Ranger
Base Class: Ranger

Deep within the recesses of a Dreambound Hunter’s mind there lies a cardinal truth: there is little difference between sleep and wake. Thus, Dreambound Hunters are able to easily traverse dreams and skillfully dispatch nightmarish monsters. Because of their proclivity to the otherworldly, these rangers are often found in community with other like-minded Dreambound Hunters. Dreambound Hunters are often caught in violent conflict with each other over the nature of eldritch truths discovered in dreams.

Covenant Magic

Based on how you interpret the eldritch truths, you find yourself in affiliation with a covenant that shares your tenants. When you gain this feat at 3rd level, choose a covenant. When you learn spells you may also pick from the spells associated with your chosen covenant.

Hunter of Hunters

A Hunter of Hunters isn’t in affiliation with a covenant. They vow to hunt down Dreambound Hunters who have become too murderous.

If you are a Hunter of Hunters, you gain access to the spells Shield, Invisibility, Blinding Smite, Hallucinatory Terrain, and Dominate Person.

The Blood Queen

The Blood Queen grants her knights powers of flaming blood so that they may extract power for her from all who bleed.

If you are a knight of The Blood Queen, you gain access to the spells Hellish Rebuke, Blur, Vampiric Touch, Phantasmal Killer, and Flame Strike.

The Church

The Church values purity and will resort to execution in the name of healing, cleansing, and the divine.

If you are a member of The Church, you have access to the spells Divine Favor, Prayer of Healing, Crusader's Mantle, Banishment, and Holy Weapon.

The College

The College researches otherworldly beings and will conduct horrific experiments in their pursuit of summoning these beings.

If you are a scholar of The College, you have access to the spells Arcane Weapon, Borrowed Knowledge, Revivify, Dimension Door, and Infernal Calling

Hunter's Dream

This ability replaces your fighting style ability.

At 3rd level, you start to encounter a strange workshop in your dreams. This workshop contains tools and blueprints for odd weapons used by Dreambound Hunters of the past. While taking a long rest, you can create a trick-weapon. A trick-weapon consists of two modes that act as distinct weapons. You can attach one weapon or two light weapons to the first mode of your trick-weapon. You can then attach a separate weapon or two light weapons to the second mode. These weapons are now bound to each other and are treated as a single item. Your trick-weapon only adopts the properties of the mode it is currently in.

From the list of fighter class fighting styles, attach any fighting style to the first weapon mode and attach a second fighting style to the second weapon mode. You will only have the fighting style associated with the mode your trick-weapon is currently in. 

You can dismantle a trick-weapon at any time. You can only have one trick-weapon at 3rd level. This number increases to two at 7th level, three at 11th level, and four at 15th level.

Transformation Attack

Also at 3rd level, you know how to activate the signature transformation of trick-weapons. As a bonus action, you can make an attack with a trick-weapon. The damage die for the attack is replaced with your trick die. Your trick-weapon then switches modes. When you do this, you can also freely stow or draw any shield, arcane focus, or weapon you may have in your offhand.

At 3rd level, your trick die is 1d6. This die increases to 1d8 at level 7, 1d10 at level 11, and 1d12 at level 15.

Hunter's Sight

At 7th level, your dreams start leaking into the waking world. You’re the only one that can see these wisps of dream and they seem to be guiding you. You score critical successes and critical hits on a roll of 19-20.

Nightmarish Insight

Starting at 11th level, if you are not in combat, you can enter the dreams of an unconscious or dead creature that is within 5ft of you. You gain insight into that creature’s defenses.

You may also investigate the depths of this creature’s dream. If you do, make an Insight check. Depending on your roll, you gain a level of knowledge about something the creature would know. Usually this is something related to what the creature values most. If you score a critical success on this roll, you have investigated too far and have encountered first hand this creature's worst nightmares. You become frightened of this creature. When you take a long rest, you begin to process the horrible nightmare. Make a DC15 Wisdom saving throw to lose the frightened condition.

Once you have used your Nightmarish Insight you may not use it again until you take a long rest.

Visceral Attack

Starting at 15th level, wisps of nightmare imbue your strongest attacks with dreadful power. When you score a critical on an attack roll, add your trick die to the damage.

Previous Versions

Name Date Modified Views Adds Version Actions
4/25/2023 8:30:22 AM
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