Base Class: Ranger
"Observe. Adapt. Kill."
You are tinted by the void, which give you overwhelming adaptation capabilities, your body and mind change to fit what is currently needed of them, you physical form shifts to overcome environment and obstacles while your mind draws knowledge from the void if your current set of skills is lacking for the task at hand.
Void-Reaver magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.
Void-Reaver Spells
| RANGER LEVEL | SPELL |
|---|---|
| 3rd | absorb elements |
| 5th | alter self |
| 9th | protection from energy |
| 13th | greater invisibility |
| 17th | telepathic bond |
Co-Ordinated Strike
You take advantage of your target having their focus lie elsewhere, allowing you to blindside them.
Beginning at 3rd level, whilst an ally is within 5ft of your target you may deal an additonal 1d6 damage of your weapon type if your attack hits. You may only strike a creature with this additional damage once per round.
If you miss your attack, the target becomes aware of your pressance for this round and this creature become immune to this ability until your next turn.
This increases to 1d8 at 7th level, 1d10 at 11th and 1d12 at 15th.
Unseen threat
At 3rd level, you learn the art of attacking from the shadows. You gain proficiency in the Stealth skill, and whilst in combat, attacking a creature whilst being hidden does not automatically reveal you.
After your attack action has finished, roll a stealth check against each creatures passive perception, that can see the creature you attack. If you succeed on the check, you remain hidden.
Each subsequent use of this ability, increases each creatures passive perception by 3 in relation to this ability only. Once you have been revealed, this ability resets and all creatures passive perceptions return to their default values attempt.
This ability does not affect the awareness of presence from Isolate.
Combat Preparations
You achieve mastery of your skills as you gain experience through firsthand combat.
at 7th level, You make preparations to make your skills and yourself deadlier and more efficient. You can make another preparation at 11th, and a last at 15th
You can change your preparations on a long rest.
Apex Predator
Evolution - Predator
When landing a critical hit, you can expand one use of this ability to ignore any resistances to slashing, piercing and bludgeoning damage for that attack.
When rolling a stealth, perception or survival check, count any dice roll of 9 or below as a 10.
You can uses of this ability equal to your Wisdom Modifier. and regain them on a long rest.
Chameleon shield
Evolution - Adaptive Cloaking
As part of the same reaction, your AC increases by 3.
Your movement as part of the reaction is now 20ft.
Guerrilla Strike
Evolution - Coordinated Strike
If your attack misses, the creature remains unaware of your presence.
The 1st time you strike with this ability on your turn, you may add an additional damage die.
Unseen Horror
Evolution - Unseen Threat
You gain expertise in stealth
You may now choose to Hide as a bonus action.
Reactionary Cloaking
At 11th level, You gain the ability to make yourself unseen when threats close in.
When an enemy walks within 5ft of you, you can use your reaction to become invisible. As part of that same reaction, you can walk up to 10ft.
You have a number of uses equal to your proficiency bonus
Predator
At 15th level, you become exceptionally deadly as you have honed your skills to their highest level.
When hidden from a creature, you expand your critical rate by 1 (e.g. 20 is now 19 etc)
When scoring a critical hit in this way, you can roll an extra damage dice. This dice is not doubled by the crit.
When rolling a stealth, perception or survival check, count any dice roll of 5 or below as a 6.
Previous Versions
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8/11/2022 2:49:07 AM
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