Ranger
Base Class: Ranger

Grim Hunters dedicate themselves to mastering the hidden lore of the supernatural. Through careful study, ancient sigils, and protective circles, they hunt monsters not with magic or pacts, but with knowledge, courage, and grim determination. Standing as silent sentinels between the innocent and the horrors beyond, Grim Hunters track, ward against, and ultimately bring down the creatures that haunt the dark corners of the world.

Hunter's Reflexes

Your specialized study of the supernatural sharpens your senses and instincts, allowing you to react with grim precision against the creatures you hunt.

  • You gain a bonus to initiative rolls equal to your Wisdom modifier (minimum of +1). This heightened awareness allows you to better anticipate danger and act swiftly when confronting the lurking horrors.

  • When you hit a fiend, undead, fey, or aberration with a weapon attack, you deal additional damage equal to your Wisdom modifier (minimum of +1). Your understanding of these creatures' vulnerabilities allows you to strike with enhanced effectiveness against them.

Warding Sigils

At 7th level, your mastery over protective and abjuring energies deepens, allowing you to weave powerful wards against both immediate threats and lingering supernatural presences.

You gain resistance to psychic damage.

You gain access to two types of warding sigils:

Abjuring Seal As an action, you can spend 1 minute inscribing an abjuring seal on a surface you can reach. For 8 hours, any aberration, fey, fiend, monstrosity, or undead entering the seal's 10-foot radius or starting its turn there must succeed on a Wisdom saving throw against your spell save DC or be stunned until the start of its next turn. A creature that succeeds on its saving throw against this seal is immune to its stunning effect for the next 24 hours. The seal is invisible to these creature types unless they perceive it (such as by succeeding on a Wisdom (Perception) check against your spell save DC). You can have a number of these Abjuring Seals active equal to your Wisdom modifier (minimum of one). You regain all expended uses when you finish a short or long rest.

Grim Sanctuary As an action, you can spend 10 minutes to inscribe a Grim Sanctuary on a surface you can reach. The sanctuary creates a magical ward in a 30-foot radius sphere centered on it that lasts for 24 hours. This ward cannot be dispelled by Dispel Magic, but it can be suppressed by an Antimagic Field. While within the sanctuary, aberrations, fey, fiends, monstrosities, and undead cannot willingly enter the area unless they succeed on a Wisdom saving throw against your spell save DC. If they succeed, they are immune to this unwilling entry effect from this specific sanctuary for 24 hours. They also have disadvantage on all attack rolls made against creatures other than you while within the sanctuary. You can have only one Grim Sanctuary active at a time. Creating a new one causes the previous one to fade.

Aura of Repulsion

At 11th level, your relentless exposure to and mastery over supernatural entities imbues you with an innate power that repels them. Your very presence becomes anathema to the creatures you hunt.

As a bonus action, you can activate an aura of repulsion that extends 10 feet from you for 1 minute. The aura emits a faint, shimmering light visible only to creatures of the chosen types, an unsettling ripple in the fabric of their unnatural existence.

While this aura is active, any aberration, fey, fiend, monstrosity, or undead that starts its turn within the aura must succeed on a Wisdom saving throw against your spell save DC or have disadvantage on attack rolls against you until the start of its next turn. Additionally, on a failed save, the creature takes 1d6 psychic damage plus your Wisdom modifier (minimum of 1).

You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.

Soul-Sealing Strike

At 15th level, you learn to deliver a focused strike that devastates the unnatural essence of your foes, momentarily severing their connection to their monstrous power.

Once per long rest, when you hit an aberration, fey, fiend, monstrosity, or undead with a weapon attack, you can choose to make this a Soul-Sealing Strike. The attack deals an additional 6d10 force damage.

Additionally, the target must succeed on a Wisdom saving throw against your spell save DC or be paralyzed until the end of its next turn.

You can choose to use this feature after you make your attack roll, but before the Dungeon Master tells you if the hit is successful.

Previous Versions

Name Date Modified Views Adds Version Actions
7/12/2025 8:14:52 AM
4
1
5e
Coming Soon

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