Ranger
Base Class: Ranger

Unparalleled Expert On Monster Extermination

Few people can face the horrors of the world head on. But fewer have the guts to face them repeatedly, nonetheless dedicate themselves to destroy said horrors. Ranging from the eerie to unfathomable, one rule remains true: they should be destroyed. Through enough dedication, these hunters are able to adapt to many of the shared tricks these monsters commonly utilize. These rangers will find their prey, and when they do, they take them down by countering the fundamental strengths these monsters often rely on.

Level 3: Horror Tracker Magic

3rd-level Horror Tracker feature

You learn an additional spell when you reach certain levels in this class, as shown in the Horror Tracker Spells table. The spell counts as a Ranger spell for you, but it doesn’t count against the number of Ranger spells you know

Horror Tracker Spells
Ranger Level Spells
3 Protection from Evil And Good
5 Shining Smite
9 Magic Circle
13 Banishment
17 Hold Monster

Level 3: Macabre Bestiary

3rd-level Horror Tracker feature

Having been expertly familiarized, you adapt the traits from certain monsters. Select two creature types of your choice. You gain each one's benefits and can change your creature type to any selected. When you cast Hunter’s Mark on a target with a creature type you selected, you don't have to Concentrate on the spell; it lasts for its full duration, until you end it as a Bonus Action, or until you are Incapacitated.

When you finish a Short or Long Rest, you can reselect one creature type for another. You can select one additional creature type at 7th, 11th, and 15th level in this class.

Aberration

You gain Resistance to Psychic damage. You have Advantage on saving throws to avoid or end the Stunned condition on yourself. You always have the Dissonant Whispers spell prepared and it counts as a Ranger spell.

Beasts

You have Advantage on Initiative rolls. Creatures cannot have Advantage on an attack roll against you unless you have the Incapacitated condition. Creatures have Disadvantage on Opportunity Attacks against you.

Celestial

You are Resistant to Radiant damage. You gain a Fly Speed equal to your Speed until the end of each turn. You always have the Divine Favor spell prepared and it counts as a Ranger spell.

Construct

You gain a +1 bonus to your AC. When you're hit by an attack, any Bludgeoning, Piercing, and Slashing damage dealt to you by that attack is reduced by an amount equal to your Wisdom modifier.

Dragon

You have Advantage on Dexterity saving throws. You gain Resistance to two damage types of your choice: Acid, Lightning, Poison, Fire, and Cold.

Elemental

You have Advantage on Constitution saving throws. You gain Resistance to one damage type of your choice: Fire, Cold, Thunder, and Bludgeoning. You always have the Chromatic Orb spell prepared and it counts as Ranger spells.

Fey

You have Advantage on saving throws to avoid or end the Charmed conditions on yourself. You are immune to magical sleep. You always have the Bane spell prepared and it counts as a Ranger spell.

Fiend

You gain Immunity to Fire damage. You always have the Burning Hands and Hellish Rebuke spells prepared and they count as Ranger spells.

Giant

You have Advantage on Strength saving throws. You can ignore the Heavy weapon property and gain proficiency in Heavy Armor. You also count as one size larger when determining your carrying capacity.

Humanoid

You have a +1 bonus to all D20 tests and Save DC’s.

Monstrosity

You have Advantage on saving throws to avoid or end the Frightened conditions on yourself. You gain Advantage and Expertise on Charisma (Intimidation) checks.

Ooze

You can squeeze through a space as narrow as 1 inch wide. You also have Advantage on saving throws and ability checks to avoid or end the Grappled condition. You always have the Grease spell prepared and it counts as a Ranger spell.

Plant

You have Advantage on saving throws to avoid or end Poisoned condition. You have Resistance to Poison damage. Whenever you make a melee attack, your reach for it is 5 feet greater than normal.

Undead

You have Resistance to Necrotic damage. You can see into the Ethereal Plane to a range of 60 feet. You are Immune to the Exhaustion condition and don’t need to eat, drink, or breathe.

Level 3: Monster Sense

3rd-level Horror Tracker feature

You’re seasoned in locating the whereabouts of lurking monsters. You instantly become aware of the presence of any Aberration, Dragon, Elemental, Fey, Fiend, Monstrosity, Ooze, Plant or Undead within 100 feet of you. You always know the exact creature types and its alignment. You have Advantage on any necessary checks to locate these creatures using the Search or Study actions.

Level 7: Defensive Tactics

7th-level Horror Tracker feature

You gain a deeper understanding of a monster's capabilities. You gain the following benefits against creatures types currently selected from Macabre Bestiary.

Heightened Awareness. You always know a creature’s current Hit Points and Damage Immunities, Resistances, Vulnerabilities.

Instinctive Ward. You can add 1d6 to all saving throws forced by those creatures.

Level 11: Exterminate Terror

11th-level Horror Tracker feature

Magical ferocity grows with your monstrous pursuits. Now whenever you cast the Hunter’s Mark spell, you can always target one additional creature and have Advantage on attack rolls against targets affected by the spell. In addition, whenever you hit an affected creature, it can’t take the Dash or Disengage actions and can’t teleport until the end of its next turn.

Level 15: Conquer Mania

15th-level Horror Tracker feature

You have become legendary at hunting horrifying creatures. You gain the following benefits against creature types currently selected from Macabre Bestiary.

Ensure Failure. When a creature within 120 feet of you chooses to willingly succeed (for example, Legendary Resistance) on a saving throw it initially failed, you can spend your Reaction to have the creature still fail the saving throw while expending any resource it used to attempt to succeed.

Subjugate. You cast the Dominate Monster spell without expending a spell slot and you regain the ability to do so when you finish a Long Rest. The creature has Disadvantage on its saving throw against the spell.

Horror Tracker Image

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