Ranger
Base Class: Ranger

Rangers who choose the archetype of the Aberrant Watcher pledge their existence to purging beings that bleed from the Far Realm into the prime material plane. In doing this you have gained abilities that transcend that of normal beings.

Otherworldly Tracking

Beginning when you choose this archetype at 3rd level you are now able to track Aberrations with far greater skill.

You gain Aberrations as a favored enemy, if you already had Aberrations as a favored enemy you gain a new favored enemy of your choice. Additionally, sensing the distortions they leave behind, you are able track Aberrations as if they left trails, even if they normally don't leave any behind.

Inhuman Communication

At 3rd level you begin to incorporate the abilities of telepathy into your combat.

On your turn when you damage a creature with an attack you accost their mind dealing an extra 1d8 damage if the creature has an Intelligence score of 6 or more. You can use this feature once per turn.

Aberrant Watcher Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Aberrant Watcher Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

3rd level: Protection from Evil and Good

5th level: Alter Self

9th level: Hypnotic Pattern

13th level: Banishment

17th level: Modify Memory

 

Constant Terror

At 7th level you've gained knowledge of terrors far beyond that of simpler creatures and have begun to see past the terrors of your favored enemy.

You have advantage against saving throws against being frightened and advantage on Wisdom and Charisma saving throws against your favored enemies.

 

Aberrant Visage

At 11th level you tap further into the knowledge that you have gained from the Aberrations and area able to cause distortions in other creature's minds.

As an action you can reach out to other creatures minds within 30 feet of you making them perceive you as an abomination. The creatures within the area must make an Intelligence saving throw, against your spell save DC becoming frightened on a failed save.

 

Distortion Mastery

At 15th level, you are able to manipulate the distortions commonly caused by Aberrations, and are able to travel short distances using them.

You can use your bonus action to deal force damage equal to your ranger level in a 10 foot radius, and then teleport up to 30 ft away. You can only use this feature once and regain its use upon taking a short rest.

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