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Ranger - Deathhunter Conclave

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Ranger - Deathhunter Conclave
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Purge the undead with the Deathhunter Ranger!

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The Deathhunter is January's supporter-exclusive, and is part of prework for MB&B. The idea is, unsurprisingly, a ranger who focuses on hunting down and destroying the undead (though the slight twist here is that they may well be working for necromancers and just trying to keep rogue creations from causing chaos).

The Deathhunter's spell list is heavily focused on radiant damage and anti-undead tools — make a special note of divine favor (which, if you use Spells That Don't Suck, can be upgraded to sacred strikes). At level 3, you start with Grave Sense, which gives you a skill proficiency and a supernatural sense for the undead. You also get Hunter's Tools, which is just there to make sure you're always supplied for holy water — you'll need it. Your ranger steroid at 3 is Deathblow, which lets you designate a quarry you intend to hunt and deal bonus damage to them. For most creatures, this is 1d8, scaling to 2d8 at level 11. For the undead, though, it's 3d4 scaling to 6d4, fully 60% stronger. This behaves very similarly to Hunter's Mark, but you can't move it as freely; your target has to be dead or gone before you can pick a new one. At level 7 you get Terror for the Dead, which allows you to frighten creatures that hit you; it recharges on any rest or anytime you kill an undead creature you'd chosen as your quarry. Bury the Foe at 11th lets you make a free attack when you designate a quarry (including at the start of combat); this is like a Gloomstalker's steroid, except not insane, since you have to wait until level 11 to get it. The subclass tops out at 15 with Grim Templar, which expands Terror for the Dead from a single target to a 30' radius, and adds a rider: any undead with fewer hit points than your level is destroyed when you hit it or use Terror for the Dead on it. Effectively, all low-CR undead become minions to you, able to be destroyed in a single hit or evaporating if they fail one Wisdom save.

I also threw an experimental feat on here: Marksman. Inspired by our MtG placeholder art, I wanted something to make Loading weapons (i.e. one-attack-per-turn weapons) keep up in scaling. It lets you double your attack damage (dice and modifier, but separately; no doubling any other dice attached to the attack), and it gives you a form of power attack that keys off your character level. And defraying that power attack's to-hit penalty: if your target's beefy enough that you're making Marksman Shots against it multiple turns in a row, you get advantage after the first.

As always, you're invited to come discuss and offer feedback on Discord!

Art: Benalish Honor Guard, by Ryan Pancoast © Wizards of the Coast LLC

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POSTEDFeb 4, 2026
ARCHIVEDFeb 4, 2026