Supernaturalist (5e Subclass)

Supernaturalist

A Supernaturalist is a ranger that specializes in (you guessed it) the supernatural. Tales of demons and liches draw these heroes from their peaceful forests to a life of adventuring. They are the only defense against the most terrible evils.

Supernatural Sense

When you choose this subclass at 3rd level, you automatically know when there is a celestial, fey, fiend or undead within 30 feet of you, as well as its exact location. In addition, if you know the identity of a specific celestial, fey, fiend or undead, you can use an action to sense its location; however, it must be within 1 mile of your current location. You may do this a number of times per long rest equal to your Wisdom modifier.

Hunter of Evil

At 3rd level, you gain advantage on Wisdom (survival) checks made to track celestials, fey, fiend or undead, as well as on saving throws against any effect that would charm or frighten you. In addition, you can use a bonus action to cast the hunter's mark spell at a level equal to your highest level spell slot, targeting a celestial, fey, fiend or undead. You may do this a number of times per long rest equal to your Wisdom modifier.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, when you take the Attack action on your turn.

Slayer of Evil

Starting at 7th level, your weapon attacks score a critical hit on a role of 19-20. Whenever you hit a celestial, fey, fiend or undead with a weapon attack, you deal an additional dice of damage. This increases to 2 dice at 11th level and 3 dice at 20th level.

Supernatural Defense

At 11th level, whenever a celestial, fey, fiend or undead within 60 feet of you attempts to teleport, use interplanetary travel, or shift onto the ethereal plane, they must first succeed on a Wisdom saving throw or waste the spell or ability. You also add your Wisdom modifier to your AC.

Vanquisher of Evil

When you reach 15th level, your weapon attacks score a critical hit on a roll of 18-20. In addition, once per turn when you hit a celestial, fey, fiend or undead with a weapon attack, it must succeed on a Constitution saving throw or be stunned until the end of your next turn.


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