Jabberwocky Hunter
Jabberwocky Hunter Magic
Starting at 3rd level, you learn an additional spell when
you reach certain levels in this class, as shown in the
Jabberwocky Hunter Spells table. The spell counts as a
ranger spell for you, but it doesn’t count against the
number of ranger spells you know.
Ranger Level Spell
3 Heroism, Word of Radiance**
5 Find Steed
9 Sending
13 Freedom of Movement
17 Hallow
Vorpal Blade
At 3rd level, your ranger gains a vorpal blade. This magic
blade is a simple melee weapon with the finesse, light and
thrown properties. It has a normal range of 20 feet and 60
feet long range, and on a hit, it deals 2d6 plus your ability
mod used for the attack roll. When the blade is thrown, it
automatically returns to your hand after hitting a solid
object or traveling its maximum distance. You are
proficient with this weapon.
No matter where the weapon goes, nor if it is destroyed,
it will appear in your hand after a long rest. If you die, it
instead vanishes.
Manxome Location
At 3rd level, you gain the ability to sense your hunted prey.
Using a bonus action, you can mark an enemy you can see,
and become able to sense their location telepathically
from up to a mile away. Marked enemies have
disadvantage on attacking anyone other than you. This
mark lasts 1 minute or until the enemy is killed. The
duration increases to 2 minutes at the 5th level, and again
at the 7th level to 3 minutes.
This can be used once per short or long rest, and
increases max uses to twice at 7th level.
A Quick Galumphing At 7th level, you gain improved abilities after killing a marked foe. You and all allies within 10 feet gain 10 feet of extra movement for one turn when a marked foe is killed. Through and Through At 11th level, you gain immunity to the frightened condition and non magical slashing, piercing, and bludgeoning damage from marked foes. Joyful Return At 11th level, your Quick Galumphing becomes improved. Whenever you personally kill the marked enemy, you and allies within 10 feet gain temporary health equal to your Ranger level. Unwavering Willpower At 15th level, your heroism shines through, allowing you to take the hit for the team. Using a reaction, you can force an attack aimed at an ally within 10 feet to instead hit you. Allies within 10 feet also gain immunity to the frightened condition thanks to your extremely potent supporting willpower
A Quick Galumphing At 7th level, you gain improved abilities after killing a marked foe. You and all allies within 10 feet gain 10 feet of extra movement for one turn when a marked foe is killed. Through and Through At 11th level, you gain immunity to the frightened condition and non magical slashing, piercing, and bludgeoning damage from marked foes. Joyful Return At 11th level, your Quick Galumphing becomes improved. Whenever you personally kill the marked enemy, you and allies within 10 feet gain temporary health equal to your Ranger level. Unwavering Willpower At 15th level, your heroism shines through, allowing you to take the hit for the team. Using a reaction, you can force an attack aimed at an ally within 10 feet to instead hit you. Allies within 10 feet also gain immunity to the frightened condition thanks to your extremely potent supporting willpower
Comments