Base Class: Ranger
"I find myself once more surrounded by dirt and stone, awakening to a pale moon. Where was I this time? An orc camp, or a dragon's lair, no, it was those cultists, must've sacrificed my body or something. Well, time to find the group and keep going, those cultists have my ******* gold. My affliction is no curse, but mark my words it's no blessing!" The ranger stands up, dirt falling from him as he collects his belongings and make his way along. A husk walking among living men, a spectral emissary of naught but undeath."
Take this subclass if you enjoy stories with ghosts in them, or shadows of the past walking once more. You're soul is bound to a spectral self, a ghastly appearance of light that would scare even Diabolists. This power has a cost though, mortality for near immortality, but be careful, die too often and you find yourself not waking again, or should you fight those with similar affliction.
Spectral Reformation
You have managed to gain the ability to control your soul, a spectral form bound to the spectral plane. You have bound your body to yourself, allowing you to use it like a puppet, feeding it your powers. Upon failing your death saves, your body vanishes, then, 1d4-1 days later, it re-emerges in the nearest graveyard with an Affliction. The Affliction imposes a serious disadvantage and should you fail your death saves once more while under this effect, your spectral form perishes aswell.
Afflictions.
Your spectral form needs more time to complete the body, but the fight continues. The Affliction you have reflects the way you die and imposes disadvantages with Constitution saving throws. It lasts as long it took to resurrect. If it took 2 days to remake your form with it's impurities it will take 2 days to rectify them. If your character enters death saves while under the effect of Affliction, you have disadvantage on them too. If you fail your death saving throws while under the Affliction, you will not resurrect and stay dead.
Affliction
Afflictions.
Your spectral form needs more time to complete the body, but the fight continues. The Affliction you have reflects the way you die and imposes disadvantages with Constitution saving throws. It lasts as long it took to resurrect. If it took 2 days to remake your form with it's impurities it will take 2 days to rectify them. If your character enters death saves while under the effect of Affliction, you have disadvantage on them too. If you fail your death saving throws while under the Affliction, you will not resurrect and stay dead.
Afflictionless
While not under the effects of Affliction, your spectral form can use it's ghostly power through the puppet at maximum potential, this paired with a mind linked to the spectral plane gives the puppet a +1 to Wisdom ability score.
Expanded Spell List
You have access to an expanded spell list mostly comprised of necromancy spells.
The spells are; blight,cause fear,chill touch,contagion,ray of enfeeblement,toll the dead. You these spells and can choose to prepare them during a long rest. They share your ranger spells storage and require their respective spell slots to be casted.
Spectral Shot
As a bonus action your spectral self places a magical arrow on to your bowstring, then you can expend one use of this ability to charge it with ghostly energy. When you next make a ranged attack, the ammunition fired glows a cyan light and can affect ghosts. If the attack hits, the arrow will deal an additional 1d10 of [damage]necrotic[/damage] damage in a 20ft radius. You can use this feature a number of times equal to your Wisdom modifier+your proficiency bonus per long rest.
This additional damage increases to 1d12 at level 10, then to 2d10 at level 15.
Visions of the Damned
The spectral plane opens its eyes and you can see all that you couldn't before, your eyes glow a cyan light with a ghastly visage. You gain truesight of 20ft, this increases as you level up. This truesight is considered magical, and can see ghosts.
This increases to 50ft at level 15.
Shadow Strike
You gain a Phantom Blade, this weapon is a longsword, and does not require the proficiency to be wielded, it does still benefit from the proficiency bonus. The weapon is treated as a magical weapon, made of spectral energy. The weapon statistics scale with your Wisdom modifier. The weapon can be summoned into an empty hand with a bonus action and if dropped or disarmed will disappear back into the spectral plane, waiting to be equipped by you again. The sword can still be summoned and used independently but requires Spectral Shot for the ability Phantom Strike.
Phantom Blade. Melee Weapon Attack: (8+your wisdom modifier+your proficiency bonus) to hit, reach 5 ft., one target. Hit: (1d12 + your wisdom modifier) necrotic damage.
Phantom Strike.
Whenever you land a hit with your Spectral Shot ability, you can immediately send your spectral self forward to strike the same target or a different target in the same range with the Phantom Blade. This is done instantaneously and as soon as the arrow hits, the arrow must hit for this effect to work.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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11/29/2021 6:12:38 PM
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22
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0
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1.3
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Coming Soon
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