More devil killers for DnD 5e! Now for the Ranger!
Herne hunts his pray long before you were born, and he will do it long after you die. You grew to love the hunt, and wanted to follow the great hunter. Along the way you swore allegiance to the man and his masters, one of these masters was the devil himself. Now, you will use Herne’s training to hunt this master to end the bonds that tie you to that monster!
At 3rd level, you initiate yourself as Herne himself did as a sacrifice for to yourself on a tree. You’re type changes to undead. You gain damage reduction to cold and necrotic damage. You also no longer need to eat or breath.
At 7th level, you grow antlers like your hunter. You gain a magic piercing attack that does 1d8+1 magic piercing damage with which you are proficient. In addition, you gain the wild shape as a druid of your level but you may only change into horned creatures.
Horrors of the Hunter
At 11th level, you begin to frighten even your enemies. At the start of each round, you can choose to frighten anyone of your choice. Each creature of your choice that is within 50 feet of you and aware of you must succeed on a Wisdom saving throw or become frightened for 1 minute. The DC is equal to 8 + your Charisma modifier + your proficiency. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to this effect for the next 24 hours. Even creatures that are normally immune to fear effects only receive advantage on the saving throw.
Chain and Horn
At 15th level, you gain Herne’s most treasured items. Gain the following below.
- Chain: You gain a magic chain the wraps round your enemies. As a bonus action each round, you can attack an enemy with this melee weapon up to 30 feet away. The attack deals 1d6+2 magic bludgeoning damage with with you are proficient. If an enemy is hit, you can drag the enemy up to you.
- Horn of the Hunter: Once per day, you may use an animal horn as an action. This summons 6 dire wolves. These wolves obey you as if summoned via conjure animals. You regain the use of this ability after a long rest.
You’ve run so long among the beasts of the field, you have learned how to really run among them. You now know how to become the beast of the field and use that to stalk your prey!
Beast of the Field
At 3rd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest.
Your ranger level determines the beasts you can transform into, as shown in Table: Beast Shapes. At 3rd level, for example, you can transform into any beast that has a challenge rating of 1/2 or lower that doesn’t have a flying or swimming speed.
Table: Beast Shapes
||No flying or swimming speed
||No flying speed
||you can now become magical beasts
You can stay in a beast shape for a number of hours equal to half your ranger level (rounded down). You then revert to your normal form unless you expend another use of this feature. 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 beast, 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 beast’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 animal 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.
- You can’t cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell, such as hunters mark, that you’ve already cast.
- You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision, unless your new form also has that sense.
- 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 GM 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.
At 7th level, you also add your proficiency bonus as a bonus to the AC of the creature you have changed into in addition to its normal AC bonuses. You can still add the AC bonus of any armor you are wearing to your AC as well.
Beast body, Human Tactics
At 11th level, you add your proficiency to your attack and damage rolls for the shape you are in in addition to the normal attack and damage bonuses the shape has.
Master of the Field
At 15th level, you gain the ability to become a beast, magical beast, or elemental of up to CR 5.
How about a class feature for DnD 5e! Here is a fighting style for your Fighters and Rangers.
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to attack rolls with that weapon.
Here is some more fun for the Ranger in the pathfinder Playtest.
FEAT 2 Ranger Prerequisites Animal Companion
When you attack a target threatened by your animal, you gain a +1 circumstance bonus to attack roll.
No longbow feat at level one for the ranger? Let’s fix that!
FEAT 1 Ranger When you hit the target of you Hunt Target with a longbow,
You can add your Dexterity modifier to damage.
How about a giant that teaches a hunter to be a better stalker?
Not all giants are evil, some are simply boisterous, and your master is no different. Orion is a master huntsman who has gift far above mortal men and giants. He has taken you under his wing and provided you with gifts that are amazing and terrible to behold.
Orion’s Own Gifts
At 3rd level, you gain some of the masters power as you train in his stead. You gain advantage on all Strength(athletics) and Wisdom(survival) checks. In addition, you gain the ability to cast waterwalk once per day.
The Gifts of Helios
At 7th level, you gain the gift of healing from the sun itself. Once per day, as a bonus action you may spend as many healing surges as you want healing as normal from each surge.
Gift of Sirius
At 11th level, you gain the gift of survive from the master’s dog. You gain conjure animals as an extra prepared spell. You may also cast conjure animals once per day as a bonus action. that does not require concentration and the animals last for up to eight hours. The animals conjured by this spell still act as if summoned by the spell conjure animals, but you may only conjure an animal that is canine in nature if you cast this spell as a bonus action.
Final Lesson of the Master
At 15th level, you learn exactly what was such a painful lesson for the maters. From now on you can coat your weapons in poison from a scorpion changing all your weapon damage to poison if you choose. In addition, you can a number of time per day equal to your wisdom modifier coat your weapons in Wyvern poison. A creature struck with this weapon must make a Constitution saving throw (DC equal to your spell save DC) taking 30 (10d6) poison damage on a failed save, or half as much damage on a successful one.
It’s Halloween time, so let’s post some Halloween things!
You were born after a holy day or on a day of rest, and that birthright has given you some great powers and some responsibility. You hunt the creatures of the grave. It is not a nice life, but it is one you have been given. You are a feared as revered with a curse that you may never lose.
At 3rd level, you learn the tricks of hurting those that don’t feel pain. When you hit an undead creature with a weapon attack, it is deal an additional 1d8 points of damage. You can deal this extra damage only once per turn.
See the Unseen
At 7th level, you learn to see through the tricks of the undead. Undead have disadvantage on Dexterity(stealth) checks against you and any power or spell cast by an undead that makes them invisible does not work on you. You see all invisible undead as if you had trusight out to 60 feet.
At 11th level, you gain the ability to strike faster than most men or women. When you take the attack action, you may make on addition attack as part of the same action.
Know Their Tricks
At 15th level, you’ve conditioned your body and mind to deal with tricks used by the undead. You have advantage on saving throws against abilities and effects from undead creatures.
When a vampirović he will arise as a vampire after six days if the body is not interned and rituals performed. He will remember who he was, but will still carve blood as a vampire.