Ranger/Sanguine Invoker

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ranger

Sanguine Invoker

To hunt down a monster, one must become a monster. That is the path picked by those of the Sanguinary conclave. You draw malevolent magic from the blood that flows through your veins, to imbue your weaponry with your life force or to curse your foes with unbridled hatred. If you strive to emulate the Sanguinary archetype, you must be ever vigilant, or risk being corrupted, risk being the monster hunted by another.

Specialized Spells

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the spell table below. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.

Level Spells
3rd bane
5th hold person
9th bestow curse
13th charm monster
17th enervation

Channel Vitality

At 3nd level, you gain the ability to channel malevolent energy from your life force, using that energy to fuel magical effects.

When you use your Channel Vitality, you can choose which effect to use. You must then finish a short or long rest to use your Channel Vitality again.

On your turn, if you have no uses of your Channel Vitality, you can generate another use (no action required) by taking necrotic damage equal to twice your ranger level. This damage ignores resistance and immunity, reduces your hit point maximum by an amount equal to the damage taken, and the reduction lasts until you finish a long rest. You can't generate a use again until you finish a long rest.

  • Infusion. As an action, you empower your weaponry with your life force, manifest as elemental energy. Choose cold, fire, lightning, necrotic, or poison. For the next minute, your weapon attacks deal an extra 1d6 damage of the chosen type when they hit. This effect ends if you are incapacitated or if you choose to end it. Additionally, you can make one weapon attack as part of the same action.
  • Malediction. You can cast one of your conclave spells at its lowest level without expending a spell slot.

Desperate Struggle

Starting at 7th level, you reinforce your body with magic to prevent yourself from a sudden death. Whenever you cast a ranger spell of 1st level or higher, you gain temporary hit points equal to your Wisdom modifier + half your ranger level.

Sacrifice Vitality

At 11th level, you dig deeper towards oblivion. The effects of your Channel Vitality are improved. When you use your Channel Vitality, you can choose to take necrotic damage equal to your ranger level to amplify its effects. This damage ignores resistance and immunity, and does not cause a Constitution saving throw to maintain concentration.

  • Lethal Infusion. The extra damage dealt by Infusion is increased to 2d6, and you have resistance to the chosen type. If you choose to take damage on use, you can make three weapon attacks as part of the same action instead of one.
  • Maledict Terror. If a creature fails the saving throw on the spell you cast with Malediction, you can cause the target to be frightened of you until the end of your next turn.
    If you choose to take damage on use, you have advantage on Constitution saving throws to maintain concentration on the spell you cast with Malediction.

Rite of Pain

At 15th level, you can share the pain you suffer constantly with your enemy. Whenever you take damage, you can use your reaction to force a creature that you can see within 30 feet of you to make a Constitution saving throw or take necrotic damage equal to the damage taken. This damage can't exceed your ranger level, and ignores resistance.