Base Class: Ranger
Most of the Primal Spirits are known to show kindness or protection as their primary tenants, but not for Nendawen. Nendawen did not begin as a Primal Spirit. No, she was just as mortal as any other, but the gods saw something in her raw tenacity— her dedication to the hunt. Hellbent on revenge, Nendawen overcame obstacles far greater than any mortal could normally serve, and the gods saw something in her they did not know in any other mortal.
When her hunt was done, Nendawen laid down her blade and reveled in the demons she had struck from the land before she too was swallowed by death. Though they could not let her ascend to their domain, the Gods saw Nendawen as worthy. As a gift, her spirit was bound to the Earth and the very hunt she devoted her life to. Thus she took her name, and as a Primal Spirit Nendawen continues to lead those devoted to the hunt. Ensuring that forevermore, someone will continue to push the demons back to whence they came.
The Demon Hunter's Path
Demons are a plague upon the world, and it is the duty of a hunter to eradicate any they come across. Nendawen's need for vengeance drove her devotion to destroying the demon horde. Vengeance, while not demanded, is always a cause for reward in the eyes of Nendawen. If they take your family and friends from you, you should take everything from them or fight until your final breath.
Enemy of the Dark Horde
Starting when you choose Nendawen as your patron spirit at 3rd level, the Dark Horde becomes your sworn enemy. Aberrations, fiends, and undead fear all who wield the silvery light of the moon as a weapon against them.
Demon's Bane. You have advantage on attacks against an aberration, fiend, or undead creature within 5 feet of an ally or another creature of the same type.
Blight Breaker. Once on each of your turns when you make a weapon attack against an aberration, fiend, or undead you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.
Spirit Channeling
At 3rd level, you learn a ritual to bond with your weapon. As it becomes one with you, your patron spirit can freely channel their magic through it and you. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be held by you throughout the ritual.
Once you have bonded a weapon to yourself, you can't be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
If you attempt to bond with another weapon, you must break the bond with the first.
You gain the corresponding ability based on the type of weapon (Melee or Ranged) bonded with you.
Chanter's Blade
You have advantage on melee spell attacks using your bonded weapon.
On a successful melee attack, add damage to your roll equal to your WIS modifier.
Spirit's Reach
When chanting a spell, you may choose instead to make a ranged weapon attack and use the ammunition fired from your weapon as the spell's origin.
- If the target is an area or not hostile towards you or an ally, the DC of your ranged weapon attack is 10. Otherwise, make your attack roll against the target's AC.
- If the attack is a success, normal spell rules apply.
Spirit Chant
The Augurs spent centuries studying Warlocks, Wizards, and Artificers to devise their own method of spellcasting to best utilize their connection to the Primal Spirits. This use of the spirits' magic is done through Enchanted Sigils which allow you to cast, at will, even spells that would normally be outside of a Ranger's knowledge.
Beginning at 3rd level, When imbuing your bound weapon with a sigil, you prepare a spell you have learned and set it into the sigil. As an action, you can speak your chant, releasing the spell stored in the sigil and casting it.
Sigils. You can imbue your weapon with up to 4 sigils between long rest. Imbuing your bound weapon with a Sigil takes 1 minute. It takes a number of Sigils equal to the spell's level to enchant your bonded weapon. Spells are cast at the level they are stored.
This means if you expend one sigil to store absorb elements at level 1, then it is cast at level 1 when you chant that spell. Storing the spell at level 2 requires you to expend 2 sigils at the time of imbuing, and it is cast at level 2 when you chant. The same applies to all spells that can be cast at a higher level.
Chanting. As long as you have one hand on your bound weapon, you may activate a prepared sigil by chanting. Your chant is decided by your Patron Spirit. Spells cast by chanting that do not require a verbal component now do. Your bonded weapon is considered an arcane focus while chanting.
The number of Enchanted Sigils you can create between long rests increases at 7th, 11th, and 15th level.
Primal Enchanting
Beginning at 7th level, Nendawen looks favorably upon her chosen who continue to hold back the dark blights. With the strength you've shown, her light is given to propel you forward, and clash against the devils when they come.
Improved Channeling. Your maximum sigil limit increases to 7.
Primal Rite. As an action, you can expend 2 sigils to perform the Primal Rite, Silver Light, on your Bonded Weapon or wherever you carry your ammunition for that weapon. For instance, a ranger that uses archery can enchant their quiver instead of their bow.
Silver Light. While your equipment is enchanted this way, attacks you make deal an additional 1d6 radiant damage as long as you attack with your Bonded Weapon. The damage die is changed to 1d12 when you reach ranger level 15.
The Primal Rite lasts for 1 hour and cannot be dispelled by any means other than remove curse or a wish spell.
Lead the Hunt
Beginning at 11th level, you become a leader of the Hunt. A leader amongst the Hunt deserves the power one their status commands. The dark blight fears you. You shall continue to bring it the one thing it fears most— light. You must only decide what kind of huntmaster you shall become.
Adept Channeler. Your maximum sigils increases to 12.
Demon's Bane. You are immune to being charmed or frightened by aberrations, fiends, and undead.
You gain the effect of one of the following:
Silvery Eyes
You have chosen to wield Nendawen's light for vigilance. No one on the battlefield is safe within your sight.
- Aberration, fiend, and undead creatures you can see within your weapon's reach can provoke opportunity attacks from you. If they are within 5 feet of you, all creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.
- When any creature you can see within your weapon's reach makes an attack against a target other than you (and that target doesn't have this feat or the [feat]sentinel[/feat] feat), you can use your reaction to make a weapon attack against the attacking creature.
Wild Silver
You have chosen to use Nendawen's light to strike fear in the hearts of the Dark Horde.
You can use your action to make a weapon attack against any number of creatures within 10 feet of a point you can see within your weapon’s range, and you make a separate attack roll for each target. If the attack is ranged, you must have ammunition for each target, as normal.
If the target is an aberration, fiend, or undead they must succeed on a Wisdom saving throw against your spell save DC or be frightened of you until the next turn.
Champion of Sehanine
Beginning at 15th level, beyond the light of Nendawen, Sehanine herself has seen your devotion to the hunt. Nendawen may have shown you some of the strength that can be granted by the light of the moon, but Sehanine has deemed you worthy of bending her power to your will.
You gain 120 feet of darkvision.
You are immune to the [Tooltip Not Found] condition.
Blight's End. All allies you can see have advantage on attacks against an aberration, fiend, or undead creature within 5 feet of another ally or another creature of the same type.
On a successful weapon attack, you or an ally benefiting from the effect of Blight's End adds an additional 2d4 radiant damage to their damage roll.
Peak Through. When you are in an area of dim light or darkness, you can use your bonus action to become invisible. You remain invisible until you make an attack, cast a spell, or are in an area of bright light.
Previous Versions
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