Ranger
Base Class: Ranger

It's all about saving lives. More lives.


Ranger whose focus on detecting natural disaster or calamity before it occur, put out evacuation order, and conduct Search and Rescue operation. This makes Catastrophe Messengers' service highly sought after, especially by any settlements from big to small to improve their preparations for the otherwise unpredictable natural disaster.

But at the same time, they are the bearer of bad news by nature. Thus often a victim to stigmatization. Yet they would give their life to save as much of other as they can. Even those who hate them.

Heighten Perception

At 3rd level, you gain Alert and Observant feats.
If you already have those feats, gain +5 bonus to your passive Wisdom (Perception) for each feat you already have.

First Warning

At 3rd level, when you spot any creature casting level 3 or above spell or roll a critical hit on their attack roll:
you can use your reaction to force that attack to have disadvantage and reroll the attack dice or cause the targets of the spell to have advantage on their saving throw against that spell, then apply Emergency Mark on that creature.

Creature affected by Emergency Mark take 1D6 extra damage from your attack and 1D4 extra damage from your allies attack.

You can not activate First Warning if that creature already have Emergency Mark on them.

If you were to issued First Warning again when there is already a creature with Emergency Mark, the mark on the previous creature will be removed.

Can only be use equal to your proficiency per short rest.

Calamity Sense

At 7th level, you can quickly notice how dangerous something actually is and can assesses the risk of natural disaster of the areas you are in.

You learns Find Traps spell if you haven't already and you can cast it without using any spell slot.

Additionally, you can also sense if a natural disaster or a change in weather gonna occur anytime soon by rolling an investigation skill check against a DC decided by DM.

You also instinctively notice any creature with Challenge rating equal or above 10 within your field of vision.
It doesn't reveal the identity of the target. You just aware that they are dangerous if they were to be hostile.

You can preemptively put Emergency Mark on a creature you noticed this way. Doing so would also cause their next attack against you or your allies to have disadvantage or the targets of their next spell to have advantage on their saving throw.

Contingency Countermeasure

At 7th level, you gain Healer feat and learn two additional spell when you reach certain levels in this class, as shown in the Countermeasure Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

You can cast each of these spells without expending a spell slot nor material components. Once you cast these spells in this way, you can't cast that spell in this way again until you finish a long rest.

You can also spent a spell slots you have to upcast that spell by the level of spell slot spend.

You can replace the Countermeasure spell you have with other Countermeasure spell when you take a short or long rest.

Countermeasure Spells
  • Counterspell
  • Feather Fall
  • Dispel Magic
  • Remove Curse
  • Water Walk
  • Water Breathing
  • Wind Wall
  • Protection from Energy

Second Warning

At 11th level, when you see any creature cast a level 5 or higher level spell, roll a critical hits and would inflict more than 30 damage, or about to use their legendary action, you can use your reaction to convert to apply Crisis Mark on that creature. Crisis mark overwrite Emergency Mark.

Creature affected by Crisis Mark take 2D6 extra damage from your attack and 2D4 extra damage from your allies attack. It will also fail any attack roll they would make as an opportunity attack. And when that creature would brought you or your ally's hit points to 0 for the first time, you or that ally instead drops to 1 hit point.

When you issued a Second Warning for the first time in a fight, you and all the allies that could hear you gain the ability to use Action Surge once during that fight.

You can only issued Second Warning 3 times per short rest.

Moros Insignia

At 11th level, you gain a special magic item call Moros Insignia as a proof that you are a high level Catastrophe Messenger.

If you have an evident or proof that a natural disaster will occur or discover one or a gathering of monsters capable of and likely to cause major destruction of life, property, or environment; you have the authority to put out an extermination or evacuation notice to any nearby settlements by showing your Moros Insignia the authority of that settlement.

At the leader of that settlement judgement, they must either issue an evacuation order to their citizens or issue an extermination order to help recruit any manpower or acquire resource to help with the extermination of the threat that are reported.

Do keep in mind that almost everyone knows of how many times an authority of the city tried to ignore the warning of a Moros Insignia's bearer only for them and the settlement they suppose to represented to be utterly destroy by the very thing they got warned of.

Third Warning

At 15th level, when you see a creature cast a level 7 or above spell, roll a critical hits and would inflict more than 75 damage, brought 2 or more allies to 30% of their hit points or lower, deal damage more than 80% of your or your allies HP in a single hit, is about to or are causing untold amount of suffering to any sentient being or the environment;

You can use your reaction to apply Catastrophe Mark to that creature.

It overwrite Crisis and Emergency Mark.

Creature affected by Catastrophe Mark take 3D6 extra damage from your attack and 3D4 extra damage from your allies attack. It will also fail any attack roll they would make as an opportunity attack, reduce their HP by 20% of their max HP (or some other debilitating effect DM deemed appropriated) every time it used their Legendary resistance, and increase the speed of you and your allies by 15 feets if they are moving toward or away from that creature.

When you issued a Third Warning for the first time in a fight, you and all the allies that could hear you that still have Hit points left gain the effect of the Death Ward spell. For allies with no Hit points left, stabilize them.

You can only issued Third Warning 2 times per long rest.

Contract with the World

At 15th level, the very world itself reached out to you when there would be an event that would cause untold amount of death and suffering in the nearby area that you could reach.
Upon successfully stop that Catastrophe from occurring or mitigated it to the best of your ability, the world itself may reward you with an Epic Boon.

Final Warning (Optional)

At 20th level, when facing a threat against humanity, unstoppable beast that would easily ravish a country (like Tarrasque), or witnessing an event that would alter the world for the worse and all seems hopeless.

A Catastrophe Messenger may use Final Warning as their last action.

By putting everything they got into one final arrow or a melee strike, asking the world to be their witness, Catastrophe Messenger may perform one final miracle at the cost of their life.

When a Catastrophe Messenger decided to use Final Warning, their alignment will always be set to Good.

The effects of Final Warning can be from the following list, but not limited to:

  • End a War
  • Banish an otherworldly creature, prevent it from reentering for 9D20 + 20 years.
  • Disable any spell or ability a creature have and set their AC to 0.
  • Deal 500 force damage, ignoring any resistance or prevention effect
  • Cause a mind flayer to have good alignment permanently
  • Bestow an immortal creature with a concept of death

Upon successfully issued the Final Warning, the caster body disintegrated into nothingness, bypass any death defiling effect such as Death Ward. Preventing them from resurrection by normal mean. Only multiple Wish spells or the authority of Gods themselves can bring them back to life. If they were to be brought back to life, however, they can no longer use Final Warning ever again.

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