Silverbloods

“We were forged in silver and soaked in shadow. When the moons rose red, we answered.”

The Silverbloods were born in the crucible of the Lycan Wars, an elite, cross-cultural unit forged by the Circle of Griots to find, fight, and finish shapechangers wherever they lurked. These warriors were taught to read scars in bark and breath on the wind, striking with both hatchet and javelin, light and shadow, instinct and training. Though the original battalions have disbanded, their traditions endure, passed from mentor to apprentice, song to story, blade to hand.

Silverblood Rangers are defined by relentless pursuit, hybrid combat style, and a near-spiritual attunement to the threats most fear to name. Few remember the full scope of the war, but every Silverblood bears it in the marrow.

(3rd Level)

Lunar Tracker

You are trained to sense shapeshifters and respond swiftly.

  • You gain advantage on Wisdom (Survival) and Intelligence (Investigation) checks to track or identify shapechangers, cursed creatures, or unnatural humanoids.
  • When you apply Precision Mark to a shapechanger, it deals an additional +1 damage, and the target has disadvantage on saving throws against being restrained or knocked prone by your attacks.
  • You learn the Moonlight Sigil cantrip (homebrew): a dim lunar mark only visible to you and allies, used to tag trails, walls, or bodies (no light or scent, lasts 1 hour).

Hybrid Assault Style

You train in fluid melee-to-ranged transitions:

  • Gain proficiency with Handaxes, Morning stars, and Javelins if you don’t already have it.
  • You may draw or stow a one-handed weapon and a ranged weapon simultaneously as part of your movement.
  • When you hit a creature with a melee weapon (axe, hammer, or dagger) after hitting it with a ranged weapon on the same turn, you deal an extra 1d4 damage. This increases to 1d6 at level 11.
  • You may use Dexterity or Strength for attack rolls with axes.

(6th Level)

Silver Press

You’ve trained in rapid takedown techniques passed from your order.

  • When you hit a creature with a melee weapon attack while within 5 feet of a Precision Marked target, it must succeed on a Strength saving throw (DC = 8 + your Prof. Bonus + your Strength or Dexterity modifier) or be knocked prone.
  • Once per turn, when you knock a creature prone, you may make a ranged weapon attack against that creature as a reaction if you're wielding a one-handed ranged weapon.
  • Your Hybrid Assault bonus damage increases to 1d6 (if it hasn’t already from level 11).

(10th Level)

No Sanctuary

Even the wildest beasts cannot flee you.

  • You gain blindsight out to 10 ft.
  • You cannot be surprised by shapechangers or lycanthropes.
  • If a creature marked by Precision Mark attempts to hide, turn invisible, or teleport, you can use your reaction to cancel one of those effects if you can see it when the attempt is made.

(14th Level)

Sever the Curse

You strike with learned purpose, hitting spirit as well as flesh.

  • When you hit a Precision Marked creature with both a melee and ranged attack in the same turn, it must succeed on a Constitution saving throw (DC = 8 + Prof. Bonus + Strength/Dex) or lose any damage resistances it has until the start of your next turn.
  • Shapechangers and lycanthropes have disadvantage on this saving throw.
  • If the creature is concentrating on a spell or effect, it makes its concentration check with disadvantage.


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