|
|
Line 316: |
Line 316: |
|
| |
|
| = Ranger Conclaves = | | = Ranger Conclaves = |
| == Conclave of the Cursed ==
| |
| You are mutagenically and magically enhanced to kill Aberrations and resist the madness that plagues those who face them. Initially created during the 16th Age of Drakomere to crusade into the Twisted Lands with mixed success. Cursed use an arsenal of tools in order to be prepared for every situation. The most famous of those tools being the twin swords a Cursed carries, one steel for facing natural monsters and crossing blades with enemies, and one cursed for facing unnatural creatures and those resistant to mortal blades.
| |
|
| |
| '''Cursed Biology.''' When you become a Cursed at 3rd level, you gain enhanced biology and gain the following benefits:
| |
| *You age five times slower than the non-Cursed counterparts of your race.
| |
| *Your eyes look like the eyes of a snake.
| |
| *You gain Darkvision out to 120ft if you didn’t have it already, if you do have Darkvision, you add 60ft to it’s range.
| |
|
| |
| '''Cursed Specialization.''' At 3rd level, you learn how to best use your dual blades, gaining the following benefits:
| |
| *When you make an attack with a non-Cursed weapon that is not hindered by resistance or immunity, you gain +1 AC until the start of your next turn.
| |
| *When you make an attack with a Cursed weapon, you ignore resistance and immunity, and, if the target has resistance or immunity to the damage the weapon deals, the attack deals an additional 2d4 damage.
| |
|
| |
| '''Cursed Mark.''' At 3rd level, you can use your Bonus Action to mark a creature within 60ft of you. This mark lasts for 1 hour or until you lose Concentration. You deal an extra 1d6 damage which ignores Resistance and Immunity to the target on a hit. You have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find a marked creature. When this extra damage is dealt, you can use your reaction to give the target resistance to one damage type of your choice until the end of your next turn. You can use this Bonus Action a number of times equal to your Proficiency Bonus.
| |
|
| |
| '''Cursed Weapon.''' Starting at 3rd level, when you finish a long rest, you can touch one weapon, it becomes a Cursed weapon. The weapon retains it's statistics but has the appearance of being wreathed in shadows.
| |
|
| |
| '''Cursed Tracking.''' Starting at 7th Level you become more attuned to your line of work, learning how to track creatures and can learn their weaknesses, additionally. You gain advantage on Wisdom (Perception) and Intelligence (Investigation) checks.
| |
| Additionally, as a bonus action you may choose a creature and make an Intelligence (Investigation) check contested by the target’s Charisma (Deception) check. On a success, you may learn the Immunities, Resistances, Vulnerabilities, AC, speed, or creature type of the target.
| |
|
| |
| '''Dual-Bladed Expertise.''' At 11th level, you become more effective with your twin blades. When you hit on an attack with a natural weapon that is unhindered by resistance or immunity, or when you hit on an attack with a cursed weapon that deals 2d4 extra damage due to the Cursed Specialization feature, you can use your bonus action to perform one additional attack with that weapon.
| |
|
| |
| '''Cursed Instincts.''' At 15th Level, your instincts in combat have been developed to incredibly assist your survival, you gain advantage on Wisdom and Dexterity Saving Throws, additionally, when you succeed on a Wisdom or Dexterity Saving Throw, you may move a number of feet equal to half your movement speed without provoking opportunity attacks, and gain resistance to all damage until the start of your next turn.
| |
|
| |
| == Conclave of the Drakewarden == | | == Conclave of the Drakewarden == |
| Your connection to the natural world takes the form of a draconic spirit, which can manifest in physical form as a drake. As your powers grow, your drake grows as well, blossoming from a small four-legged companion to a majestic winged creature large and strong enough for you to ride. Along the way, you gain an increasing share of the awe-inspiring power of dragons. | | Your connection to the natural world takes the form of a draconic spirit, which can manifest in physical form as a drake. As your powers grow, your drake grows as well, blossoming from a small four-legged companion to a majestic winged creature large and strong enough for you to ride. Along the way, you gain an increasing share of the awe-inspiring power of dragons. |