Ranger
Base Class: Ranger

The Illusive Tabaxi silently slays the enemies of Lord Mask. The Goliath rains down a fiery smite upon creatures of darkness in the name of the sun god Lthander. The Aasimar neutralizes the forces of War by command of the Lady of Pain. A hunter of the transgressors is a chosen warrior who has a talent for rooting out sin and blasphemy. As a rouge entity, the methods of which these punishers shall enact Justice is entirely up to the individual, so long as they uphold their Code. Those ungracious enough to flee from their judgment cannot and shall not go unpunished. Like the hands of God, the Apostles shall hunt the sinners to the furthest planes and beyond.

Mark of the Sinner

At 3rd Level, you have become a hunter and your prey is the enemies of the Gods. you gain the ability to mark a single creature that you can see within 60ft of you as a bonus action. Any creature marked will be branded by the letter "S." on various parts of the body. (Roll a d8: 1 Forehead, 2 Center of Chest, 3 Back of Right Hand, 4 Back of Left Hand, 5 Right Ankle, 6 Left Ankle, 7 Right Shoulder, 8 Left Shoulder) If the creature lacks any or all of these body parts the DM will rule the brands location. All damage dealt by you to a marked creature becomes either radiant, fire, or necrotic damage. (Your Choice) You can choose to change the damage type at will, requiring no action on your part. When searching for the marked creature, if it is more than 100ft away from you then the creature has the option to allow you to immediately know the region within a one-mile radius of it's located so long as it remains on the same plane of existence. If the marked creature leaves the plane you reside on the effect fades and you are aware that they have left the plane. For every hour the marked creature refuse to offer it's location it takes 1d8 radiant, fire, or necrotic damage. (Your Choice) The damage increases as you level in this class. Once you are within 100ft of the marked creature the effect wears off, and you are aware. The effect wheres off after 1+ your Wisdom modifier in days. This feature can only be used once per long rest and you cannot have more than one marked creature.

Knowledge of the Guilty

At 3rd Level you learn of new threats that walk among the common folk. You gain the Favored Enemy of humanoid (two additional humanoid races). If you already have humanoid as your favored enemy you should have no more than four types of humanoid as your favored enemy by level 3. Additionally, you can add your wisdom modifier to any Charisma checks when speaking to any of your humanoid favored enemies.

Apostle magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Apostle Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.

Sinner's Bane

At 7th level you temporarily become less susceptible to a sinner's attacks against you. As a bonus action you gain resistance to all the damage dealt to you by the creature under the effects of your sinner's mark. This effect lasts until the start of your next turn and you regain the ability to do so after a short rest.

Divine Will

At 11th Level your will is reenforced by the strength of the gods and your heart is incorruptible in the presence of your enemies. You are immune to being frightened or charmed by your favored enemies. Additionally if a creature under the effect of the Sinner's Mark feature attempts to frighten you with a spell or effect, it fails and the target must make a wisdom saving throw against your spell DC or become frightened of you for one minute. Creatures frightened in this way can repeat the saving throw if it more than 60ft away from you and you are not it's direct line of sight.

Divine Focus

At 15th Level when you are concentrating on a spell that you gained from this class your concentration cannot be broken as a result of taking damage. Additionally if you take damage while concentrating on a spell you can use your reaction to reduce the damage by the spells level + your wisdom modifier.

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