Ranger
Base Class: Ranger

Vindicator specifically target certain types of creatures as their prey and gains abilities that helps them vanquish said types.
Using rituals to gain access to the planes of existence. They vanquish and banish their prey and guard their realms against invaders.

Sacred Rituals

When you choose this archetype at 3rd level, you learn rituals that helps against your foes.

Rituals. You learn three rituals of your choice, which are detailed under “Rituals” below. Many rituals helps against a certain type of creatures.

You learn two additional rituals of your choice at 7th, 11th, and 15th level. Each time you learn new ritual, you can also replace one ritual you know with a different one.

Ritual Uses. You have four use of rituals. A ritual is expended when you use it. You regain all of your expended rituals when you finish a short or long rest.

You gain another ritual use at 7th level and one more at 15th level.

Saving Throws. Some of your rituals require your target to make a saving throw to resist the ritual’s effects. The saving throw DC is calculated as follows:

Ritual save DC = 8 + your proficiency bonus + your charisma modifier

Ritual of Binding Souls

As a reaction, If your enemies hits you with any type of attacks. they take 2d10 Radiant or Necrotic Damage.
If it is your favored foe, they take 3d10 radiant or necrotic damage instead.

Ritual of Chastising Foe

If you hit, with an attack of any kind, on an enemy. You can add 2d6 Radiant or Necrotic damage to your attack.
If the enemy is a favored foe. You add 3d6 Radiant or Necrotic damage instead.

Ritual of Cleansing Soul

As an action, you can remove a condition from an ally within 5ft of you.
Choose a condition from this list...
- Charmed, Stunned, Paralyzed, Frightened or Poisoned.

Ritual of Intensification

You learn your enemies inside out to a point where you are better against them.
As an action, You gain a bonus equal to your wisdom modifier to any skill check against your enemies.
If they are your favored foe, you also gain advantage on any skill checks against them.
This effect last for 10 minutes.

Ritual of Mangling Shells

If you hit, with an attack of any kind, on an enemy. Your enemy must succeed a constitution saving throw against your spell DC.
On a faillure, your enemy is Stunned until the end of your next turn.
If it is a favored foe, it is paralyzed instead of stunned.

Ritual of Protection

As a reaction, You gain a +3 bonus to AC against your enemies attacks.
If they are your favored foe, they also have disadvantage against you.
this effect last until your next turn.

Ritual of Relentless Assault

As a bonus action, You gain a +2 bonus to your attack rolls against your enemies.
if they are your favored foe, you also gain advantage on attacks against your favored enemies.
This effect last for a minute.

Ritual of Spell Turning.

as a reaction, You gain advantage on saving throws against your enemies spells and abilities.
If it is your favored foe, you also add your wisdom modifier to the roll.

Ritual of Warding

You can use your reaction to give advantage, against your enemies spells and abilities, to an ally within 30 feet of you.
if they are your favored foe, your ally also gains your wisdom modifier.

Confinement Tome

At 7th level, you gain a book, that serves as a planar prison.

Casting Time : 1 minute
Range: 10 feet
Concentration : Yes
Chose a creature within 10 feet of you.
The creature makes a charisma saving throw against your spell DC.
on a failure, the creature is drawn into your book and is unaware of whats hapenning outside of the book.
The book prison may look like anything that you want. The prison is completely harmless to the creature reguardless of how it looks.

If you keep your concentration for an hour.
The imprisonement is permanent.
A creature using the book can open the page of the creature and read the lock word written on the page aloud to free it.
The lock word of each creature in the book, is a small sentence of your choice that describes the creature in a language of your choice.

If the book is used on your favored enemy.
It takes an action to cast, instead of a minute.
the concentration is only 10 minute until its permanent.

If the concentration is broken before the end. the creature is immediately freed from the book.
A creature who succeed on the saving throw, is immune to the book for the next 24 hours.

Twin Concentration

At 11th level, you gain the ability to use a second concentration spell without losing your concentration on the first spell.

If you cast a concentration spell while holding concentration on another spell, you don't lose your concentration.
At the end of your turn, you must choose which spell you keep concentration and lose concentration on the other.

Dominion Tome

At 15th level, your Confinement Tome becomes a Dominion Tome.
Your Dominion Tome becomes the equivalent of a permanent magnificient mansion spell.
Being the overseer of your dominion you also have access to the following abilities.
If the creatures are visiting, they are immune to these abilties.

Extract Information
- You can Torture a creature of your Dominion by asking him questions.
The creature must make a wisdom saving throw against your spell DC.
On a faillure, the creature must answer your question truthfully.
On a success, the creature is unaffected.
You know if the creature succeeded or not.

Consume Vitality
- As an action, you can use hit dice from a creature in your dominion tome to heal.
Remove up to 5 hit dice from a creature in your tome. Roll the dice and heal by that amount.
the creature has no way to recuperate these hit dice, unless it is released from the book.
If the creature is drained entirely of its hit dice. It dissolves from the pages and it dies.
The equipment and the creatures  body, reappears 5 feet from the book.
if a creature, like fiend, are banished to their realm at death, the book do not stop that from hapenning.

Assume Persona
- After a short rest, you can take on the form of a creature in your book.
You create a link between you and the creature in your book, sharing its abilities and memories with you
Its equipment appears on you if you choose to.
You can stay in the creatures shape for as long as you maintain concentration.
You then revert to your normal form and all equipments belonging to the creature goes back into the book.
You can revert to your normal form earlier by using a bonus action on your turn.
You automatically revert if you fall unconscious, drop to 0 hit points, or die.

While you are transformed, the following rules apply:

  • Your game statistics are replaced by the statistics of the creature, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours. If the creature has any legendary or lair actions, you can’t use them.
  • When you transform, you assume the creature’s hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in creature form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.
  • If you try to access the creatures memory, or use any of its abilities. you must succeed on a persuasion or intimidation check against the creatures insight check.
  • You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.
  • For every hours that passes while in the creatures form. You must make a Charisma saving throw against a DC 5 + the number of times you used the creatures memory or abilities. On a faillure, you lose control of the link and the creature controls you as if under a Dominate Monster spell. You remain under that creatures domination for the same amount of time that elapsed before you made the save. Exemple... you stayed in the form for 2 hours, rolled the save and failed. you are dominated for 2 hours.

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