Base Class: Ranger
"What does it mean to be a hunter? It's all about where you belong... Hunters belong in the wilds. Out there, you wanna live? You better have a quick shot, or a sharp blade. A lot of us are loners. But that's not the only path. Some of us know the difference a Fireteam makes. Some of us... we touch the void. Make it a part of us. And then we take a name... Nightstalker. Hunt from the shadows, pin them down, never let them see you coming."
-- Cayde-6, Hunter Vanguard
The Void is not darkness. It is the bridge between our reality and the realm where darkness lurks. A Nightstalker is not just someone who controls the power of the Void. To be a Nightstalker, you must not fear the Void. You must understand it. Enter into its depths and emerge having learned to harness it. If you are too weak it will consume you and taint your Light. If you succeed, you will channel it in the form of the Dusk Bow.
Nightstalker Features
| RANGER LEVEL | FEATURE |
|---|---|
| 3rd | Void Energy, Grenade, Shadow Shot |
| 7th | Keen Sense |
| 11th | Vanish in Smoke |
| 15th | Shade Step, Way of the Fearless |
Void Energy
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Nightstalker Abilities table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.
Nightstalker Abilities
| RANGER LEVEL | SPELL |
|---|---|
| 3rd | hunter's mark |
| 5th | invisibility |
| 9th | fog cloud |
| 13th | pass without trace |
| 17th | greater invisibility |
Grenade
At 3rd level, your Void energy can form lethal explosives to harm anything within its touch, including you and your allies. Choose between one of the following grenades: Spike, Voidwall, or Vortex. Grenades can be thrown 50/100 ft. To successfully throw the grenade where desired, roll 1d20 with a DC of 8. A failure can lead to a variety of effects, such as missing the targeted location or exploding in your hand, at the DM's discretion. Every short rest you regain 1 grenade. Every long rest, you regain all grenades and can also choose to swap your grenade type until the next long rest. At levels 7 and 15, your maximum number of grenades increases by 1. At levels 7, 11, and 15, your grenade damage dice increase by 1.
Spike Grenade. Attaches to a surface and emits a torrent of damaging light perpendicular to the surface it lands on. For 3 turns, all enemies suffer 2d8 necrotic damage in a 15 ft. cone for every turn in contact with it.
Voidwall Grenade. Summon a line of pure void energy to impede your enemies. Detonates on impact with the floor, expands 15 ft. in both directions perpendicular to that in which it was thrown, and harms targets in a 30 ft. line for 1d6 necrotic damage every turn they contact it. Enemies who contact the wall are entangled and must succeed on a Dexterity saving throw to escape (DC equal to 8 + your Wisdom modifier + your proficiency bonus). This grenade lasts for 3 turns.
Vortex Grenade. Drain the life of anything within. Deals 3d6 necrotic damage in a 10 ft. radius sphere for 2 turns.
Spike Grenade
Attaches to a surface and emits a torrent of damaging light perpendicular to the surface it lands on. For 3 turns, all enemies suffer 2d8 necrotic damage in a 15 ft. cone for every turn in contact with it.
Voidwall Grenade
Summon a line of pure void energy to impede your enemies. Detonates on impact with the floor, expands 15 ft. in both directions perpendicular to that in which it was thrown, and harms targets in a 30 ft. line for 1d6 necrotic damage every turn they contact it. Enemies who contact the wall are entangled and must succeed on a Dexterity saving throw to escape (DC equal to 8 + your Wisdom modifier + your proficiency bonus). This grenade lasts for 3 turns.
Vortex Grenade
Drain the life of anything within. Deals 3d6 necrotic damage in a 10 ft. radius sphere for 2 turns.
Shadow Shot
Once 3rd level, you pull an arrow of pure energy from the Void to unleash on your enemies. A successful hit deals 2d10 necrotic damage to the target hit directly with the arrow. The arrow also tethers the target along with the 2 closest enemies within a 25 ft. radius, this effect persists even with a missed shot. Tethered targets' movement speed is reduced to 5 ft. for 3 turns, or until they escape its range. You can use this ability once per long rest.
Quiver. At levels 7, 11, and 15, the number of uses increases by 1, and the number of damage dice increases by 2.
Black Hole. At level 9, the maximum number of tethered enemies increases to 5 per Shadow Shot, including the original target.
Keen Sense
Starting at 7th level, your connection to the void enables you to watch your reality more vigilantly. You gain an increase in perception by 1 (increases by 1 at levels 11 and 15). Additionally, you gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet.
You are also adept at evading creatures that rely on darkvision. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.
Vanish in Smoke
At 11th level, you gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet.
You are also adept at evading creatures that rely on darkvision. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.
Select If Gaining Darkvision
Select this option if your character does not have darkvision already.
Select If Upgrading Darkvision
Select this option if your character already has darkvision.
Shade Step
Starting at 15th level, you can use the Void to alter your location in reality. Once per turn, you can move 10 ft. in any direction as a reaction. You disengage before dodging.
Way of the Fearless
You now have mastery over your control of the void energy around you. You can choose between one of the 2 following upgrades: Blood Bound, Light of the Pack.
Blood Bound
All attacks on tethered enemies have advantage.
Light of the Pack
Your Shadow Shot generates 1d4 Orbs of Light that give 2d6 + your Wisdom modifier health to any ally that consumes them. A singular character can consume multiple Orbs, but they have no effect on yourself. Additionally, the Orbs of Light spawn at your feet and are consumed upon contact. They cannot be collected for later consumption.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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6/24/2022 12:38:55 AM
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228
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74
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1B
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6/24/2022 12:41:57 AM
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15
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0
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2
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9/11/2023 4:32:47 AM
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40
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17
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2B
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Coming Soon
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