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RANGER

Affliction Skirmisher

RANGER

An Affliction Skirmisher doesn't hide in a roost and wait for their prey to walk into a trap.  Affliction Skirmishers use the power of curses and deadly affliction through melee strikes to torture and incapacitate their foes.  Afflictions are a mix of blood magic, curses, and traditional druidic magic that suffuse themselves to a target and hinder them until their constitution or magic can resolve it.  


Affliction Skirmishers take the task and responsibility of bearing these afflictions with great weight.  This magic is often kept secret except to some of the most deadly assassins and powerful druids.


Afflicting Strikes

Starting at 3rd level when you take this Archetype once per turn, when you hit a creature with a melee weapon attack, you can apply an Affliction to the target for 1 minute. At the start of each of the afflicted creature's turns, it takes 1d4 necrotic damage for each Affliction you have placed on it.  At the end of each of the creature’s turns it can make a Constitution saving throw against your ranger spellcasting DC, ending the effect of all Afflictions and Cursed Afflictions on itself on a success.

Cursed Afflictions

Once per turn, when you apply an Affliction to a creature, you can expend a spell slot to make it a Cursed Affliction. A creature with a Cursed Affliction takes an additional 1d6 necrotic damage when you apply the curse and suffers additional effects based on the level of spell slot expended.  In addition, the creature gains a number of additional Afflictions equal to the level of spell slot expended.

For example, you hit a creature with your longsword attack and apply an Affliction to it, and then expend a 1st level spell slot to turn it into a Cursed Affliction.  At the start of the creature’s next turn, the creature will take 2d4 necrotic damage as it has two total Afflictions, one Cursed Affliction and one regular Affliction.


A creature under a Cursed Affliction can end the effects normally by making a Constitution saving throw at the end of each of its turns, or by a remove curse spell or similar magic.  This magic only removes the additional effects of the Cursed Afflictions, but not the total number of Afflictions the creature has.  

A creature can only be under the effect of one Cursed Affliction at a time.

1st-Level Effects

When you expend a spell slot of 1st level or higher to create a Cursed Affliction, choose one of the following effects:

Ignite. While a creature is affected by this Cursed Affliction, it takes an additional 1d4 fire damage at the start of each of its turns.

Chill. While a creature is affected by this Cursed Affliction, it cannot speak as it shivers from the cold and has its movement speed reduced by 5ft.

Zap. While a creature is affected by this Cursed Affliction, it cannot take reactions and takes 1d4 lightning damage for every 10 feet it moves. 

2nd-Level Effects

When you expend a spell slot of 2nd level or higher to create an affliction, choose one of the following effects to add to the affliction.

Castigate. While the creature is affected by this Cursed Affliction it can’t regain hit points and whenever the creature ends its turn with at least 1 Affliction, it takes 2d6 necrotic damage.

Hegemony. If the creature has resistance to necrotic damage, it loses that resistance for the next minute.  A creature attempting its Constitution saving throw to end Afflictions does so with disadvantage.

Punish. When the creature takes necrotic damage from any source, it takes an additional 1d6 necrotic damage.


3rd-Level Effects

When you expend a spell slot of 3rd level or higher to create an affliction, choose one of the following effects to add to the affliction.

Punition. When you apply this affliction, the target takes 2d6 necrotic damage for each Affliction the target is suffering from. The target takes this damage again when the affliction ends.

Ruination. When you apply this affliction, the creature loses resistances and immunity to poison damage and the poisoned condition if it has such an immunity, and becomes poisoned. The creature takes 3 d6 poison damage at the beginning of its turn.

Leech Bite. While the creature is affected by this Cursed Affliction, it takes an extra 1d4 damage from all weapon attacks.

4th-Level Effects

When you expend a spell slot of 4th level or higher to create an affliction, choose one of the following effects to add to the affliction.

Necrotoxin. While a creature is affected by this Cursed Affliction, it takes 3d6 acid damage at the start of each of its turns.

Night Fang. While a creature is affected by this Cursed Affliction, it is also blinded and deafened.

Incapacitate. While a creature is affected by this Cursed Affliction, it’s movement speed becomes zero and it Incapacitated.

5th-Level Effects

When you expend a spell slot of 5th level or higher to create an affliction, choose one of the following effects to add to the affliction.

Intertwine.  Choose an affliction from the 1st or 2nd level slot list as well as an affliction from the 3rd or 4th level slot list.  The creature suffers the effects of both Cursed Afflictions at once. 

Price in Blood. When you apply this Cursed Affliction, the creature takes an additional 5d6 acid, necrotic, or poison damage.  When the affliction ends, the creature takes this damage again.

Feast of Absolution

Beginning at 7th level as an action, you can cleanse all Afflictions from a hostile creature within 30 ft. of you. If you cleanse at least two Afflictions from a creature, you gain a number of temporary hit points equal to your ranger level times the number of Afflictions cleansed.

You can use this feature a number of times equal to your Wisdom modifier and regain all expended uses at the end of a long rest.

Penance

Starting at 11th level, when you cleanse 4 or more instances of Affliction using your Feast of Absolution ability, you can also apply the same number of Penance to the creature.

Penance. A creature affected by a Penance takes 1d4 radiant damage at the start of each of its turns for each instance of Penance it has for one minute minute.  Only a lesser restoration, dispel magic, remove curse or similar magic can end this effect.  A creature affected by Penance can not also be affected by Affliction.

You can use this feature a number of times equal to your Wisdom modifier (minimum  1) and regain all expended uses of it when you finish a long rest.

Verdict

Starting at 11th level as an action, you can target a creature with at least one Affliction within 30 ft. of you.  The creature takes necrotic damage equal to the number of Afflictions it has times your Ranger level.  If the creature has less than half its hit points, this damage is increased to twice your ranger level. This damage ignores resistance to necrotic damage.  The creature is then cleansed of all Afflictions.  

Once you use this feature you can not do so again until you have finished a short or long rest.

Harvest Essence

Starting at 15th level, when a creature dies within 60 ft. of you, you can use your reaction to heal a number of hit points equal to 1d10 x the number of hit dice the creature had. You also regain a number of spell slot levels equal to half your proficiency bonus.

You can use this ability twice and regain all expended uses at the end of a long rest.

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