Corrupted Ranger Master

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RACES

CLASSES

Ranger Corrupted Ranger SPELLS

You have become afflicted by the mysterious illness that haunts the 4th Manifestation
island. This same powerful magic, which has stained the coastlines
black, now resides within your body. It curses your skin and seeps At 11th level, your ailment is beginning to have side effects on your
from your pores, and in time it can even become difficult to distinguish body. Gain one of the following ailments of your choice.
you from it.
As a corrupted being you must choose your future wisely, it’s hard to
Greying Vision
Your eyes weaken and the world around you begins to lose
say what this illness will manifest in you.
some of its colorful luster. To adjust to your slowly worsening
vision, you’ve gained blindsight out to a range of 15 feet. In
1st Manifestation addition, you automatically detect visual illusions if their
Intelligence (Investigation) check DC is less than or equal to your
Starting at 3rd level, the corruption within begins to manifest in ranger spell save DC.
combat.
Whenever you take damage, you also receive a curse marker; if
Failing Lungs
Your lungs have begun to ache and your days are filled with
the damage was from a critical hit, you receive two curse markers
excessive coughing. At times you feel yourself gasping for air, and
instead. These markers will remain active until the end of your
it’s in those moments you’ve learned to steal another’s breath.
next turn, and the maximum number of curse markers you can
As an action, you pull your next breath from a creature you can
accumulate at a time is 2. When you hit a creature with a weap-
see. The target falls prone and can’t take reactions until the start
on attack, all the curse markers you have gained are instantly
of your next turn. Additionally, all of your curse markers are
consumed, dealing an extra 1d4 necrotic damage to the target for
consumed, dealing 1d4 necrotic damage to the creature for each
each curse marker consumed.
marker consumed in this way.
Alternatively, you can use a bonus action to call upon your
Alternatively, you can give your breath to another creature.
corruption to immediately gain the maximum number of curse
Whenever a creature you can see makes a Dexterity saving throw,
markers available to you. When you use this ability, you can’t gain
you can use your reaction to give it advantage on the saving throw
more than your maximum number of curse markers.
and increase its speed by 15 feet until the start of your next turn.
The number of curse markers you can accumulate at once
increases when you reach certain levels in this class: 3 at 5th Losing Feeling
level, 4 at 11th level, and 5 at 17th level. Numbness creeps into your muscles and
bones and across your skin. The vibrancy
2nd Manifestation of feeling gives way to a broad
antagonism. Your hands and arms
At 3rd level, you start to observe peculiar happenings within your instead burn with a cold ethereal flame,
own body. At times you notice that your limbs and torso exhibit which only you can see. As a bonus
independent movements, seemingly acting of their own volition. action, you can target a creature you can
When you make a Strength or Dexterity check, you can choose see within 60 feet of you, enveloping it
to replace the result with a number equal to 10 + your ranger with the same cursed flames.
level. You can wait until after you roll the d20 before deciding to When you deal damage with your
use this feature, but must decide before the GM says whether the curse markers to a creature
roll succeeds or fails. You can use this feature a number of times that has been enveloped
equal to half your proficiency bonus (rounded up), and you regain by your flames, each curse
all expended uses when you finish a long rest. marker deals an extra 1d6
necrotic damage, instead of 1d4.
3rd Manifestation Once you use this feature,
you can’t use it again until
Starting at 7th level, when you make a weapon attack against a you finish a short or
creature, you can expend one curse marker to roll a d4 and add long rest.
it to the attack roll. You can choose to use a curse marker in this
way before or after making the attack roll. You can expend a curse
marker in this way only once per turn.
Additionally, whenever you take damage, you can use your reaction
to reduce the damage taken by an amount equal to your ranger
level. Once you reduce damage in this way, you can’t do so again
until you finish a short or long rest.
RACES

CLASSES

Ranger Corrupted Ranger SPELLS

5th Manifestation
Starting at 15th level, you gain the ability to call upon the
corruption which greatly alters your natural capabilities. As a
bonus action, you can activate this feature, doubling your walking
speed, increasing your AC by 2, and allowing you to make two
additional attacks when taking the Attack action. In addition, all
attacks are treated as if you have the maximum number of curse
markers accumulated. The effects of this feature last until the
start of your next turn. You can use this ability without negative
effects once per long rest.
When you use this ability for the second time in a day, in addition
to the effects wearing off at the start of your next turn, you also
gain one level of exhaustion and immediately drop to 1 hit point if
you have more than 1 hit point at the start of your turn.
The 5th Manifestation can not be used more than twice per
long rest.

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