Ranger
Base Class: Ranger

Monster hunters who hunt down dangerous and uncontrolled creatures as well. They are particularly focused on killing the monsters that endanger important trade and pilgrimage routes in the interest of civilians, pilgrims and merchants as well.
They have also some skills in breaking curses, especially those who decided to study magic at a higher level. Every effort they make should be to restore safety and peace in the country

Many think they are a subcategory of the Royal Inquisition, but it's not true, although they are paid by the royal treasury.
The Sentinels always have look for some extra job because of the poor pay they get from the King, sometimes even months later.
They are organized in small groups and have several small fortresses as basecamps when they travel. They try to respect the local law but, truth be told, they are not fond of laws and good manners. Their spartan behavior and black humor make the Sentinels a little bit unpleasant to others. Not all of the Sentinels are laconic and solitary, some of them can be real party animals and glad to have some fun or even hobbies. 
They are to all effects a guild.

The Features of the Dusk Sentinel works only on Monsters, the generic term used in Tar'asthra to indicate Aberrations, Monstrosities and Humanoids of non-playable races (with standard rules) such as Goblin, Gnoll Troll and so on.

Personal runestone

After the 5 years training as a Sentinel, a master decides which stone assign to the new Sentinel based on the shown weaknesses in order to fill the gaps.
Based on your character's weaknesses, you can choose a personal runestone. You can wear it on a necklace, armour, weapon etc...

Dwarven rune of Bradav

Holding in front of you the support in which the rune was engraved, you can deflect a magical effect or spell, just like the Counterspell spell cast with a 3rd Level Slot.

Dwarven rune of Kruvelèn

Holding this stone with our hand you gain a temporary enhancement on you awareness and senses that gives you Advantage on the next Perception check.
This power can be activated once per Short Rest.

Elven rune of Abadàll

This rune grants to it's wearer the ability to cast a simple healing spell after holding it in the hand for few seconds.
Once per Short Rest, as a Bonus Action, you can activate this rune and regain 1d4+1 HP.

Elven rune of Kignòrtes

This peculiar rune is to be engraved on a stone, leather strap or other small object in order to make it possible to bite.
As an Action you can bite the object engraved with the rune and, once per Short Rest, it will attract all poisons ingested, inoculated in your bloodstream or even inhaled.
The effect is almost instantaneous.

Curse-breaker

Every Dusk Sentinel has been taught how to deal with a curse, so they are able to deduce its source or at least a possible solution.
With a successful Arcana check you can know how to deal with a curse; the DC is equal to 8 + spellcasting modifier + Proficiency bonus of the enchanter who wove the curse and the number of object or other elements that the Sentinel has to gather to break the curse is also equal to the enchanter spellcasting modifier; if 0 any material component will be necessary. The rite to lift the curse will last about 5 minutes

If the curse has an hard to define or special source, use a generic 15 DC.

Monstrous prey

At 7th level, you gain Advantage to hit any monster* of one chosen type: Walking, Flying, Swimming, Crawling with a CR equal or less than your Proficiency bonus.
Since Sentinels are more hunters than duelists, this bonus only apply to ranged combat.

*generic term used in Tar'asthra to indicate Aberrations, Monstrosities and Humanoids of the non-playable race (with the standard rules) such as Goblin, Gnoll, Troll and so on.

Crawling monsters slayer

You are specialized in hunting down and kill those monsters that move crawling. This gives you Advantage to hit them by predicting their movements.

Flying Monsters Slayer

You are specialized in hunting down and kill those monsters that move flying. This gives you Advantage to hit them by predicting their movements.

Swimming Monsters Slayer

You are specialized in hunting down and kill those monsters that move swimming. This gives you Advantage to hit them by predicting their movements.

Walking Monsters Slayer

You are specialized in hunting down and kill those monsters that move walking on the ground. This gives you Advantage to hit them by predicting their movements.

Monsters' persecutor

As a student of the monsters' behavior and expert of tracking, you gained some experience as a hunter and have +2 in Investigation, Perception and Survival checks.
Once per Short Rest you can also ask, as a Bonus action, three pieces of information about a monster*. Like its CA, Hit Die, STR modifier, one Resistance or Immunity and so on.

*generic term used in Tar'asthra to indicate Aberrations, Monstrosities and Humanoids of non-playable races (with the standard rules) such as Goblin, Gnoll, Troll and so on.

Monsters' anatomy

You are an expert in monsters'* anatomy and know where to put your blade or projectiles to hurt more. You can inflict +1d6 damages for every Ranger level, starting from 15th to a maximum of +5d8 (19th level).

*generic term used in Tar'asthra to indicate Aberrations, Monstrosities and Humanoids of non-playable race (with the standard rules) such as Goblin, Gnoll Troll and so on.

Previous Versions

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