Ranger
Base Class: Ranger

This subclass emphasizes strange, unsettling yet effective healing and battlefield support. By harnessing magical leech familiars and their eerie abilities, the Leechbound Medic can mend wounds, siphon life force, and manipulate the battlefield in unconventional ways. Both feared and revered, these rangers walk the line between savior and sinister.

Symbiotic Spellcasting

At the levels where you gain the Spellcasting feature, you also gain access to the following spells. These spells count as ranger spells for you, but they don’t count against the number of ranger spells you know. 

Symbiotic Spells

Ranger Level Spells
3rd Inflict Wounds
5th Lesser Restoration
9th Vampiric Touch
13th Blight
17th Greater Restoration

Leechy Familiars

When you choose this archetype at 3rd level, you gain two magical leech familiars. The leeches have AC 12 and hit points equal to twice your ranger level. They occupy your space unless directed otherwise. You can command them as a free action.

Abilities:

  • Blood Siphon: As an action, a leech can attach to a creature within 5 feet. It deals 1d4 +`wis` piercing damage and restores hit points equal to the damage dealt to a creature of your choice within 30 feet.
  • Fluid Management: A leech can stabilize a dying creature as a bonus action, attaching itself to seal wounds and cleanse the 'poisoned' condition (this consumes the leech till your next long rest)
  • Summon: As an action, you can re-summon one of your leeches by using a spell slot.

Flesh Sculptor

At 7th level, your understanding of anatomy lets you modify and heal in unique ways:

  • When you cast a spell that restores hit points, you can shape the healing. For example, you can prioritize physical attributes. For one hour, the target gains +1 to Strength, Dexterity, or Constitution saving throws (your choice).
  • Leech familiars can attach to a willing creature, and after which the creature can choose to lose (1/3th of their maximum hit points and gain a +2 to all rolls for the next 10 minutes). If they choose to lose 2/3rd of their maximum hit points, they gain advantage instead).

Leechy Synergy

At 11th level, your leeches grow stronger and more versatile. Choose one of the following improvements:

  • Defensive Bond: When a leech is attached to a creature, that creature gains temporary hit points equal to your Wisdom modifier at the start of their turn.
  • Offensive Bond: A leech attached to an enemy can drain energy, reducing the target’s movement speed by 10 feet and giving you advantage on attack rolls against them.

Additionally, your leeches gain resistance to non-magical damage.

Symbiotic Swarm

At 15th level, the number of leeches you have grows to 3 and, your connection to your leeches grants you a horrifying, yet powerful ability. As an action, you can summon a swarm of spectral leeches for 1 minute. The swarm occupies a 20-foot radius centered on you. While active:

  • Enemies in the area take 5d6 necrotic damage at the start of their turn.
  • Allies in the area regain 5d6 hit points at the start of their turn.
  • You gain immunity to poison and resistance to necrotic damage.

You can use this feature once per long rest.

 

Previous Versions

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11/8/2025 6:54:18 AM
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