Ranger
Base Class: Ranger

The ghost hunt in the sky, also known as a the Wild Hunt is an event feared by Fey and Fiend alike as none are safe from it's spectral hunters. As a Ranger you can join the ranks of these fearsome hunters and use their power to hunt your prey 

Wild Hunt Spells

At 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Wild Hunt Spells table. Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

Wild Hunt Spells
Ranger Level Spells
3 Compelled Duel
5 Find Steed
9 Bestow Curse
13 Phantasmal Killer
17 Negative Energy Flood

Spectral Hunt

Because of your experience in the Wild Hunt you can mark an additional target with your Hunter's mark spell, and two additional targets once you reach level 8 

Inescapable

You are as unavoidable as the Wild Hunt itself any creatures marked by you with Hunter's mark cannot go invisible 

Culling Arrow

The hunt in the sky has given you the ability so slaughter multiple prey with but a single arrow, your ranged attacks can ricochet to an additional creature within 10ft of the initial target, if the initial target has hunters mark applied to it the range of the ricochet is increased to 15ft and it can ricochet to an additional creature within that distance of the second target, each ricochet has it's own attack and damage roll, you cannot ricochet on a miss and a ricochet cannot hit the same target twice. You can use this feature an amount equal to your wisdom modifier (With a minimum of once) per long rest 

Ride of Death

The ghastly ride has given you the ability to siphon your prey's very life energy, when you kill a creature your weapon attacks deal an additional 1d8 necrotic damage until the end of your next turn 

Ghostly Punishment

When a creature hits you with an attack you can use a reaction to make it roll a wisdom saving throw (DC is your Spell Save DC) to deal 1d10+ Wisdom Modifier (Minimum of 1) necrotic damage. If they succeed the save they take half damage and if they fail the save they take full damage. If the creature has been marked by Hunter's mark and fails the save then all other enemies within 5ft of it take 1d6 necrotic damage

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