Ranger
Base Class: Ranger

Terror Seekers are rangers who have a fascination with fear and pain. They relish in the fear that their prey feels and take advantage of their target’s pain in combat. Terror Seekers are usually adorned in armor that gives them a more menacing appearance and even act differently in order to keep up the facade. Many Terror Seekers create separate characters or personalities that they act as when in battle, similarly to gladiators. 

Terror Seeker Magic

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

Terror Seeker Spells

Ranger Level Spell
3rd command
5th phantasmal force
9th fear
13th phantasmal killer
17th contagion

Blood and Fear

At 3rd level you are able to attack in precise ways that cause your adversaries to bleed in debilitating ways. These techniques differ depending on the type of weapon that you are wielding.

Type of Damage

Description

Bludgeoning

You strike at weak points in your opponent’s bones, causing splinters of them to pierce muscles and organs, causing internal bleeding.

Piercing 

You precisely pierce nerves, easy to hit arteries and organs that causes creatures to slowly bleed out of hole like wounds.

Slashing

You drag your weapon across a wide surface of your target's body, causing large amounts of bleeding from long shallow cuts.

 

Once per turn, when you hit a creature with a weapon attack, you can choose to cause it to become Bloodied until the end of your next turn. A Bloodied creature has the following effects:

  • Whenever the creature takes damage, it takes additional damage equal to your proficiency bonus.
  • The creature has disadvantage on its next attack roll.
  • The creature has vulnerability to poison damage. If the creature has resistance to poison damage, it loses the resistance. If the creature has Immunity to poison damage, it is unaffected.

Undead, Constructs and any other creature that does not have blood is immune to the Bloodied condition. Plants are still affected by the Bloodied condition.

Additionally you are adept at using insight and the manipulation to terrify creatures.You can use your Wisdom modifier for Intimidation checks instead of Charisma.

Humiliating Manoeuvre

At 7th level you have become a master of fearful tactics and are adept at undermining your opponents to the point that they question their own abilities. As a bonus action you can perform a Humiliating Manoeuvre against a creature within 5ft of you, make an Intimidation check, the targeted creature must make a Wisdom saving throw with the DC equal to your Intimidation check. On a failed save the creature becomes frightened by you for 1 minute. The next attack roll you make against a creature that is currently frightened by you in this way, has advantage. 

This feature ends early if the creature takes damage. This feature can be used a number of times per short or long rest equal to your wisdom modifier.

Dreadful Poison

At 11th level your ranger skill set has helped you to learn how to make a unique form of poison. As a bonus action you can coat one of your weapons in poison, for 1 minute your attacks deal 1d8 additional poison damage. The first time per use of this feature a creature takes damage from the additional poison damage, they must succeed on a Constitution saving throw or become poisoned for 1 minute. A creature can repeat its saving throw at the end of each of its turns. Once you use this feature, you cannot use it again until you finish a short or long rest.

Additionally you can cause a creature to become Bloodied even if they are an undead, construct or don’t have blood, as you are able to cause a similar effect by infusing magic into your attacks.

Emissary of Fear

At 15th level you project an aura of terror around you and creatures cannot help but fear you on the battlefield. When a creature starts its turn within 5ft of you, they must succeed on a Wisdom saving throw or become frightened by you for 1 minute, the creature can repeat its saving throw at the start of each of its turns. 

A creature who is frightened by you and that is within 5ft of you, cannot use actions or reactions that do anything other than move away from you. A creature can cast a spell if it moves the creature away from you and it can take the dash or disengage actions if it uses its movement speed on its turn to move away from you.

Additionally, when you hit a creature with an attack roll, you can use your reaction to attempt to use your Humiliating Manoeuvre against it.

Terror Seeker Image

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