Ranger
Base Class: Ranger

In solitary rituals the hunter makes appalling oblations before these forgotten shrines, genuflecting and making obeisance to enigmatic beings of awesome power whose names even the Arch-Devils have forgotten.

To arm themselves, the hunters perform strange rites upon their left arm, driving into it nails of infernal iron forged in the foundries of the city of Pandemonium. Their left arm grows into wicked shapes, often taking the form of a powerful hunting bow that fires arrows made from the hunter’s own diseased blood. Such darts can be used for many purposes: killing their prey outright, paralyzing them, or causing them to see visions of their own demise.

They wear the pale skins of the stargazing oracle beasts that wander the burning plains of hell in great herds. The eyes of the oracles are alive even after their death and watch out for the new master that wears their skin as a cloak.

When called to war on Earth, the Devil Lords can really only hope the hunters answer to their summons, as the hunters do not always listen. They prefer the solitude of the wilds of hell, where they can ruminate upon its vile majesty, and consider the orders from the Princes of Hell as suggestions at best.

When one can be persuaded to join the hunt of the Court on Earth, they can traverse the paths of No man's Land just as easily as the wastes of Hell, for the ley lines of Hell are reflected upon the fallen Creation, allowing the Hunter to move unerringly through any terrain, find perfect ambush spots and disappear into the shadowy spaces where the barriers between worlds are weak.

They are experts at hunting and capturing mortal prey and bringing them to the nobles of the Hunt or causing indescribable pain on humans that can be used to power the greatest of Goetic spells. In such hunts they carry a Tormentor Chain as their other weapon of choice: a wicked hook with a barbed chain that extends and twists upon contact with flesh, capturing their target and ravaging them with pain, yet rarely killing them. The Hunter mocks the fate of its prey while dragging it to slavery in the Court, to be used as playthings whose pain and suffering elevates the Infernal magic of its new masters.

Level 3: Mark of the Forgotten Hunt

You have undergone the blasphemous ritual of Left-Hand Ascension. Your left arm is fused with a cursed infernal weapon—often a hunting bow of living bone and iron-veined sinew.

Ambusher’s Leap. At the start of your first turn of each combat, your Speed increases by 10 feet until the end of that turn.

You gain a Bloodbow, a ranged weapon. When you attack a creature and hit it with this weapon, you can deal an extra 2d6 necrotic damage. You can use this benefit only once per turn, you can use it a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.

Once per turn, when you hit a creature with the Bloodbow, you can force it to make a Wisdom saving throw (DC = 8 + your proficiency + your Wisdom modifier). On a failure, it suffers one of the following effects (your choice):

  • Prophetic Doom: It sees a vision of its own death and is frightened of you until the start of your next turn.

  • Blood Paralysis: It is restrained by writhing blood for 1 round. Can repeat the save at the end of its turn.

 

Initiative Bonus. When you roll Initiative, you can add your Wisdom modifier to the roll.

Level 3: Hunter of the Left Hand Path Spells

When you reach a Ranger level specified in the Gloom Stalker Spells table, you thereafter always have the listed spells prepared.

Hunter of the Left Hand Path Spells
Ranger Level Spells
3 Disguise Self
5 Divination
9 Fear
13 Greater Invisibility
17 Seeming

Level 3: Eyes of the Oracle-Beast

You gain Darkvision with a range of 120 feet. If you already have Darkvision when you gain this feature, its range increases by 60 feet.

You are also adept at evading creatures that rely on Darkvision. While entirely in Darkness, you have the Invisible condition to any creature that relies on Darkvision to see you in that Darkness.

You are immune to being surprised.

Level 7: Chains of the Tormentor

You summon your secondary weapon: the Tormentor Chain—a barbed, writhing hook-and-chain that feeds on pain.

  • As a bonus action, you can animate the chain. For 1 minute, it becomes a magical melee weapon (30 ft reach, 1d6 slashing + 1d6 psychic). It can grapple targets (DC = 8 + proficiency + Wis), and while grappled, the creature takes psychic damage equal to your Wisdom modifier at the start of its turn.

  • Once per turn when you deal damage with the chain, the creature has disadvantage on its next saving throw before the end of your next turn.

You can use this feature once per short or long rest. At level 15, you can use it twice per rest.

Level 11: Avatar of Forgotten Blood

The Necrotic damage of your Bloodbow becomes 2d8. In addition, when you use the Bloodbow effect of your Hunter of the Left Path feature, you can cause one of the following additional effects.

Sudden Strike. You can make another attack with the same weapon against a different creature that is within 5 feet of the original target and that is within the weapon’s range.

Mass Fear. The target and each creature within 10 feet of it must make a Wisdom saving throw against your spell save DC. On a failed save, a creature has the Frightened condition until the start of your next turn.

Level 15: Shrine-Walker’s Apotheosis

Ley-Shifting

Once per turn, when you move, you can instead teleport up to 30 feet to any location you can see or have seen before during the encounter. You must land on solid ground, but can pass through walls, creatures, or barriers—your body melting along the veins of the world.

Living Augury

Your mind has fused with the oracles. As a reaction to seeing a creature within 60 feet make an attack roll, ability check, or saving throw, you can force them to roll twice and take the lower result.
You may use this feature twice per long rest.

Passive Omen

While not incapacitated, you emit an invisible aura of omen-sight:

  • Enemies within 10 feet of you have disadvantage on Stealth and Deception checks.

  • You can see invisible or ethereal creatures within 60 feet.

  • The area within 30 feet of you is considered desecrated (as per Hallow, but flavored for you).

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