Homebrew:Predator: Difference between revisions

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[[file:dark trapper.jpg|right|thumb|500px]]
[[file:predator.jpg|right|thumb|500px]]
{{ooc note|This is an implementation of the Dark Trapper subclass from [[Tasha's Crucible of Everything Else]] volume 1}}
{{ooc note|This is an implementation of the {{PAGENAME}} subclass from [[Tasha's Crucible of Everything Else]] volume 2}}
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__NOTOC__
{{base class|ranger|blockquotestyle=width:calc(100% - 510px - 1.4em)}}
{{base class|ranger|blockquotestyle=width:calc(100% - 510px - 1.4em)}}
Blood magic is often banned for a reason. Dark Trappers tap into the primordial magic that binds creatures to the world they live in. You have learned the shape of reality, and can use it to force creatures to stay in a location, send pulsing waves of damage through their blood, and harness the energy your prey provides to keep yourself alive longer.
{{sidebar|content1class=left|content1=A hunter that mimics its adversaries' abilities. Disgusting.|content2class=right|content2=TASHA|style=clear:none}}
The Predator archetype involves hunting monstrosities of the world such as the basilisk, hydra, and wyvern. They study these creatures' traits and emulate their abilities and behaviors using their swift cunning, physical might, and primal magic.


== Dark Tether ==
== Monstrous Aspect ==
''3rd-level {{PAGENAME}} feature''
''3rd-level {{PAGENAME}} feature''


You can temporarily restrict the movement of your prey. As an action, you can choose one point you can see within 60 feet of you. Choose a number of creatures up to your Wisdom modifier (minimum of one) within 10 feet of that point. Each of these creatures must succeed on a Wisdom saving throw or else be tethered to that point.
You gain one of the following features of your choice.


While tethered in this way, the creature can’t move further from that point in any direction, although it can move closer. These tethers last for 1 minute or until you dismiss them as a bonus action. A tethered creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.
;Basilisk's Venom Gaze
:When a creature you can see moves to a space within 15 feet of you or starts its turn there, you can use your reaction to force it to make a Constitution saving throw, provided that it can see you. On a failed save, the creature is poisoned until the start of its next turn.
;Bulette's Mighty Jaw
:When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
;Hydra's Reactive Hunger
:You can make opportunity attacks without using your reaction. You can only make an opportunity attack in this way once per turn. Additionally, you have advantage on opportunity attacks.
;Phase Spider's Ethereal Strike
:You can take the Disengage action as a bonus action. When you do, you have advantage on weapon attack rolls for the rest of the turn. You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain expended uses when you finish a long rest.
;Wyvern's Poisonous Stinger
:When you hit a creature with a melee weapon attack, you can deal an extra 2d6 poison damage to the target. You can use this feature a number of times equal to your Wisdom modifier (minimum of once) and regain expended uses when you finish a long rest.


While a creature is tethered, it takes 1d4 psychic damage at the beginning of each of its turns, and it can’t take reactions. If the creature dies, its tether vanishes.
== Territorial Affinity ==
''3rd-level {{PAGENAME}} feature''


You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a short or long rest.
You gain one of the following additional features of your choice.


== Uncanny Strikes ==
;Basilisk's Armor
:You gain proficiency in heavy armor.
;Bulette's Leap
:Your long jump is up to 30 feet and your high jump is up to 15 feet, with or without a running start. Additionally, whenever you fall, you can reduce the distance used to calculate damage from the fall damage by 30 feet (to a minimum of 0).
;Hydra's Aquatics
:You gain a swimming speed equal to your walking speed, and you can hold your breath for up to 1 hour. If you already have a swimming speed, it increases by 10 feet.
;Phase Spider's Climb
:You have a climbing speed equal to your walking speed, and you ignore movement restrictions caused by webbing.
;Wyvern's Aggression
:As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started.
 
== Predatory Awareness ==
''7th-level {{PAGENAME}} feature''
''7th-level {{PAGENAME}} feature''


You can use your tethers to inflict more injury on your quarry. You have advantage on attack rolls against creatures in your dark tethers. When you hit a tethered creature with a weapon attack, that creature takes an extra 1d8 psychic damage. You can deal this extra damage only once each turn.
You become keenly aware of great threats and how to defend against them. You can use your Primeval Awareness as a bonus action.


== Blood Bound ==
In addition, whenever you use your Primeval Awareness, you can choose an ability. Whenever you make a saving throw using the chosen ability before the effects of your Primeval Awareness end, you can roll a d4 and add the number rolled to the saving throw. This benefit ends early if you use your Primeval Awareness again during this time.
 
== Predator's Prowess ==
''11th-level {{PAGENAME}} feature''
''11th-level {{PAGENAME}} feature''


You gain the ability to spread damage even outside of your tethers. Once per turn, when you hit a creature that is within 5 feet of another creature with a weapon attack, you can choose to force the second creature to make a Dexterity saving throw. On a failure, the second creature takes half the damage you dealt to the first creature.
You gain one of the following features of your choice.


== Deadfall ==
;Basilisk's Petrifying Gaze
:As an action, you can choose a creature you can see within 30 feet of you. If that creature can see you, it must make a Constitution saving throw against your spell save DC. On a failed save, it is petrified for 1 minute or until it takes any damage. Once you use this feature, you can't use it again until you finish a long rest.
;Bulette's Bulk
:As a bonus action, you gain the "enlarge" effect of the ''[[spell:enlarge-reduce|enlarge/reduce]]'' spell for 1 minute. During this time, you deal double damage to objects and structures. Once you use this feature, you can't use it again until you finish a short or long rest.
;Hydra's Retaliation
:When you take damage from a creature within your reach, you can use your reaction to make a melee weapon attack against that creature.
;Phase Spider's Abduction
:Once per turn, when you hit a creature with a weapon attack, you can force the target to make a Charisma saving throw against your spell save DC. On a failed save, you teleport the target up to 15 feet to an unoccupied space you can see.
;Wyvern's Frenzy
:Whenever you hit a creature with a melee weapon attack, you have advantage on melee weapon attack rolls against that creature until the start of your next turn.
 
