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Ancestral Hunter

nerfed version of this https://www.dandwiki.com/wiki/Nightmare_Hunter_(5e_Subclass)

Ranger Subclass

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Feats

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Birthright

Starting at 3rd level, Upon learning a ranger spell, you may instead choose to take one Warlock spell of the appropriate level instead.    

Ancestral Transformation

  As a full action, you can transform into your Ancestral form, gaining the Monstrosity creature type. This form lasts for 30 minutes. You cannot speak or use equipment in this form, but retain effects of worn items. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert to your normal form if you fall unconscious, drop to 0 hit points, or die. You can use this feature twice. You regain expended uses when you finish a short or long rest. While you are transformed, you gain the following features:   Monstrous Might +2 to strength checks, unarmed attacks deal 1d8+lvl dmg (2d8 at level 6, 3d10 at level 10, 4d10 at level 16). gain +1 to AC   Monster Sense Your new form grants you enhanced senses than your normal form. You get darkvision from up to 20 feet away, if you already have darkvision it extends 30 feet. Additionally, gain the keen hearing and smell trait, gaining advantage on Wisdom (Perception) checks that require hearing or smelling and Wisdom (Survival) checks.  

Hunters Ferocity

  At level 7 you gain the following enhancements to your Ancestral form. Increase your base movement speed by 10 feet. You may use your strength score instead of dexterity when determining the base amount of feet you can jump. Any turn you jump at least 20 feet and attack an enemy, that enemy must immediately make a strength saving throw equal to 10 + wis modifier and be knocked prone on a failed save. You may then make one free bite attack as part of the same action against this opponent.  

Desecrating Cry

  At level 11 you are able to focus your monstrous power outward into a cry that shakes your enemies to their core. As an action, you howl at any number of creatures within 30 feet, chilling their blood and stunning them with fear. Any of the target creatures that can hear you must succeed on a Wisdom saving throw (DC equal to 8 + Wis modifier) or become frightened of you until the end of your next turn and take 2d8 psychic damage. If they fail their saving throw by 5 or more, they are stunned until the end of your next turn instead. A creature that succeeds on this saving throw is immune Desecrating Cry for the next 24 hours. Using this feature reduces your movement speed to 0 for the rest of your turn. You can use this feature twice per rest (3 times at lvl 14 and 4 at lvl 17).    

True Ancestor

  At level 16 you can choose to have your ancestral form be 'large' as well as gain the following feats     Regeneration At the start of each of your turns, you regain hit points equal to 1 + your Constitution modifier (minimum of 1)   Super Natural Precision You gain a bonus to melee attack rolls made with your unarmed strikes equal to twice your wisdom bonus   Venomous Maw You can make an unarmed melee attack against a creature, on hit you deal your unarmed strike in piercing damage and the target must make a Constitution saving throw (10 + Wis modifier)or take 1d6 constitution damage and be Poisoned for a minute, the creature can repeat this save at the end of its turns for the duration.

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