Ranger
Base Class: Ranger

Doom Shapers keep to thick forests and other dark areas to utilize their control over the shadows. Using darkness, they curse their enemies in battle and are able to shape the curses into what are known as dooms.

Level 3: Doom Shaper’s Lore

Doom Shapers keep to thick forests and other dark areas to utilize their control over the shadows. Using darkness, they curse their enemies in battle and are able to shape the curses into what are known as dooms.

Level 3: Umbral Sight

At 3rd level, you gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range is increased by 30 feet.

Doomcraft

You have attuned to the shadows, and therefore are able to bend them to your will. You may apply a doom to a creature a number of times equal to twice your proficiency bonus. As a bonus action, you may doom 1 creature that you can see. The doom lasts for 1 hour, until the doomed creature is dead, or until you doom another creature. Any doom may be dispelled with a remove curse spell.

Amplifying Doom

All other allies add one extra hit die of each damage type when rolling damage for an attack against the doomed creature.

Blinking Doom

When the doomed creature dies, you may use your reaction to teleport to the spot in which they died.

Constraining Doom

The doomed creature gains disadvantage on attacks.

Maneuvering Doom

When the doomed creature dies, force all enemies within 30 ft. of it to move up to half their speed in a direction of your choosing. (This movement may provoke opportunity attacks.)

Opening Doom

When the doomed creature dies, you may use your reaction to make a single attack on another target.

Piercing Doom

Reduce the doomed creature’s AC by 2

Poisoned Doom

The doomed creature takes damage equal to your proficiency bonus at the beginning of its turn.

Siphoning Doom

Whenever the doomed creature is hit by an attack, you regain 1d6 hit points.

Transferrence Doom

When the doomed creature dies, yourself and all allies within 60 feet of you regain 1d8 hit points.

Vulnerability Doom

All other allies gain advantage on attacks against the doomed creature.

Level 7: Linked Doom

When a doomed creature dies, you may use your reaction to transfer the same doom to another creature within 15 ft. of the original target. You may use this trait once per short rest. 

Additionally, you may use an action to snuff out any non-magical light within 60 ft. of you.

Level 11: Duplicity

You may now have up to 2 dooms on the same creature or 1 doom on 2 different creatures. (Dooming a second creature requires a second bonus action.)

Additionally, you gain a second use of Linked Doom

Level 15: Doomed Companions

When a doomed creature dies, you may reshape its shadow into a doomed companion from the list below depending on the creature's size. The summoned companion cannot be larger than the creature used to create it, but may be the same size or smaller if you choose. Doomed companions are friendly to you and your allies, and you may use a bonus action on your turn to command the companion. It lasts for 24 hours or until dispelled.

Comments

Posts Quoted:
Reply
Clear All Quotes