r/3d6•
SwampySi

Ranger Subclass review

D&D 5e Revised/2024

Throwing out my 2nd Homebrew subclass. This is a inquisition, witch/monster hunter subclass, specifically designed for my home-brew settings (grim dark, corrupted world).

Ranger Conclave: Bane of the Veil

"The common folk see monsters. We see symptoms."

Keepers of the Veil are hunters of corruption, witchers, inquisitors, and wandering guardians who patrol the boundaries between civilization and the Aether. They learn to recognize the signs of possession, mutation, and forbidden sorcery, striking down those who threaten the world before the corruption can spread.

Clad in weathered leathers and bearing silvered charms, these hunters travel from village to village, following whispers of disappearances, strange lights, and unnatural beasts. To a Keeper, every curse can be broken, every monster can be slain, and every spell leaves a trail.

Conclave Features

Ranger LevelFeature
3rdVeil Hunter, Veilbreaker's Mark
7thAether Ward
11thWitchbreaker's Strike
15thMaster of the Veil

Level 3: Veil Hunter

You have learned to recognize the signs of Aether corruption and the scars left by reckless magic.

You gain the following benefits:

  • You can sense the presence of aberrations, fiends, and undead within 60 feet of you. This sense penetrates barriers and walls, but it reveals only the creature's direction, not its exact location or distance.
  • You have advantage on Wisdom (Survival) checks made to track aberrations, fiends, undead, and other supernatural creatures.
  • When you cast Hunter's Mark, choose one of the following facts to learn about the target:
    • One damage resistance or immunity it possesses.
    • Whether it can cast spells or use innate magical abilities.
    • Whether it has blindsight, truesight, or tremorsense.

Level 3: Veilbreaker's Mark

Your connection to the Veil twists your Hunter's Mark into a weapon against spellcasters and the corrupted.

While a creature is affected by your Hunter's Mark, the spell's extra damage becomes Psychic damage.

In addition, a creature marked by your Hunter's Mark has disadvantage on Constitution saving throws made to maintain concentration on spells.

Level 7: Aether Ward

Years spent hunting those touched by the Aether have sharpened your senses and hardened your spirit against unnatural powers.

You gain the following benefits:

  • You have advantage on Intelligence, Wisdom, and Charisma saving throws against spells and magical effects.
  • You can cast See Invisibility without expending a spell slot. Once you cast it in this way, you can't do so again until you finish a Short Rest.

Level 11: Witchbreaker's Strike

You have mastered the art of disrupting magic at its source.

Once per turn, when you hit a creature affected by your Hunter's Mark, you can force it to make a Wisdom saving throw against your Ranger spell save DC.

On a failed save, choose one of the following effects:

  • The creature immediately loses concentration on any spell it is concentrating on.
  • The creature can't cast spells of 1st level or higher until the end of its next turn.
  • The creature's speed becomes 0 until the end of its next turn.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once), regaining all expended uses when you finish a Long Rest.

Level 15: Master of the Veil

Your long years hunting the supernatural have transformed you into one of the greatest foes of corruption and magic.

You gain the following benefits:

  • You gain truesight out to a range of 30 feet.
  • You have resistance to Psychic damage.
  • Once per turn, when you hit a creature affected by your Hunter's Mark, you deal an additional 2d8 psychic damage.

Keepers of the Veil

Keepers rarely belong to great armies or noble courts. Most wander the roads alone or in small bands, following rumors of strange happenings and hunting creatures that lurk beyond the edge of civilization.

Many carry:

  • Silvered weapons etched with protective sigils.
  • Aether-detection pendants that tremble in the presence of magic.
  • Journals filled with observations on monsters and curses.
  • Ritual scars or tattoos meant to ward against corruption.
  • Ancient prayers and folk remedies passed down through generations.

To the common folk, they are equal parts savior and omen—for wherever a Keeper of the Veil travels, darkness is rarely far behind.

Posted Aug 3, 2026, 10:44 AM UTC

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