Base Class: Ranger
Harnessing the dark and eerie forces of the ethereal realm, the Soul Harvester is a ranger who specializes in the manipulation of souls and undead creatures. Masters of Soul Harvester Sorcery, these rangers learn to tap into otherworldly spells and forge sinister pacts with lingering spirits. As they progress in their journey, they gain the power of Ethereal Marksmanship, enhance their abilities against the undead with Soulward Hunter, and unleash deadly spectral barrages. At the pinnacle of their power, they can create an Undead Ward, using dismissed undead to shield themselves from harm.
Ethereal Hunter
At 3rd level, you can use your Wisdom modifier instead of your Strength or Dexterity modifier for both attack and damage rolls when using a weapon you're proficient with.
Soul Harvester Sorcery
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Soul Harvester Sorcery table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.
Ranger Level Spells 3rd Armor of Agathys, Chill Touch 5th Wither and Bloom 9th Animate Dead 13th Death Ward 17th Danse Macabre
Soulward Hunter
Starting at 3rd level, you gain advantage on ability checks and saving throws against undead creatures. Additionally, you acquire 30 feet of darkvision, which increases by 30 feet if your race already provides darkvision.
At 7th level, Once per long-rest you’re able to cast See Invisibility at 2nd-level without expending a spell-slot.
At 11th level, Once per long-rest you’re able to cast Speak with Dead at 3rd-level without expending a spell-slot.
Spectral Pact
Starting at 7th level, you can form a sinister pact with lingering spirits. Once per long rest, as a reaction when a creature dies at least 30 feet away from you, you can expend a spell slot. If the creature’s Challenge Rating (CR) is no more than three times the level of the expended spell slot, you can bring it back under your control for 1 minute. The creature retains its original statistics, but it becomes vulnerable to radiant damage if it wasn't already and resistant to necrotic damage if it wasn't already, unless the creature is immune to either condition, in which case it retains that immunity. Additionally, the creature is treated as an undead as well as its original creature type.
The undead creature gains temporary hit points equal to 5 times your Wisdom modifier. You can mentally command the undead creature using a bonus action on your turns if it’s within 60 feet of you. Once you issue a command, the creature will continue to carry out that command until it’s completed or until you issue a new one. If you don’t command it, the undead creature will defend itself. The pact with the creature is severed early if you become incapacitated, the distance between you and the creature exceeds 300 feet, or if either you or the creature dies. Additionally, you can dismiss the creature as a bonus action, choosing to either heal yourself or an ally you can see within 30 feet. The healing is equal to 1d4 plus your Wisdom modifier.
At 13th level, the creature remains under your control for 10 minutes, and at 17th level, it stays under your control for up to one hour. After completing a long rest, if the creature is still present, it is automatically dismissed.
Spectral Barrage
Starting at 11th level, you can use an action to dismiss undead creatures you control, up to a maximum number equal to your Wisdom modifier. When you dismiss these undead, a barrage of magical arrows erupts in a 30-foot cone originating from you. These arrows can pass through objects and walls. You can choose specific creatures within the cone to exempt from this attack.
Creatures within the cone must make a Dexterity saving throw against your spell save DC. On a failed save, they take 1d10 magical piercing damage for each dismissed undead, or half damage on a successful save.
You can use this ability a number of times equal to half your proficiency bonus (rounded down), and you regain all expended uses after completing a long rest.
Undead Ward
Your connection with the undead allows you to harness their power to protect yourself. When you are targeted by an attack, you can use your reaction to dismiss an undead creature you control. The attacker must then make a Wisdom saving throw with a DC equal to your spell-save DC.
- On a failure, the damage from the attack is negated entirely.
- On a success, the damage from the attack is halved, and the attacker gains advantage on their next attack against you.
The DC for this saving throw is reduced by the creature's Wisdom modifier plus 1 each time you use this ability.
You may use this ability a number of times equal to half your proficiency bonus and regain all uses after completing a long rest.
Previous Versions
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10/12/2023 7:13:36 PM
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Coming Soon
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