Ranger Subclass
These rangers have been somehow touched by the light of Hadar, either by chance or through seeking its power. Instead of crumbling under the maddening light they have gained great power and the ability to wither away at others
Feats
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O Bearer of All
Right away, you can no longer gain weapon feats and instead gain +1 atk and +1 dmg per level with any weapon or item you decide to wield. For the sake of spell interactions, any weapon you are currently holding acts as an attuned item while you are holding it
Pact Beast
At level 3 you can forgo having a normal companion and instead anytime you make unbroken contact with a non-sentient beast or monstrosity (equal or less CR compared to your level) for at least 12 seconds, they become you companion for 24 hours and benefit from all of your feats aswell. While active you also gain 1/4 lvl of temp hp per turn in combat, This can not exceed your maximum hp. After the 24 hours the companion will fade away. For every 5th beast that fades away, gain 1 permanent max hp
Star Touched
At level 7, weapons you hold are considered magic for resistance purposes. When ever you hit an enemy, reroll the lowest damage die and take the highest roll. Whenever you miss an attack, the intended target will still take your Wisdom bonus in nonlethal dmg
Hungry Blade
At level 11, once per rest, you can double your bonus for all dmg done by you for 5 turns. When you land an attack during this effect you heal 1/4 of the dmg done. While under this effect you also gain your Wisdom bonus as AC.
Light of Hadar
At level 16, once per rest you are able to channel a small portion of Hadar's light through yourself. After concentrating for 1 turn, on the next turn you may release a ball of light that float where you desire it, emitting a dull red glow in a 60ft radius. All within this light will take irresistible equal to 3x your Wisdom bonus. They will also suffer a minus to their atk rolls and AC equal to your Wisdom bonus
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