Base Class: Ranger
Darkness and known evil are the easy targets. You can spot those a mile away. Greater evil, a shift to the norm, or even simple squabbles, the places where schemes have been planning for years; you are there to set things the way you or your employer sees fit. Infiltration, study, and constant vigilance are what set you apart from others. You might be employed to take out someone or something, or told to silence a group of people that some fear could rise to power. Money, your own ambitions, or simply the thrill of the hunt; you know your enemy like the back of your hand, and your tools are there to keep you hidden, safe, and most of all; alive.
Wraith Magic
At 3rd level, you learn these spells at the appropriate level for the ranger. You also gain the minor illusion cantrip.
3rd: Grease
5th: Mirror Image
9th: Haste
13th: Dimension Door
17th: Mislead
Tools of the Trade
You gain a second fighting style you are proficient in at level 3. You can choose from any ranger, paladin, or fighter fighting style. You may also choose one of the following if you do not take one of those:
Chains: As a bonus action, you may make a trip or grapple check against a target equal or smaller than you. You may use your Dexterity modifier for your DC on these checks, as well as adding half your ranger level to the DC.
Light: When attacking with a light melee weapon, you may add an additional 1d8 damage to each attack.
Deadly: Increase your critical range by 1. If you do not use an attack during your turn, you may increase the critical range of the next attack by 1 again. You can continue to do this to a maximum of +5 to your critical range.
Coated: Your weapons deal Poison, Necrotic, or Radiant damage equal to your Ranger level. You must pick one damage type at the start of each day.
Out of Sight
At 3rd level, you have advantage on stealth checks when moving into a hostile area and any creature trying to spot you has disadvantage on investigation and perception checks to find you when you are in half cover or greater, or in dim light or darker. You also gain advantage on investigation checks when infiltrating or looking for information on your targets.
Hook
At 3rd level, when making a melee or ranged physical attack, you can hook a creature and keep them stationary. The hook of your weapon digs into the creature (this is a separate weapon to your main set of weaponry. A chained weapon that deals 1d6 piercing damage.), causing additional bleed damage every round (1d6 bleed damage per round after each failed dexterity saving throw). If the creature fails a Dexterity saving throw of 8 + your proficiency modifier + your Dexterity modifier, they are hooked and cannot move from their space.
On a successful Dexterity saving throw, normal damage is taken, with an additional 1d6 bleed damage as the hook falls out.
They can also attempt a Strength saving throw to rip out the hook (same DC as above). This causes 2d6 + your Dexterity modifier in bleed damage.
The damage for this feature increases by 1 die at level 9 and 13 for each of these damage types.
You can only effect creatures one size category larger than yourself and below with this feature. If you attack a creature larger than that, you simply deal an extra 1d8 piercing damage.
You can only have 1 hook active at a time, but you can use this ability once per round otherwise.
Bonded
At 7th level, all of your weapons deal an additional 1d6 damage, and your armor has an additional +1 to its AC bonus and increases the max Dexterity limit by 1. 1 weapon of your choice counts as magical for you, and you can form a bond with a weapon similar to the Eldritch Knight class feature.
You learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.
Once you have bonded a weapon to yourself, you can't be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand.
You can only do this with one weapon at a time.
Tactical Advantage
Whenever you are above or below a creature by at least 5 ft., you can roll your attacks with advantage.
When you are against a wall, you also gain +1 to your AC. With your back to a wall, you can also use your reaction in a few different ways:
You can dodge out of the way of any attack or spell that makes you roll a Dexterity saving throw or a Dexterity check making the attack or spell completely miss, impose disadvantage on a creature attacking you, or use the wall as a launching point and immediately move 15 ft. into an unoccupied space (This movement still lets creatures make attacks of opportunity on you as you pass into their threatened range).
Rip
At 15th level, you gain 10 ft. of movement speed. If you move at least 10 ft. in any given direction, you can make 2 attacks against anything in your threatened melee range. When attacking and moving like this, creatures can take attacks of opportunity against you, but do so with disadvantage. If you kill a creature with either of these 2 attacks, you can immediately regain your lost movement and move up to your full movement speed again, making 2 more attacks against other creatures. You can do this once each round of combat. Additional creatures reduced to 0 hit points after the first do not trigger the effect again in the same round. These attacks do not count towards your total attacks for the round. You must be standing still to take your normal attack actions however.







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