== Primal Manifestation ==
''15th-level {{PAGENAME}} feature''
''15th-level {{PAGENAME}} feature''


You learn to drain the life force of your prey more effectively and repurpose it. When you deal damage with your Blood Bound ability, you can gain temporary hit points equal to half of the damage dealt with your weapon attack.
You gain one of the following features of your choice.
 
;Basilisk's Gullet
:You gain proficiency in Constitution saving throws.
;Bulette's Fury
:You can't be frightened and whenever you hit a prone creature with a melee weapon attack, you deal extra damage equal to half your ranger level.
;Hydra's Regeneration
:You gain temporary hit points equal to your Wisdom modifier at the start of each of your turns if you have at least 1 hit point.
;Phase Spider's Ethereal Jaunt
:Whenever you take the Disengage action, you can immediately teleport up to 30 feet to an unoccupied space you can see.
;Wyvern's Wings
:You gain a flying speed equal to your walking speed.


[[category:homebrew ranger subclasses]]
[[category:homebrew ranger subclasses]]

Latest revision as of 17:24, 26 July 2025

(OOC: This is an implementation of the Predator subclass from Tasha's Crucible of Everything Else volume 2)

Base Class: Ranger

The Predator archetype involves hunting monstrosities of the world such as the basilisk, hydra, and wyvern. They study these creatures' traits and emulate their abilities and behaviors using their swift cunning, physical might, and primal magic.

Monstrous Aspect

3rd-level Predator feature

You gain one of the following features of your choice.

Basilisk's Venom Gaze
When a creature you can see moves to a space within 15 feet of you or starts its turn there, you can use your reaction to force it to make a Constitution saving throw, provided that it can see you. On a failed save, the creature is poisoned until the start of its next turn.
Bulette's Mighty Jaw
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Hydra's Reactive Hunger
You can make opportunity attacks without using your reaction. You can only make an opportunity attack in this way once per turn. Additionally, you have advantage on opportunity attacks.
Phase Spider's Ethereal Strike
You can take the Disengage action as a bonus action. When you do, you have advantage on weapon attack rolls for the rest of the turn. You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain expended uses when you finish a long rest.
Wyvern's Poisonous Stinger
When you hit a creature with a melee weapon attack, you can deal an extra 2d6 poison damage to the target. You can use this feature a number of times equal to your Wisdom modifier (minimum of once) and regain expended uses when you finish a long rest.

Territorial Affinity

3rd-level Predator feature

You gain one of the following additional features of your choice.

Basilisk's Armor
You gain proficiency in heavy armor.
Bulette's Leap
Your long jump is up to 30 feet and your high jump is up to 15 feet, with or without a running start. Additionally, whenever you fall, you can reduce the distance used to calculate damage from the fall damage by 30 feet (to a minimum of 0).
Hydra's Aquatics
You gain a swimming speed equal to your walking speed, and you can hold your breath for up to 1 hour. If you already have a swimming speed, it increases by 10 feet.
Phase Spider's Climb
You have a climbing speed equal to your walking speed, and you ignore movement restrictions caused by webbing.
Wyvern's Aggression
As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started.

Predatory Awareness

7th-level Predator feature

You become keenly aware of great threats and how to defend against them. You can use your Primeval Awareness as a bonus action.

In addition, whenever you use your Primeval Awareness, you can choose an ability. Whenever you make a saving throw using the chosen ability before the effects of your Primeval Awareness end, you can roll a d4 and add the number rolled to the saving throw. This benefit ends early if you use your Primeval Awareness again during this time.

Predator's Prowess

11th-level Predator feature

You gain one of the following features of your choice.

Basilisk's Petrifying Gaze
As an action, you can choose a creature you can see within 30 feet of you. If that creature can see you, it must make a Constitution saving throw against your spell save DC. On a failed save, it is petrified for 1 minute or until it takes any damage. Once you use this feature, you can't use it again until you finish a long rest.
Bulette's Bulk
As a bonus action, you gain the "enlarge" effect of the enlarge/reduce spell for 1 minute. During this time, you deal double damage to objects and structures. Once you use this feature, you can't use it again until you finish a short or long rest.
Hydra's Retaliation
When you take damage from a creature within your reach, you can use your reaction to make a melee weapon attack against that creature.
Phase Spider's Abduction
Once per turn, when you hit a creature with a weapon attack, you can force the target to make a Charisma saving throw against your spell save DC. On a failed save, you teleport the target up to 15 feet to an unoccupied space you can see.
Wyvern's Frenzy
Whenever you hit a creature with a melee weapon attack, you have advantage on melee weapon attack rolls against that creature until the start of your next turn.

Primal Manifestation

15th-level Predator feature

You gain one of the following features of your choice.

Basilisk's Gullet
You gain proficiency in Constitution saving throws.
Bulette's Fury
You can't be frightened and whenever you hit a prone creature with a melee weapon attack, you deal extra damage equal to half your ranger level.
Hydra's Regeneration
You gain temporary hit points equal to your Wisdom modifier at the start of each of your turns if you have at least 1 hit point.
Phase Spider's Ethereal Jaunt
Whenever you take the Disengage action, you can immediately teleport up to 30 feet to an unoccupied space you can see.
Wyvern's Wings
You gain a flying speed equal to your walking speed.