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Deathwing Tracker

In the ancient realms of fantasy, where magic and darkness entwined, there emerged a legendary class of warriors known as the Deathwings. These formidable trackers were renowned for their unparalleled skill in the art of hunting down enemies and vanquishing evil. Bound by a sacred oath and armed with deadly fire weapons, they struck fear into the hearts of those who dared to challenge them.


The Deathwings were a select group of individuals chosen from diverse backgrounds and trained in the secretive sanctuaries hidden deep within forbidden forests. They underwent rigorous trials and rituals, enduring physical and mental challenges that tested their resilience and determination. Only the most elite and worthy candidates were bestowed with the title of Deathwing, becoming the vanguard of justice in a world teetering on the edge of darkness.


Central to the power of the Deathwings was their bond with a pet demon, a creature of shadow and flame known as a Emberfury. These mystical beings, hailing from the fiery depths of the nether realms, formed an inseparable connection with their chosen Deathwing. Through an ancient ritual, the Deathwing and the Emberfury forged a symbiotic pact, granting them unparalleled synergy and enhancing their abilities on the battlefield.


The Emberfury, adorned with a coat of obsidian black scales and eyes that burned with otherworldly fire, possessed an innate affinity for tracking and ferreting out enemies. They possessed the uncanny ability to sense malevolence and detect even the faintest traces of their quarry. Guided by their bond with the Deathwing, these demonic companions served as loyal allies, assisting in battles with their searing elemental powers.


The fire weapons wielded by the Deathwings were legendary artifacts crafted through ancient arcane rituals. These weapons channeled the essence of fire, imbued with mystical enchantments that heightened their lethality. The weapons blazed with an ethereal flame, scorching enemies and leaving trails of devastation in their wake. Each Deathwing crafted and customized their weapon, infusing it with their unique magical abilities and personal flair.


As guardians of justice, the Deathwings were sworn to protect the realms from the encroaching darkness. They embarked on perilous quests and ventured into treacherous lands, tracking down malevolent creatures, rogue sorcerers, and other agents of chaos. Their relentless pursuit and unwavering dedication to their cause became the stuff of legends, inspiring hope in the hearts of the innocent and fear in the hearts of evildoers.

The legacy of the Deathwings echoed throughout the ages, their tales passed down through generations. The mere mention of their name struck awe and respect among those who knew of their valiant deeds. They stood as beacons of light in a world threatened by shadows, their pet demons and fire weapons serving as symbols of their formidable might.


Thus, the Deathwings, bound by their oaths and fueled by their indomitable spirit, continued to roam the realms, leaving a trail of fire and justice in their wake. They embodied the timeless struggle between darkness and light, forever etching their names in the annals of epic fantasy lore.

Deathwing Tracker Features

Level 1

Emberfury

At 1st level, choose one of the fighting styles. You can't take a Fighting Style option more than once, even if you later get to choose again.


When you successfully hit with an attack roll, the target suffers the attack's normal effects and it is branded with a fiery glow. The brand lasts until the start of your next turn. Each time target is struck by a weapon attack before the start of your next turn, the brand triggers, dealing Fire damage equal to your Tracker level.


When you cast a spell, you can make a Perception skill check (once per round).

Level 3

Healing Flames

At 3rd level, when an ally lands a melee attack on a creature marked by Emberfury, they are healed for 3 + your Tracker level.


The feature’s healing increases by 3 when you reach 5th level (6), 11th level (9), and 17th level (12).

Level 7

Ember Shield

At 7th level, Once every 3 rounds, you can create a shield of swirling flames to protect an ally within range, granting them temporary 20 hit points. In addition, they have immunity to fire damage until the start of their your turn.


The feature’s temporary hit points increases by 10 when you reach 10th level (30), 14th level (40), and 18th level (50).

Level 11

Infernal Aura

At 11th level, all allies within 30 feet of you have Resistance to Fire damage, and deal an additional 2d6 fire damage on attack rolls.


This feature’s damage increases by 2d6 when you reach 14th level (4d6), and 18th level (6d6).

Level 15

Second Chance

At 15th level, once per combat per ally, if an ally including yourself is reduced to 0 hit points. You can instantly restore them to half of their hit points, but they suffer 1 level of exhaustion which lasts until they complete a short rest.

Standard Gear

Optional Starting Equipment

Standard Starting Class Equipment

2 health potions.

A backpack with 10 rations, tent & bedroll, cooking utensils, mess kit, tinderbox, 3 torches, roper and a waterskin.


1 Uncommon Item.

Choose 1 armor and 1 accessory that your class is proficient in.

Choose 2 weapons your class is proficient in.

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