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Haruspex Conclave - Ranger

Haruspex Conclave - for Martial Ranger

Conclave of Spell casting Rangers  
         
  These martial casters A soothsayer or Divination based on Entrails. Hunting the marks and gaining knowledge of their spell like effects helped build their spell arsenal.   Nicknamed the Rippers. The Haruspex is blood and organs, the Haruspex’s overarching idea is the interconnectedness of everything and restoring the connections.  

Haruspex Features

Ranger
Class Level Features
3rd Haruspex Magic, Surgeons Precision, Traditions and Tools
5th Divine Truth
7th Study Pray
11th Convalescence
15th Willed Truth

Haruspex Magic

  You need luck to catch a fish in a flood as that which is torn must be tied. You are interlinked with the connections all things have and as such have a spell casting feature similar to Eldritch Knights.     Spell Slots.   The Haruspex Magic Spellcasting table shows how many spell slots you have to cast your ranger spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell Ensnaring Strike and have a 1st-level and a 2nd-level spell slot available, you can cast Ensnaring Strike using either slot.   Spells Known of 1st-Level and Higher.   You know three 1st-level ranger spells of your choice from the ranger spell list.   The Spells Known column of the Haruspex Spell-casting table shows when you learn more ranger spells of 1st level or higher. Each spell must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level. Whenever you gain a level in this class, you can replace one of the ranger spells you know with another spell of your choice from the ranger spell list. The new spell must be of a level for which you have spell slots.   Spellcasting Ability.   Wisdom is your spellcasting ability for your druid spells, since you learn your spells through a primal bond to all fey. You use your Wisdom whenever a spell refers to your spellcasting ability.   In addition, you use your Wisdom modifier when setting the saving throw DC for a druid spell you cast and when making an attack roll with one.     Spell save DC = 8 + your proficiency bonus + your Wisdom modifier   Spell attack modifier = your proficiency bonus + your Wisdom modifier    

Surgeons Precision

When you choose this conclave at 3rd level, you gain proficiency in the Survival skill, as well as proficiency with Leatherworker's tools (it's best if you don't think about the details on that one too much...). Additionally, when you take an Wisdom (Medicine) check to stabilize a creature, they regain 1 hit point.  

Traditions and Tools

At 3rd level, You have learned as those who have sculpted themselves, starting to see local medicine as backwards.   Dissection Technique. If you are holding a melee finesse weapon you have proficiency with, as an action you can make an Wisdom (Survival) ability check against a creature within reach with a DC equal to its armor class. If you succeed the check, you can deal damage to that creature equal to your weapons damage dice plus your Wisdom modifier. On a roll of 20, the roll weapon damage dice are doubled. If you could normally make more than one weapon attack as part of the Attack action, you can deal a number of additional dice equal to the number of attacks you could normally make as part of an attack action when taking this action (for example, if you have the Extra Attack feature and take this action with a dagger, you would deal 2d4 + your Intelligence modifier damage).   You can only do this once per short or long rest. Refresh. Dissection technique can also be used again if you expend a spell slot of 1st or higher during your turn.    

Study Pray

Starting at 7th level, the kill is only the first part of the battle, the second is learning from the demise of your enemies.   You gain a free cast of Soothsayers Shield as a reaction once a day. It then becomes a known spell and can be cast with a slot of 2nd level or higher. http://kpogl.wikidot.com/spell:soothsayers-shield   If you or your ally spend 1 minute learning about a corpse of a creature, you gain the secondary effect of being able to use a cast Mass Blade Ward instead of Soothsayers shield when you would fight another of the same creature or same monster type (beast, celestial etc) once a day. http://kpogl.wikidot.com/spell:mass-blade-ward   To recover your use of Study Pray you must complete a long rest.  

Convalescence

  Starting at 11th level, Learning about your soul steadies your hands. You gain a third extra attack if you miss any of your hits during your turn. When you attack with Dissection Technique and it does not beat the AC of the enemy, you gain a +2 to the check any time you would use it again during this combat or a +2 to an attack that would usually miss.   If an ally is affected by Study Pray they also gain the effect of Concalescence and can attack once extra time if they had missed during that turn already.

Willed Truth

Starting at 15th level, enemies ampuled by you or your allies can cause other enemies to leave themselves wide open. If your allies bloodied an enemy or killing an enemy, you can use a reaction to attack the nearest alive enemy creature. If you hit with this attack, you cause an enemy to be dazed.   * Dazed effect: Enemy cannot use reactions and if the dazed enemy tries to dash they must first make a DC14 DEX saving throw or fall prone.

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