Ranger Archetype: Night Prowler

by Chilroy

Search GM Binder Visit User Profile

Ranger Archetype

Night Prowler

In the darkness of the woods, or the shadows of a city, Night Prowlers stalk their prey for blood.

Within them a power connected to a thirst for life, these predators learn from creatures of the night how to pursue their prey — how to hone in on those fearing for their lives, or unaware of the danger next to them; these rangers are often after the most dangerous game.

Night Prowler Features
Ranger Level Feature
3rd Night Prowler Magic, Blood Hunt, Hungering Jaws
7th Supernatural Allure
11th Claws of the Beast
15th Unnatural Speed

Night Prowler Magic

You learn an additional spell when you reach certain levels in this class, as shown in the Night Prowler Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.

Night Prowler Spells
Ranger Level Spell
3rd command
5th spider climb
9th gaseous form
13th blight
17th dominate person

Blood Hunt

Starting at 3rd level, you can enter a bloodthirsty state to hunt your prey. As a bonus action, you gain the following benefits for 1 minute:

  • You can sense the location of creatures with missing hit points within 30 feet of you and have advantage on Wisdom (Perception) checks against hidden creatures. This doesn’t apply to undead or constructs.
  • Creatures with missing hit points don’t benefit from invisibility if they are within 15 feet of you.
  • When you reduce a hostile creature to 0 hit points, you regain hit points equal to your ranger level.

Once you use this feature, you can't use it again until you finish a short or long rest.

Hungering Jaws

At 3rd level, you become attune to the deep, bestial hunger within you and can use it against your foes. When you make a successful attack against a creature, you can create phantasmal jaws that rend into a creature dealing an extra 1d6 necrotic damage. You can only use this feature once per turn. If this necrotic damage deals 6 or more damage, you gain temporary hit points equal to the damage dealt.

Supernatural Allure

At 7th level, your enhanced animalistic instincts have given you an edge on knowing how to lure in your prey. Creatures that are charmed by you, frightened of you, or have missing hit points, have disadvantage on ability checks and saving throws you impose on them. When a creature affected by this feature fails an ability check or saving throw, you regain use of your Blood Hunt feature.

Claws of the Beast

Starting at 11th level, your connection to the monster within you allows you to wrangle your prey from incredible lengths. As an action you can manifest spectral claws, choose a creature you can see within 30 feet to pull 25 feet towards you in a straight line. If this effect would move them to a space occupied by a character, object, or piece of terrain, the pull ends.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Unnatural Speed

At 15th level, your speed is unmatched when you exert yourself. When you take the Dash action, you may gain the following benefits:

  • You gain a flying speed equal to your walking speed and you don't provoke opportunity attacks.
  • You can move through creatures as if they were difficult terrain. If you end your turn inside a creature, the creature takes 2d6 slashing damage, you gain temporary hit points equal to the damage dealt, and they are shunted into an adjacent space within 5 feet of their original location.

Once you use this feature, you can't use it again until you finish a short or long rest.

Credits

This subclass was created by Chilroy. I can be found as /u/Jagganoth on /r/UnearthedArcana, or on twitter @True_Byrdman. If this contents of this document or any other of mine inspired you, please give credit duly.

 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.