Base Class: Ranger
The cloaked stranger disappeared from view. An ever growing sense of dread filled the air as the creature sprinted to find a hiding spot. But they felt the presence grow closer and their body grew cold as their gazes met. Their brain screamed for them to run but their legs stood still.
The Stray is a hunter of any creature that can feel fear, and even if the creature has never known fear, the Stray is an excellent teacher. Their encounters with and studies of extra-planar beings, abberations, abominations, and other oddities have helped teach them how to attack the body through the mind. Strays are usually social outcasts, as their pursuit of understanding of the psyche and horrid creatures often drive away others who do not understand. They can be quite a frightening presence, or even more terrifyingly, a warm one. Whatever the case, they seek out odd prey that normal rangers might never encounter, and learn to hunt prey not through tracking, but from making their prey understand there was never any chance of escape.
Dread Aura
At 3rd level, your presence is strongly felt and feared. You deal an extra 1d6 psychic damage to creatures marked by your Hunter's Mark. This can only happen once per turn. This damage is increased to 1d10 if the creature cannot see you before they take the damage.
Sensory Inundation
At 7th level, you can call on your knowledge of the unknown to terrorize your victims.
Nightmare Extraction
While a creature is marked by your Hunter's Mark, you know their deepest fear.
You can use a reaction to instantly cast Minor Illusion before making an attack roll to make the attack appear to the creature as a part of their fear. Casting it this way allows you to combine multiple sensory effects instead of just visual or auditory. The effect can by any combination of visual, auditory, olfactory, or gustatory. This could look like a loudly growling wolf leaping out behind you to bite them if their fear is wolves, the smell of burning flesh and a visible ball of fire if their fear is fire, or any other combination of the sensory effects listed above that is appropriate to the type of attack being performed. This illusion disappears after the attack is performed. If the attack hits, the creature performs a Wisdom saving throw against your spell save DC. If they fail, they are now frightened for 1 minute, and are able to repeat the saving throw once per turn. If the target succeeds they are immune to this effect for 1 minute.
Potent Torment
At 11th level, your practice at bringing out creature's fears has evolved. You now always have Fear prepared, and it doesn't count towards the number of spells you can prepare. Additionally, anytime you inflict the frightened condition from one of your spells, abilities, or other sources, on top of the normal effects of the frightened condition, you can apply one of the following additional effects for the duration of the condition:
Frozen in Fear - A creature's speed becomes 0, and it can't benefit from any bonus to its speed.
Terrified - A creature takes an additional 1d4 psychic damage from each separate instance of damage it receives from the source of its fear.
Grovelling - The source of fear has advantage on Charisma (Intimidation) checks against the creature, and the creature falls to the ground and can only crawl, moving at half their normal movement speed.
Mastery of Presence
At 15th level, you have become one of the most feared creatures in the land. You can treat a creature's immunity to psychic damage as a resistance instead. You can also ignore a creature's resistance to psychic damage (does not count if their immunity was reduced by this ability). If a creature has no immunity or resistance to psychic damage before applying these effects, they may be treated as being vulnerable to psychic damage by you.
Shattered Mind
If you damage a creature with any amount of psychic damage, you may choose to evoke this ability as a free action. When evoked. the target creature must roll a Wisdom saving throw against your spell save DC. If they have immunity to the frightened condition and fail, they lose immunity to that condition for 24 hours. If they are not immune to the frightened condition and fail, you may cast Hunter's Mark for free on this creature if they are not already marked by your Hunter's Mark. This does not end any other currently placed Hunter's Mark spells. If the target succeeds, they cannot be targeted by this ability for 24 hours.
Previous Versions
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5/18/2024 2:16:54 AM
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5
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1
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5E
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Coming Soon
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