Ranger
Base Class: Ranger

 

 From an event in your life you were gifted, or perhaps cursed, with vampiric powers. Regardless of their origin you use the power granted to you, to become a scourge to monsters of all kind. You harness these abilities to gain enhanced tracking capabilities, countermeasures, and to greatly improve your physical capacity all together. These abilities allow you to act as a shield between the normal folk, the dark world that resides at the outskirts of civilization. 

Call of the Hunt

At 3rd level, you gain one of the following features of your choice.

In addition, your vampiric roots allows you to recover from the gravest of wounds; you gain 1hp at the start of a round. This healing does not take place if you are unconscious, dead, or if you had taken radiant damage before the start of your turn within the same round of combat.
This increases to 2hp at level 5, 3hp at level 10, 3hp at level 15, and 4hp at level 20.

Killer of Men

When fighting a humanoid, you can add 1d4 to an attack roll made against them.
You can also add a 1d4 to damage rolls against them. This rises to a 1d6 at 4th level, a 1d8 at 8th level, a 1d10 at 12th level, and finally a 1d12 at 16th level.

Night Stalker

You have advantage on stealth checks, and a +5 to movement speed when moving through darkness, magical or not. This effect also applies whenever it is nighttime (After Dusk/Before Dawn), regardless of ambient lighting. At 6th level, you can use a bonus action to become invisible while under these requirements. 

Sunder and Slay

When making an attack, you can use a bonus action to also make an attack against any other creatures within melee range of you.
This can be done a number of times equal to your proficiency bonus. All charges are regained on a short rest.

Inhuman Physicality

At 7th level, you gain the Talons of the Fallen trait, as well as one feature of your choice.

Talons of the Fallen - When making an unarmed strike, you can deal 1d6+DEX as damage instead, as beast-like claws sprout from your fingers. This attack can be done as a bonus action.
This damage increases to a d8 at 11th level, and a d10 at 15th level.

Strength of the Beast

When making a STR check or save, you treat any roll below a 10 as a 10.
You also have advantage on contested strength checks against a creature. This advantage does not apply to creatures more than one size larger than you.

Swift as a Shadow

Your movement speeds increase by 10ft. When you make an attack against a creature, you do not provoke opportunities attacks from them until the end of your turn.

The Monster Within

At 11th level, you tap further into the vampiric power within you and adding new abilities to your arsenal.

Misty Form
Using an action, you can transform into a cloud of mist. While in this form you gain a flying speed of 60ft, and can not be damaged by non-magical attacks or weapons. This form lasts for 1min. You revert to base form if you cast a spell or attack, shift back using a bonus action, or are subject to magic forcing a creature to its true form. Can be done twice per long rest.

Drain Vitality

When making a attack against a creature, you can add 1d8 necrotic damage to the damage roll; healing back the damage dealt with this feature.
This can be done a number of times equal to your Proficiency Bonus.

One with the Night

At 15th level, you gain one of the following features of your choice.

Burden of the Undying

When an attack reduces you to 0 hit points or less, you instead are brought to 1 hit point. You are invisible until the start of your next turn when this feature is utilized.
This effect can take effect once per long rest.

 

Deny Death

When you are subjected to an effect, such as a red dragon’s fiery breath or a lightning bolt spell, that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Additionally, once per long rest when you fail a Saving Throw, you can choose to reroll and take the new result.

Vampiric Allure

You have advantage on persuasion and deception checks against creatures.
If the roll is made against a creature of the opposite sex, you can add your CHR modifier to the end total rolled.

Senses of the Starving

Your thirst for the living gifts you a supernatural ability to perceive their presence. You can sense the lifeforce of creatures within 100ft of you, showing you their position and creature type. If a creature is not on the same plane as you, you cannot sense them. If a creature is magically invisible, they can make a stealth check against a DC equal to your Passive Perception + Proficiency Bonus to avoid your detection.
Undead and Machinations are not perceived via this feature. 

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