Artagon
2016-10-04, 03:01 PM
Conclave of Witch-blood
For the Revised Ranger UA. Simply remove the extra attack feature if using the standard ranger.
Many rangers become fanatical when on the hunt. None are more fanatical in hunting unnatural corruption than members of the remote conclave of Witch-blood. Most of the rangers of this conclave have chosen Monstrosities or Undead as their favored enemy before being chosen to enter their ranks, though some have chosen Humanoids, where users of hideous magic often rise. After completing their training and seeing the corruption in the world these rangers often choose Aberrations or Fiends for their Greater Favored Enemy.
This conclave accepts only a handful of applicants each year. Few of those survive the rigorous training and the alterations which are made to their blood over the course of several years. In order to fight the enemies of their order they have harvested the powers of their greatest enemies and imbue their twisted essence into their blood. This gives them unique speed and abilities. Sometimes it takes a monster to catch a monster.
Blood Trance
At 3rd level, when you roll initiative you may use your reaction to enter a blood trance for 1 minute. Getting healed immediately drops you out of the blood trance. While in the blood trance you gain the following abilities:
• Blood Frenzy: Immediately after you take the attack action using a light or finesse weapon, you may spend 1 hit die to make two melee attacks with a light or finesse weapon as a bonus action.
• Monstrous Reflexes: You can spend 1 hit die to take the dodge action as a bonus action on your turn.
You may only use ranger hit dice to fuel these abilities. Beginning at 7th level, if you drop out of the blood trance for any reason during combat you may re-enter it by spending 1 hit die as a bonus action.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Thicker than Water
At 7th level, if you are below half of your maximum hit points you may use an action to gain temporary hit points equal to three times your ranger level. You must finish a long rest before you can use this feature again.
Corrupted Blood
At 11th level, you have learned how to pump your blood down the edge of your weapon. When you hit another creature with a melee weapon attack while in the blood trance you may expend 1 hit die to inject them with your corrupted blood. Your attack deals an additional 1d8 poison damage. The target must then succeed on a Constitution saving throw or be poisoned for 1 minute. The DC for this is 8 + Proficiency bonus + Wisdom bonus.
Quickened Pulse
At 15th level, if you have no hit dice remaining when you roll initiative you may regain 2 hit dice.
For the Revised Ranger UA. Simply remove the extra attack feature if using the standard ranger.
Many rangers become fanatical when on the hunt. None are more fanatical in hunting unnatural corruption than members of the remote conclave of Witch-blood. Most of the rangers of this conclave have chosen Monstrosities or Undead as their favored enemy before being chosen to enter their ranks, though some have chosen Humanoids, where users of hideous magic often rise. After completing their training and seeing the corruption in the world these rangers often choose Aberrations or Fiends for their Greater Favored Enemy.
This conclave accepts only a handful of applicants each year. Few of those survive the rigorous training and the alterations which are made to their blood over the course of several years. In order to fight the enemies of their order they have harvested the powers of their greatest enemies and imbue their twisted essence into their blood. This gives them unique speed and abilities. Sometimes it takes a monster to catch a monster.
Blood Trance
At 3rd level, when you roll initiative you may use your reaction to enter a blood trance for 1 minute. Getting healed immediately drops you out of the blood trance. While in the blood trance you gain the following abilities:
• Blood Frenzy: Immediately after you take the attack action using a light or finesse weapon, you may spend 1 hit die to make two melee attacks with a light or finesse weapon as a bonus action.
• Monstrous Reflexes: You can spend 1 hit die to take the dodge action as a bonus action on your turn.
You may only use ranger hit dice to fuel these abilities. Beginning at 7th level, if you drop out of the blood trance for any reason during combat you may re-enter it by spending 1 hit die as a bonus action.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Thicker than Water
At 7th level, if you are below half of your maximum hit points you may use an action to gain temporary hit points equal to three times your ranger level. You must finish a long rest before you can use this feature again.
Corrupted Blood
At 11th level, you have learned how to pump your blood down the edge of your weapon. When you hit another creature with a melee weapon attack while in the blood trance you may expend 1 hit die to inject them with your corrupted blood. Your attack deals an additional 1d8 poison damage. The target must then succeed on a Constitution saving throw or be poisoned for 1 minute. The DC for this is 8 + Proficiency bonus + Wisdom bonus.
Quickened Pulse
At 15th level, if you have no hit dice remaining when you roll initiative you may regain 2 hit dice.