Base Class: Ranger
In the shadowy realms where curses intertwine with arrows, a unique breed of archers emerges – the Cursed Archers. These marksmen carry an ancient and ominous power in every arrow they unleash, as they navigate the delicate balance between darkness and skill. Whether bound by a malevolent pact, touched by a mysterious curse, or simply born under a fateful star, these archers wield a deadly blend of precision and otherworldly affliction. Someone related to them or them played with higher beings and they now carry this curse. However, they lerned to use the curse power. They have a pair of additional horns, regardless of their race.
Ranger LevelSpell LevelSpells
**Cursed Archer Ranger Spell List** | **Ranger Level** | **Spell Level** | **Spells** | |------------------|-----------------|--------------------------------------------------| | 3rd | 1st | *Inflict Wounds, Hunter's Mark, Fog Cloud* | | 5th | 2nd | *Ray of Enfeeblement, Silence, Shadow Blade* | | 9th | 3rd | *Bestow Curse, Fear, Vampiric Touch* | | 13th | 4th | *Blight, Dimension Door, Phantasmal Killer* | | 17th | 5th | *Contagion, Modify Memory, Negative Energy Flood*|
Class Features
As a Cursed Archer, you gain the following class features
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Cursed Marksmanship
- Level 3: Your archery skills become imbued with a dark curse. When you make a ranged weapon attack, you can choose to mark your target with a cursed sigil. The target is marked until the end of your next turn. You gain a bonus to damage rolls against the marked target equal to your Dexterity modifier.
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Cursed Precision
- Level 7: Your ability to strike with precision is enhanced by the curse. You can use your reaction to reroll an attack roll against a creature you can see that you have marked with your Cursed Mark feature. You must use the new result.
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Cursed Shot
- Level 11: Your ranged attacks become more lethal. Once per turn, when you hit a creature with a ranged weapon attack, you can expend a spell slot to deal additional necrotic damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each level higher than 1st.
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Evasive Curse
- Level 15: The curse enhances your defensive instincts. You gain proficiency in Dexterity saving throws if you don't already have it. Additionally, when you are targeted by an attack, you can use your reaction to impose disadvantage on the attack roll.
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Scale Mail or (b) Leather Armor
- (a) Two Shortswords or (b) Two Simple Melee Weapons
- (a) A Dungeoneer’s Pack or (b) An Explorer’s Pack
- A Longbow and a Quiver of 20 Arrows
Cursed Marksmanship
You gain proficiency with longbows and shortbows if you don't already have it. Additionally, you can choose one of the following Cursed Marks:
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Mark of the Shadow: Once per turn, when you hit a creature with a ranged weapon attack, you can deal an additional 1d6 necrotic damage.
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Mark of Binding: When you hit a creature with a ranged weapon attack, you can expend a bonus action to reduce their speed by 10 feet until the start of your next turn.
Baleful Gaze
Your cursed marksmanship grants you an unnerving gaze that unsettles your enemies. Once per short rest, you can use a bonus action to activate the Baleful Gaze. Choose a creature within 30 feet that can see you. The target must succeed on a Wisdom saving throw against your spell save DC or be frightened until the end of your next turn.
Ephemeral Strikes
You hone your cursed marksmanship to deliver ethereal strikes that transcend the material realm. Once per turn, when you hit a creature with a ranged weapon attack, you can choose to make the attack partially incorporeal. The target takes an additional 1d6 force damage, and until the start of your next turn, they have disadvantage on the next attack roll they make.
Siphoning Shot
Your cursed marksmanship allows you to siphon life force with each successful shot. When you hit a creature with a ranged weapon attack, you can choose to siphon vitality. You regain hit points equal to half the necrotic damage dealt by your Cursed Mark feature.
Cursed Shot
You learn a special cursed shot technique. Choose one of the following options:
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Curse of the Piercing Arrow: Your ranged attacks ignore half or three-quarters cover. Additionally, when you make a ranged attack and hit, the projectile pierces through the target, allowing you to make an additional attack against a creature within 10 feet of the original target.
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Curse of the Enfeebling Arrow: Once per turn, when you hit a creature with a ranged weapon attack, you can choose to reduce the target's Strength or Dexterity score by 1d4 until the end of your next turn.
Debilitating Precision
Your cursed shots are exceptionally precise, targeting vital areas with supernatural accuracy. When you use Cursed Shot, the target must make a Constitution saving throw against your spell save DC. On a failed save, the target's movement speed is halved until the end of your next turn.
Ethereal Piercing
Your arrows possess an otherworldly quality, allowing them to partially phase through obstacles. When you use Cursed Shot, the projectile can bypass partial cover, giving you advantage on attack rolls against targets with half-cover.
Shadowstep Strike
Your Cursed Shot enables you to exploit the shadows to reposition swiftly. After making a successful Cursed Shot, you can use a bonus action to teleport to an unoccupied space within 30 feet of the target.
Cursed Resilience
You gain resistance to necrotic damage, and you have advantage on saving throws against being frightened.
Shattered Will
Your Curse Unleashed feature is so overwhelming that it can shatter the will of your enemies. When you use Curse Unleashed, the target must make a Wisdom saving throw against your spell save DC. On a failed save, the target is stunned until the end of its next turn.
Lingering Affliction
After unleashing a particularly potent curse, its effects linger on the target. When you use the Curse Unleashed feature, the target of your curse continues to suffer its effects even after the initial duration. At the end of each of its turns for the next minute, the target takes an additional 1d6 necrotic damage.
Curse Unleashed
As a bonus action, you can unleash the full power of your curse. Choose one of the following effects:
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Curse of Pain: For the next minute, your ranged weapon attacks deal an additional 2d6 necrotic damage.
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Curse of Paralysis: For the next minute, your ranged weapon attacks have a chance to paralyze the target. The target must succeed on a Constitution saving throw or be paralyzed until the end of your next turn.
Withering Hex
You focus your curse into a potent hex, withering the life force of those who stand against you. As a bonus action, you place a withering hex on a creature you can see within 60 feet. The hex lasts for 1 minute, and the target suffers the following effects:
- At the start of each of its turns, the hexed creature takes 1d6 necrotic damage.
- The hexed creature has disadvantage on the next saving throw it makes against one of your spells or curse effects.
Curse of Shadows
As a bonus action, you tap into the shadows that envelop your cursed abilities. For the next minute, your attacks gain the following benefits:
- Your ranged weapon attacks deal an additional 2d6 necrotic damage.
- You gain advantage on Dexterity (Stealth) checks, allowing you to move stealthily in the shadows.
Veil of the Cursed
By invoking the Veil of the Cursed, you shroud yourself in an ethereal darkness, rendering you elusive and mysterious. For the next minute, the following effects take place:
- You gain a +2 bonus to your AC as shadows deflect and obscure incoming attacks.
- When an enemy makes an opportunity attack against you, they have disadvantage on the attack roll.
Previous Versions
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