Ranger
Base Class: Ranger

Japanese for Monk of Destruction, Quincy are spiritually aware Humans able to absorb and manipulate Spirit Particles into spiritual weapons. The Quincy were a clan scattered all over the world dedicated to fighting Hollows. It is currently unknown when the Quincy first came into being. Some state that Yhwach began the Quincy and his blood flows in every Quincy. However, according to the Quincy themselves, there were Quincy before Yhwach.

While they are trained to confront Hollows in order to defeat them just as Shinigami do, the biggest difference between the Quincy and Shinigami, since ancient times, is whether or not to kill Hollows. The Shinigami purify Hollows with their Zanpakutō and send them to Soul Society, while the Quincy killed the Hollows. The idea can be seen as comparing justice and vengeance: "Hollows devour souls of Humans, so why must it be that those who harm and kill friends and relatives get sent peacefully to Soul Society?" Captain Mayuri Kurotsuchi surmises Quincy are not hostile to Hollows because of a difference in ideology, because Hollow have no ideology, and theorizes there is only one reason for them to maintain such a grudge for so long: the Quincy fear the Hollows who endanger their lives. This view is corroborated by Kisuke Urahara, who reveals that Quincy have no "anti-bodies" to defend from Hollows; Hollows are poisonous to Quincy. If a Quincy is infected by a Hollow, not only does their Reiryoku weaken leading to death, but their soul itself is destroyed; they cannot even undergo Hollowfication like a Shinigami. This is why Quincy must eradicate Hollows.

Shinigami govern the souls between the Human World and Soul Society, which maintains a balance that if not kept would result in the mutual destruction of both worlds. All souls, including Hollows, are subject to the Shinigami governance of maintaining the balance. Quincy completely extinguish Hollows, thus the souls that come to the Human World do not return to Soul Society and therefore the souls would increase only on the side of the Human World. As a result, the Human World becomes heavy in souls, causing Soul Society to spill over into it, mixing life and death together.

With the potential destruction of both worlds, Soul Society tried to appeal to the Quincy that the handling of Hollows should be left to the Shinigami. The Quincy refused to accept the situation. As time went on, the number of Quincy increased and the cycle of souls became more unstable, forcing the Shinigami to reluctantly wipe out the Quincy in order to maintain the balance of the world. Few escaped into the Schatten Bereich and some into the other realms, primarily the Human realm.

The Quincy line was closely monitored over the decades, as their numbers continued to dwindle. Later the Quincy advanced the idea that since they were already among the living and still more numerous at the time, they could act as "first responders" to Hollow attacks: protecting Humans until the less-numerous Shinigami could send a representative to finish the Hollow off. Embittered by the recent war, the Shinigami refused to participate, opting instead to allocate their limited resources to reacting to the most dangerous Hollows and current Hollow attacks.

Favored Foe

 

At 3rd level, when you hit a creature with an attack roll, you can mark the target as your favored enemy for 1 minute or until you lose your concentration (as if you were concentrating on a spell).

The first time on each of your turns that you hit the favored enemy and deal damage to it, you can increase that damage by 1d4. The extra damage increases when you reach certain levels in this class: to 1d6 at 6th level, and 1d8 at 10th level.

You have advantage on Wisdom (Survival) checks to track your favored enemies.

You can use this feature to mark a favored enemy a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Natural Explorer


At 3rd level, you become a master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits.

You ignore difficult terrain.
You have advantage on initiative rolls.
On your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted.
In addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more.

Difficult terrain doesn't slow your group's travel.
Your group can't become lost except by magical means.
Even when you are engaged in antoher activity while travelling (such as foraging, nagivating, or tracking), you remain alert to danger.
If you are traveling alone, you can move stealthily at a normal pace.
When you forage, you find twice as much food as your normally would.
While tracking other creatures, you also learn their exact number, their sizes, and now long ago they passed through the area.

Supernatural Defense

Supernatural Defense

At 7th level, you gain extra resilience against your foe’s assaults on your mind and body. Whenever the target of your Favored Foe forces you to make a saving throw and whenever you make an ability check to escape that target’s grapple, add 1d6 to your roll.

e.

Vanish

Starting at 11th level, you can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.

Foe Slayer

 

At 15th level, you become an unparalleled hunter. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against your favored enemy. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.

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