Base Class: Ranger
In short, a Ranger with a Witch-like feel and powers. Sorry, too tired to make a cool text for here, I will do it later.
Hex Infusion
3rd-level Hex Hunter feature
Starting at 3rd level, you gain the ability to infuse your attacks with ancient curses. Once per turn when you hit a creature with a weapon attack, you can unleash a hex upon the target. The target must make a Wisdom saving throw against your spell save DC. On a failed save, the target is cursed for up to 1 minute, suffering one of the following penalties.
- Cursed Weakness: The target's attack and damage rolls with melee weapons are reduced by 1d4 until the curse ends.
- Fading Resilience: The target has disadvantage on Constitution saving throws, making them more vulnerable to harmful effects.
- Hobbled Movement: The target's movement speed is reduced by 10 feet.
You can use this feature a number of times equal to 1 + your Wisdom modifier (minimum of 1), and you regain all expended uses when you finish a short or long rest.
Bane Weapons
3rd-level Hex Hunter feature
You can augment your weapon strikes with powerful cursed energy drawn from the shadowy places of old. Once per turn, when you hit a creature with a weapon attack, you can deal an extra 1d6 necrotic damage to the target if the creature is under the effect of one of your spells or features.
The extra damage increases to 1d8 when you reach 11th level in this class.
Cursed Familiar
3rd-level Hex Hunter feature
Your connection to the occult gives you a powerful familiar to aid in your hunts. You learn the find familiar and can cast it as a ritual once per long rest, without expending material components. The spell doesn't count against your number of spells known.
When you cast the spell, the summoned familiar receives a few extra features:
- The familiar is able to speak in any language known by you.
- The familiar doesn’t require sleep. While it is within 100 feet of you, it can awaken you from sleep as a bonus action.
- If the familiar is slain by a creature, you gain advantage on all attack rolls against the killer for the next 24 hours.
Eldritch Ward
7th-level Hex Hunter feature
Your mastery over curses extends to protecting yourself and your allies from malevolent magic. As a reaction when you or an ally within 30 feet of you is targeted by a harmful spell, you can impose disadvantage on the spell's attack roll or give advantage to the saving throw to resist the spell to yourself or one target ally.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Dreadful Reaver
11th-level Hex Hunter feature
When a creature fails its saving throw against your Hex Infusion, you can enhance its effects, dealing 4d8 extra necrotic damage to it and enhancing the effects of the hex, adding extra effects on top of the normal ones:
- Cursed Weakness: The target has disadvantage on all Strength ability rolls.
- Fading Resilience: The target becomes blinded.
- Hobbled Movement: The target cannot use reactions and can only attack once per turn.
The extra damage increases to 8d8 once you reach 17th level in this class. You can use this feature once per long rest.
Cackling Darkness
15th-level Hex Hunter feature
Your command over hexes and maledictions has grown so powerful, you can even laugh in the face of death. Once per long rest, when you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead and can release an area of magical darkness up to 60 ft. around you for 1 minute. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it. If any of this feature's area overlaps with an area of light created by a spell of 7th level or lower, the spell that created the light is dispelled.
Allies inside the area are not affected by the darkness. Enemies who remain inside of its area are assaulted by a vicious and terrific laughter coming from all around, taking 3d10 thunder damage and becoming deafened if they begin their turn inside the area.
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