Ranger
Base Class: Ranger

Through alchemical mutation and magical enchantment the Blood Guard are bred and forged into Rilett's perfect Monster Hunters. Able to sense weakness in their targets, they can dispatch them with ease. They travel from town to city to village taking contracts and bounties. The variable orders of the Blood Guard are specialized into different styles of contract.

Level 3: Blood Guard's Intuition

You recall your teachings of various monsters and beasts alike to recall strengths and weaknesses. While a creature is marked by your [Tooltip Not Found], you know whether that creature has any Immunities, Resistances, or Vulnerabilities, and if the creature has any, you know what they are.

Level 3: Blood Guard's Quarry

You gain one of the following feature options of your choice. Whenever you finish a Short or Long Rest, you can replace the chosen option with the other one.

Order of Blood and Steel

In modern times man is as great a foe as any monster. Your order has expanded from the traditional ways of the Blood Guard in search of more coin. You have been trained in combat against humanoid opponents. Once per turn you may add your wisdom modifier to your damage roll.

Order of Silk and Silver

Your order has taught you discipline and tradition. You know when to strike and when to dodge in combat with any monster. As a reaction you may add your wisdom modifier to either your AC or your attack roll so long as you are in combat with a non-humanoid enemy.

Level 7: Blood Guard's Defensive Training

You gain one of the following feature options of your choice. Whenever you finish a Long Rest, you can replace the chosen option with the other one.

Blood Guard Arcane Defense

After casting a Blood Guard spell Opportunity Attacks have Disadvantage against you.

Blood Guard's Defense

When a non-humanoid creature attacks you, you may use a reaction to take half the damage. You may also make a DC 10 Wisdom check, on a successful check you counter-attack and deal the same damage you took to the attacker. On a failed check nothing happens.

Level 11: Blood Guard's Discipline

Once per turn when you deal damage to a creature marked by your Blood Guard's Quarry you may make an attack against 1d4 additional targets. Your next target must be within 10 feet of your current target. You do not trigger opportunity attacks during this.

Level 15: Bloodlust

The first time you take damage during your turn you may use a Bloodlust charge to trigger bloodlust. You gain 25 temporary HP, your movement speed is increased by 15ft, and you gain the "Extra Attack" feature for 1 minute. You have 3 charges which are recharged upon a large rest.

Comments

Posts Quoted:
Reply
Clear All Quotes