Ranger
Base Class: Ranger

Whether it regards peace talks between nations, military orders, or the thoughtful codes of the criminal underworld, communication is essential, and discretion doubly so. Rangers of the Conclave of Secrets act as both dutiful messengers, protecting and transporting vital information, and cunning spies in their own right, earning honor and infamy in equal measure.

Sensory Strikes

At 3rd level, your attacks leverage your enemies' senses against them. Once on your turn, when you hit with a weapon attack, you can deal an additional 1d4 damage. You choose whether this is lightning or thunder damage, but enemies who are deafened cannot take thunder damage, and enemies who are blinded cannot take lightning damage.

Secretive Magic

At 3rd level, you learn the message cantrip, which you can cast as a bonus action. You also learn the following spells at the ranger levels listed. These count as ranger spells for you, but they do not count against the number of ranger spells you know.

RANGER LEVEL SPELLS
3rd faerie fire, message
5th silence
9th sending
13th greater invisibility
17th modify memory

Encypher

Also at 3rd level, you learn magical techniques for discretely convey information to your allies. As an action, you can encode a message on an object's surface, with a recipient in mind. The next time the recipient sees the surface which the message was encoded on, their eyes are involuntarily drawn to read it. This effect on the object wears off once the message is received or defaced. A message not received will wear off of an object after 1 week.

The object must have a surface large enough to contain the message in written form. A creature other than the recipient can spot the presence of an encoded message with a successful Intelligence (Investigation) check made against your spell save DC, but they cannot tell what the message is.

Hush

At 7th level, you can project your penchant for silence onto others with a simple hush.

As an action, you hush a creature within 60 feet of you who you can see. No sound can be made within 5 feet of this creature against their will, and they must make a Charisma saving throw each time they attempt to make a sound, such the verbal component of a spell. On a successful save, this effect ends on the creature. On a failed save, the creature fails to produce any sound, and cannot attempt to do so again until the start of their next turn. You can hear whatever sound the creature attempts to make. In addition, the creature is resistant to thunder damage.

These effects last for as long as you hold concentration, as though you were concentrating on a spell, for up to 10 minutes. You can use this feature once before finishing a long rest, unless you expend a spell slot of second level or higher to use it again.

See No Evil

At 11th level, you learn to disorient and confound anyone who sees or hears what they shouldn't. When you deal thunder or lightning damage to a creature, you can deal 1d6 additional psychic damage to them. When you do so, they must make an Intelligence saving throw. On a failed save, they are blinded and deafened until the start of their next turn. A creature blinded or deafened in this way also forgets everything they saw or heard in the last 6 seconds, including the fact that you hurt them (though they can infer that you hurt them if they are already hostile). A creature with legendary actions automatically succeeds this saving throw.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. If you deal thunder or lightning damage to multiple creatures at once, you can use this ability on any or all of those creatures, expending one use of this ability for each one.

Ceaseless Watch

At 15th level, your abilities to perceive and avoid perception are unmatched. You cannot be blinded or deafened, and you can cast ranger spells without verbal components.

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