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Ranger

Cursed Huntsman

Sometimes a Ranger delves too deep and mysterious forces corrupt them. There is no single variety of Cursed Huntsman as many powers will corrupt those that meddle in their affairs. What they do have in common is that there is a trigger that transforms them into their Cursed Form.

1D6 Curse Trigger Cursed Form
1The Hunger: When afflicted with your curse you can only make the attack action each turn. Focusing on those that share your race.Going without a ration for a long rest. When you take Fire damage. If you start your turn at half or lower health.You grow to 11-13 ft tall (Considered as Large) and grow a skeletal deer head, you become emaciated, and claws grow. You have an unarmed strike die of 1D6 with your claws. You can bite as a bonus action dealing 1D8 damage and healing hit points equal to the damage dealt.
2Shadow Touched: When afflicted you seek to reduce all intelligent creatures (INT score of 10 or more) to zero hit points within 30 ft of you and are unable to move away from intelligent creatures.Seeing a creature drop to zero hit points. When you take Necrotic damage. Starting your turn within 10 ft of an Undead.You become a bone white, ethereal specter that emanates a dark light. You have Resistance to non magical damage. You can move through objects and creatures as if they are Difficult Terrain, taking 1D10 Force damage if you end your turn in an occupied space. Your attacks deal an additional 1D6 Necrotic damage.
3Aberrant Mark: When afflicted you seek to subjugate all within 120 ft of you as you see them as being valuable. You seek to drain the blood of those you have Charmed in order to write mysterious sigils on your body.Hearing or seeing a language you do not understand. Becoming Charmed or Frightened (Ending the condition). When you take Psychic damage.You lose your hair, sprout tentacles and gills. Your skin becomes pale and coated with mucus. Your hands and feet become webbed. You can breathe underwater and have a Swimming speed equal to your movement speed. You cast Charm Person as part of your attack action each turn without expending a spell slot. You can use this feature times per curse transformation equal to your WIS modifier (Minimum 1).
4Void Eyes: When afflicted you focus your aggression on the creature with the fewest hit points within 60 ft of you.When you take Poison or Acid damage or become Poisoned. When a you or a creature you can see within 60 ft takes a critical hit. If a creature succeeds an Intimidation check against you or you succeed an Intimidation check.Your eyes sink in and form twin black voids that seem to draw all light in. Your face shrinks to your skull and your cheekbones, teeth, and chin take on a sharp and defined appearance. You can see which creature has the fewest hit points within 60 ft of you. Your attacks deal an additional 1D6 Necrotic damage. When a creature dies within 60 ft of you their soul is consumed and cannot be revived and you regain hit points equal to your WIS modifier (minimum 1) + your Proficiency Bonus.
5Veil Cursed: When afflicted you seek to kill all within 90 ft of you with the Spellcasting ability.A spell is cast within 90 ft of you. When you take Force damage. If you come into contact with an item that you are not Attuned to yet. You are unable to Attune to magical items while afflicted.A shimmering green, black, and purple veil covers you. You create an area of Darkness within 10 ft of you and Dim Light within 20 ft of you. Non magical lights within your aura are extinguished. You are Immune to your own Darkness and Dim Light. You can see if a creature has the Spellcasting feature as long as they are within sight and are within 90 ft of you. You have Resistance to magical damage and spell saving throws.
6Fiery Soul: When afflicted you seek to stir up conflict whenever possible.You take Fire damage. When you succeed a Persuasion check. The first time you deal damage in each combat.Flames flicker on you shedding Bright Light for 60 ft and Dim Light for 30 ft. If a creature attacks you with a melee attack or Grapples or starts their turn Grappling you, they take Fire damage equal to your Proficiency Bonus. When you deal damage to a creature that has your Hunter’s Mark they take Fire damage equal to your Hunter’s Mark damage you dealt them at the start of their next turn.
Level Spells
3Bane
5Phantasmal Force
9Bestow Curse
13Elemental Bane
17Dominate Person
Curse Cursed Form
The HungerYour unarmed strike die increased to 1D8. Your bite damage die increases to 1D10.
Shadow TouchedYou are Invisible in Darkness until you take damage or make an attack or cast a spell then become Invisible at the start of your next turn. Your attacks deal an additional 1D8 Necrotic damage.
Aberrant MarkYou cast Charm Monster as part of your attack action each turn without expending a spell slot once per curse transformation.
Void EyesYour attacks deal an additional 1D8 Necrotic damage. Creatures within 20 ft of you that you choose have their movement speeds halved.
Veil CursedYou are Immune to Necrotic damage. You can cast Dispel Magic or Counterspell once per curse transformation each without expending a spell slot.
Fiery SoulWhen you deal Fire damage you deal an additional 1D8 Fire damage.

Subclass Features

Lv 3

Cursed Trace

Your curse marks you even when you are not being afflicted by it actively. It takes the shape of a mark on your skin or an unnatural color of your eyes or similar effect. It also affects your Hunter’s Mark. When you cast Hunter’s Mark you can use your action to cast Bane without expending a spell slot.

You can use this feature times per long rest equal to your WIS modifier (Minimum 1).

Curse

You have been cursed by digging too deep in places or matters that should have been left alone. Your curse affects your mind and your form. It is HIGHLY recommended you roll on the Curse Table to determine the nature of your curse. Each Curse lasts for minutes equal to your Proficiency Bonus as your Curse grows in power. You can attempt to resist the curse when you encounter a trigger with a DC 8 + half your Ranger level rounded down WIS saving throw, on a success you are Immune to triggers for 1 minute.

While affiliated with your curse you are Immune to being Charmed or Frightened. Your curse is rooted too deeply to be removed by anything less than divine intervention or a similar effect.

Curse Table

Conclave Spells

Your specific expertise grants you certain spells. You know the following spells and they do not count towards the number of spells you can prepare.

Lv 7

Cursed Vitality

You curse imbues an unholy vitality into you. When you assume your Cursed Form you gain temporary hit points equal to your Ranger level.

Lv 11

Rage of the Cursed

The time you succumb to your curse in combat is extremely violent. The turn you assume your Cursed Form you can make an extra attack when you take the attack action.

Lv 15

Perfected Cursed Form

You master your Cursed Form to a degree and can draw arcane power from it. The turn you assume your Cursed Form you can cast a spell from your Conclave Spellist without expending a spell slot.

You can assume your Cursed Form at will as a free action times per long rest equal to your WIS modifier (Minimum 1).

Lv 20

Curse Symbiosis

Your Cursed Form grows more powerful through symbiosis. Your Cursed Form has the following additional features