Ranger
Base Class: Ranger

Unlike most rangers, you have decided that you don't like all monsters in general, especially shapechangers. You read a lot of folk lore, and can learn from past experiences.

Grim Insight

At 3rd level, when within 60 ft of a creature you can see, you can make a Wisdom (Insight) check against a DC equal to 10+ the target's Charisma (Deception) modifier. On a success, you can tell if it has the ability to transform into other forms. On a fail, they seem normal.

Folk Knowledge

Due to the extensive time that you've studied monsters, you can usually tell where their weak spot is. At 3rd level, whenever you encounter a creature, you can roll a Wisdom (Survival) check, with a DC equal to the creature's CR. On a success, you can add 1d8 damage of the weapon's type to all attacks made against the same type of creature (goblin-to-goblin, winged kobold-to-winged kobold, fire giant-to-fire giant, etc).

Endezeichen Brutality

At 7th level, your weapon attacks ignore resistance and immunity to nonmagical bludgeoning, piercing, and slashing damage.

Grimm Vision

At 11th level, you gain 60 ft of Truesight

Crusader's Rampage

At 15th level, you gain the ability to sever limbs from a creature that you hit with a weapon attack. Roll 1d6, the number rolled is the effect that happens;

 

Result Effect
1 Critical Hit. This attack deals double damage.
2 Left Leg. The target's speed is reduced to half until they regain that leg.
3 Right Leg. The target's speed is reduced to half until they regain that leg.
4 Left Arm. The target can't use two-handed weapons, nor the increased damage of a versatile weapon until they regain that arm.
5 Right Arm. The target can't use two-handed weapons, nor the increased damage of a versatile weapon until they regain that arm.
6 Head. If the target needs its head to live, it instantly dies. If they don't, then it's considered a critical hit.

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