has increased to a point that allows you to make what would be a small wound into a more lethal one. When you hit a creature affected by the Twisting wound feature with a melee attack, you can choose to deal 2d10 points of extra damage of the same type as one of the active wounds on the target. While the creature remains affected by the wound, the effect of  it is increased.

  • Acid. Powerful energies burn the creature’s flesh as it runs through its veins, while active, it takes 3d8 points of acid damage at the start of each of its turns and the creature can’t take reactions.
  • Poison. The venom takes hold of the body causing it to fail, while active, the creature is Blinded and Deafened, and its speed is halved.
  • Necrotic. You start to drain the lifeforce of your foe, completely whitering him, while active, the creature has disadvantage on Strength and Dexterity saving throws. You also recover a number of hit points equal to halve the initial damage done by this feature.

Only one Grievous wound can be active at the same time. You can use this feature a number of times equal to your proficiency modifier, you regain all expended uses at the end of a short or long rest.

Fanatic of injuries.

Starting at 15th level, the joy produced by the suffering of others comes as an adrenaline rush. You gain 10 feet of movement while moving towards a creature affected by the Twisting wound features, also, once per turn when you make a melee attack as an action, you can make an additional melee attack for each unique wound active on the target as part of the same action. 

Previous Versions

Name Date Modified Views Adds Version Actions
5/3/2022 11:40:40 PM
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