Base Class: Ranger
You are one with the natural world, grown and forged in the depth of natural enviorments of the world, learning and taking from the creatures around you, calling on natural energies to grant you abilites and modify your body in ways that craft you into the ultimate predator.
Predators Arsenal
Your connection to the wilds has caused your body to change and adapt to make you a very effective predator. Youve taken on aspects of several predators giving you an adaprive tool set for any situation.
You gain the following benefits:
Shredding Claws: You have a natural claw attack that deals 1d6 slashing
Gnashing Teeth: You have a bite attack that deals 1d8 piercing damage
Barbed Tail: you can fire sharp barbs from your tail, these barbs have a range of 30/60, and deals 1d10 piercing damage
The damage of these attacks increase at levels 7, 11, and 15
Hunters Senses
Starting at 7th level, your predatory senses have increased further makin it easier to find and hunt your prey. Your increased senses give you the following benefits:
You have gain expertise in the perception and survival skills
You gain 30 foot blindsight
Additionally, Your attacks from your Preadtors Asenal feature now count as magical for the sake of overcoming resistances.
Make it Hurt
Your primal weaponry has evolved beyond its normal means granting additional effects that make you a more efficient, and more deadly hunter. As such you gain the following benefits:
Rip and Tear: Once per turn, when you hit a creature with your claw attack you can force the creature to make a DC (8 + proficiency + wisdom) constitution savingthrow, on a failure the target takes an additional 6d6 slashing damage, and the target bleeds, taking half the damage dealt at the start of their next turn, on a success the creature takes half damage and does not gain the bleed effect.
Consume: Once per turn, when you hit a creature with your bite attack you force the creature to make a DC (8 + proficiency + wisdom) constitution savingthrow, on a fail the creature takes an additional 4d8 necrotic damage, and has its maximum hit points reduced by a number equal to half the damage taken, and you recover hitpoints equal to half the necrotic damage dealt, on a success the creature takes half damage, and does not have its hitpoints reduced
Immobalize: Once per turn, when you hit a creature with your tail barb you can force the creature to make a DC (8 + proficiency + wisdom) constitution saving, on a fail the creature takes 3d10 poison damage and is stunned until the end of your next turn.
You can use this feature a number of times equal to you wisdom modifier, and you regain all expended uses on a long rest.
Top of the Food Chain
Starting at 15th level, you have become the ultimate predator, mutating further with your connection to the wilds. As part of these mutations you gain the following features:
You gain a flying speed equal to your walking speed
You have advantage on attack rolls against creatures who are missing hit points
Once per day, as an action your can let loose a powerful, terrifying roar. Creatures within 30ft of you must make a Wisdom savingthrow, on a failure a creature takes 7d10 psychic damage and is frightened of you for 1 hour, on a success a creature takes half damage and is not frightened.
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