Ranger
Base Class: Ranger

Destroy Monsters by Becoming One

In the realm of Venatorus, magical beasts transformed by vile experiments and twisted rituals reign supreme, restricting civilization to a handful of heavily fortified bastion-cities. Plenty of people elect to go out and hunt in the hopes that one day the power imbalance will be corrected- but there are some rangers so nihilist, deranged, or simply curious as to dabble in turning themselves into the very beasts they fight, using the very same rituals and experiments on their own bodies. The result is often death, but those lucky few survivors are called Venators. Wielding the power of a rabid beast with the clarity of mind to control it, Venators are a frightening force on the battlefield.

Level 3: Beastly Augmentation

When you cast Hunter's Mark, you can choose one of the below benefits to gain for the duration of that casting of the spell.

Pack Tactics. Your allies have Advantage on attack rolls against the target of your Hunter's Mark while you are within 5 feet of it.

Chitinous Plating. When you aren't wearing armor or using a shield, your base Armor Class equals 14 plus your Dexterity modifier. Additionally, the first time you hit the target of your Hunter's Mark with your Savage Claws on each turn, you gain temporary hit points equal to 2 plus your Wisdom modifier (minimum of 3). These temporary hit points disappear at the start of your next turn.

Freakish Pounce. Once per turn, you can expend 10 feet of movement to leap up to 30 feet in any direction. This movement does not provoke opportunity attacks. When you do so, you can choose one creature within 5 feet of your landing spot. The creature must succeed on a Dexterity saving throw against your spell save DC or have the Prone condition. If the creature you choose is the target of your Hunter's Mark, it has Disadvantage on its saving throw.

Level 3: Savage Claws

You have claws or other sharp protrusions that extend from your hands. You can use these claws while your hands are free, and each hand's claws are a separate weapon. The claws have the following traits:

Weapon Category: Simple Melee
Damage on Hit: 1d6 Slashing plus the ability modifier used for the attack roll
Properties: Finesse, Light
Mastery: Nick (You can use this property, and it doesn't count against the number of properties you can use with Weapon Mastery)

When you hit a creature with your claws, you can deal 1d4 additional damage (of the same type as the claws) to the target, who can take this damage only once per turn. In addition, if you are attuned to and wearing an item that increases the attack bonus and save DC of your Ranger spells, that bonus also applies to the attack and damage rolls of your Savage Claws.

Level 7: Stride of the Beast

Your monstrous physiology grows more apparent. Your creature type changes to Monstrosity, and you gain one of the following benefits (choose when you gain this feature).

Amphibious

You can breathe air and water. In addition, water does not impede your attack rolls with any weapon.

Limited Flight

On your turn, you have a Fly Speed equal to half your Speed. If you end your turn in the air, you begin to fall.

Spider Climb

You can climb difficult surfaces, including along ceilings, without needing to make an ability check and while leaving your hands free.

Level 11: Unbreakable Mark

Your quarries have an exceptionally hard time fleeing from you. When you cast Hunter's Mark from your Favored Enemy feature, you can spend a level 3+ spell slot to empower the spell. Doing so grants the following additional effects to that casting of the spell.

No Escape. Opportunity attacks you make against the target have advantage. Once per turn when you hit the target with your Savage Claws, you can reduce its Speed by 10 feet until the start of your next turn. In addition, you can move the mark to a new target at the start of your turn, instead of as a bonus action, and can do so even if the original target is not at 0 hit points.

The Hunt Never Ends. The spell's duration extends to a number of hours equal to your Ranger level. In addition, the spell doesn't require concentration.

Level 15: Beastly Paragon

The monster has fully taken hold, and now you are more beast than man. But that doesn't have to be a bad thing! You gain the following benefits:

Ascended Stride. You now gain the benefits of all options for the Stride of the Beast feature.

Vile Regeneration. At the start of each of your turns while your Hunter's Mark is active, you regain a number of hit points equal to 2 plus your Wisdom modifier (minimum of 3 hit points).

Level 15: Superior Mark

When you empower a casting of Hunter's Mark with the Unbreakable Mark feature, you can modify the spell further to greatly heighten its power, causing it to gain the following additional benefits.

I Want Them All. The spell can target two creatures, instead of one, and when you would change the spell's target, you instead make both the original targets and the new one the targets of your Hunter's Mark.

Bring It Down. At the start of each of your turns, instead of marking a new target, you can choose one of the current targets of your Hunter's Mark. Until the start of your next turn, the first attack each of your allies hits the target with on their turns deals 1d6 additional Force damage, so long as that ally is within 30 feet of you.

Once you modify the spell in this way, you cannot do so again until you finish a Long Rest.

Previous Versions

Name Date Modified Views Adds Version Actions
3/4/2026 2:40:51 AM
12
0
--
Coming Soon
4/3/2026 4:22:34 PM
34
0
--
Coming Soon
4/3/2026 7:05:40 PM
25
0
--
Coming Soon
4/3/2026 10:10:06 PM
27
0
--
Coming Soon
4/7/2026 1:55:03 PM
36
0
--
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes