Base Class: Ranger
Many Vespertine rangers claim a special connection to the monstrous, otherworldly, undead, or otherwise supernatural creatures. Perhaps you had a brush with death, spent some time among the oozes, or saw a loved one corrupted by an evil necromancer. Either way, Vespertine rangers employ tactics none other would consider to track, control, placate, and dispatch troublesome supernatural creatures.
Vespertine Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Vespertine Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.
Vespertine Spells
| Ranger Level | Spell |
|---|---|
| 3rd | bless |
| 7th | See Invisibility |
| 11th | magic circle |
| 15th | banishment |
| 19th | planar binding |
Understanding the Enemy
You can communicate with any monstrosity, regardless of whether or not you share a language. For some monstrosities, this may mean communicating through sign language, tactile languages, or mime and gestures. You can even use telepathy to communicate with creatures whose only form of communication is such.
Unnatural Shackles
Your connection with the spirit world allows you to call forth spectral chains. As an action, you can attempt to bind a creature you can see. The target creature must succeed on a Dexterity saving throw against your spell save DC, or take 2d6 radiant damage and be restrained by the chains until the effect ends. A restrained creature can use its action to repeat the saving throw, freeing itself on a success.
If a creature is bound for 3 rounds or longer, they automatically fail Dexterity or Strength checks and saving throws, and are bound until the chains are dismissed, or until they disappear after 1 minute.
A creature affected by this ability cannot be bound again for another 24 hours.
Supernatural Symbol
You learn to create symbols of protection and strength. By inscribing a symbol onto your armor or person, you gain one of the following permanent effects of your choice:
- You make Charisma checks at advantage.
- When you are subjected to an effect that allows you to make a Constitution saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
- You gain resistance to two types of damage of your choice.
Damage Resistances
You gain resistance to two types of damage of your choice.
Persuasive
You make Charisma checks at advantage.
Strong Constitution
When you are subjected to an effect that allows you to make a Constitution saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Secondary Symbol
You may choose a second Supernatural Symbol effect.
- When you fail a saving throw, you can reroll it. You must use this new roll. You can use this ability twice, regaining all expended uses when you finish a short or long rest.
- When you deal damage with an attack, you can choose to double the damage. You can use this ability twice, regaining all expended uses when you finish a short or long rest.
- You are no longer vulnerable to any damage type, and cannot be made vulnerable to any damage type.
Better Saves
When you fail a saving throw, you can reroll it. You must use this new roll. You can use this ability twice, regaining all expended uses when you finish a short or long rest.
Damage Dealer
When you deal damage with an attack, you can choose to double the damage. You can use this ability twice, regaining all expended uses when you finish a short or long rest.
No Vulnerabilities
You are no longer vulnerable to any damage type, and cannot be made vulnerable to any damage type.
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