Ranger
Base Class: Ranger

The Order of the Ghostslayer is the oldest of the blood hunter orders. Ghostslayers seek out and study the moment of death, obsessing over the mystery of the transition from life, and the unholy power that can cause the dead to rise once more. These zealous blood hunters make it their life’s work to destroy the scourge of undeath wherever it is found, tuning their abilities to engage undead creatures and those who manipulate the necromancy that creates them.

Rite of Dawn

As a bonus action, you can activate the Rite of Dawn on one weapon you are holding. The effect of the rite lasts until you finish a short or long rest.   While you are wielding the weapon, attacks you make with this weapon are magical, and deal 1D6 additional radiant damage. The additional damage increases to 1d8 at level 11 and 1d10 at level 17.

Additionally, while that rite is active on your weapon, you gain the following benefits:

  • Your weapon sheds bright light out to a radius of 20 feet.
  • You have resistance to necrotic damage.
  • When you hit an undead creature with a weapon for which the Rite of the Dawn is active, the additional damage from this rite is doubled.

When you activate a rite, you take necrotic damage equal to the additional damage it deals. This damage can’t be reduced in any way.

No Escape

At 11th level, you can stop creatures from entering or leaving the Ethereal plane. When you see a creature attempt to enter the Ethereal Plane from your current Plane, or vice versa, you can use your reaction to try to stop it. The creature must succeed on a Wisdom saving throw against your spell save DC, or it remains on the plane it was and any resources used are wasted.

Once yo||u use this feature, you can't use it again until you finish a short or long rest.

Brand of Castigation

At 7th level, when you damage a creature with a weapon for which you activated Rite of Dawn, you can to sear an arcane brand into that creature (no action required). You always know the direction to the branded creature as long as it’s on the same plane as you. Further, each time the branded creature deals damage to you or a creature you can see within 5 feet of you, the branded creature takes psychic damage equal to your Wisdom modifier (minimum of 1). If a branded creature has the Incorporeal Movement trait or a similar feature, it can’t move through creatures or objects while branded.

Your brand lasts until you dismiss it or until you use this feature to apply a brand to another creature. Your brand can be dispelled with dispel magic, and is treated as a spell with a level equal to half your ranger level (maximum 9th level).

Once you use this feature, you can’t use it again until you finish a short or long rest.

Blood Curse of the Exorcist

At 15th level, as a bonus action, you choose one creature you can see within 30 feet of you that is charmed or frightened, or which is under a possession effect. The target creature is no longer charmed, frightened, or possessed.

Additionally you may take damage equal to your proficiency bonus. If you do, a creature that charmed, frightened, or possessed the target of your curse takes 3d6 psychic damage and must succeed on a Wisdom saving throw or be stunned until the end of your next turn.  You may use this feature three times per long rest

Previous Versions

Name Date Modified Views Adds Version Actions
10/20/2023 12:55:08 PM
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