Ranger
Base Class: Ranger

Across the world there are places of rest, and frequently those are disturbed by necromantic forces. There are collection of Rangers who traverse the world to put these back to rest and ensure that certain bloodlines maintain their rest. In addition, these rangers come to combat the necromancers that disturb these gravesites. Given abilities to traverse long distances and combat the disturbed dead, the Tomb Striders are most effective against such entities.

Tomb Walk

At 3rd level, you gain the ability to traverse the network of graves. As all family trees are connected, as are their graves. As an action, you gain the ability to bring yourself and up to 10 willing creatures of your choice between known graves of the same bloodline. The graves used must share a bloodline, and must be located on the same plane. The activity of Grave Walking will have the following potential outcomes.

Familiarity Mishap Similar Area Off Target On Target
         
Grave to Grave(own family) - - - 01-100
Grave to Grave(known) 01-05 06-13 14-24 25-100
Grave to Grave (distant relation) 01-33 34-43 44-53 54-100
         
Grave to Grave(assumed bloodline) 01-43 44-53 54-73 74-100
Unknown internment 01-50 51-74 75-89 90-100

 

On Target. You and your group (or the target object) appear where you want to.

Off Target. You and your group (or the target object) appear a random distance away from the destination in a random direction. Distance off target is 1d10 × 1d10 percent of the distance that was to be traveled. For example, if you tried to travel 120 miles, landed off target, and rolled a 5 and 3 on the two d10s, then you would be off target by 15 percent, or 18 miles. The GM determines the direction off target randomly by rolling a d8 and designating 1 as north, 2 as northeast, 3 as east, and so on around the points of the compass. If you were teleporting to a coastal city and wound up 18 miles out at sea, you could be in trouble.

Similar Area. You and your group (or the target object) wind up in a different area that's visually or thematically similar to the target area. If you are heading for your home laboratory, for example, you might wind up in another wizard's laboratory or in an alchemical supply shop that has many of the same tools and implements as your laboratory. Generally, you appear in the closest similar place, but since the spell has no range limit, you could conceivably wind up anywhere on the plane.

Mishap. The spell's unpredictable magic results in a difficult journey. Each teleporting creature (or the target object) takes 3d10 force damage, and the GM rerolls on the table to see where you wind up (multiple mishaps can occur, dealing damage each time).

Corpse Whisperer

Beginning at 7th level, you gain the ability to speak with the departed. Partially different from the spell "Speak with Dead", this ability does indeed give one the chance to ask a corpse a series of questions. However, the use of this ability as an action calls the spirit of the individual in question, whether as physical corpse or at a gravesite, to appear before the user in full personality for 10 minutes. You are able to ask the spirit a number of questions equal to 4+your wisdom modifier. After the questions are asked, the spirit departs once more, and cannot be targeted again for 8+number of questions asked days.

This ability can be used a number of times per day equal to your wisdom modifier.

Call of the Grave

Beginning at 11th level, you gain resistance against necrotic damage. In addition, when you would take necrotic damage, you manipulate the resisted damage to work for you and may apply this damage to your next attack.

Echo of the Dead

Beginning at 15th level, you become more apt at combatting undead. When you are in combat with undead, you are able to double the damage of a successful hit as your blade echoes between the Material and Ethereal Planes. This ability is able to be used once per turn.

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