Ranger
Base Class: Ranger

Almost if not all Shadar-Kai are born into servitude of the Raven Queen. Many have the freedom to grow as they wish, but the most loyal among them feel the need to walk a different path; much like a paladin or cleric. If the Raven Queen wants someone killed without doing it herself, if she wants someone threatened, or if she wants something retrieved, she sends one of them.

The Queen's Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Militant of the Queen Spells 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 Bless
5th Pass Without Trace
9th Conjure Animals
13th Guardian of Faith
17th Enervation

Tactical Support

At 3rd level, you've become experienced at fighting in a small group. You can offer them support from a distance through verbal commands, being unable to speak or the recipients being unable to hear will cause this ability to have no effect.

You may designate a number of creatures equal to your Wisdom modifier to be part of your Militia during a short or long rest, they gain access to your Militia Dice, a pool of d6 equal to 3 × Proficiency Bonus that replenishes after a short or long rest. Militia Dice can be used after receiving the following commands, which are issued by you as a Bonus Action and last for one turn :

Positions : Every member may immediately use their reaction to move the rolled number of a Militia Die × 5 feet.

Fall Back : Every member may immediately spend a reaction to move half their movement speed away from an enemy. While they use this movement, they gain a bonus to their AC equal to the rolled amount + your Wisdom modifier.

Engage : Upon making a melee attack, a member of your militia may spend a Militia Die to prevent the target from taking the Disengage action until the end of their next turn and reduce their movement speed by the rolled number × 5 feet.

Stand Strong : Members of your militia may roll a Militia Die to gain twice the rolled number + your Wisdom modifier in Temporary Hit Points.

Blitz : Members of your militia gain levels of the Blitz condition equal to the amount rolled on a Militia Die. For each level of Blitz, you can add a d4 to damage rolls, but missing an attack removes the condition.

Volley : Members of your militia may spend a reaction to make a ranged attack and add the number rolled on a Militia Die to a ranged attack roll and to the damage done by that attack.

Push : Members of your militia may shove a creature within 5 feet of them on their turn as part of their action and add the rolled number of the Militia Die to their Athletics check.

Raven's Perception

Starting at 3rd level, you gain the keen eyes and senses akin to that of a raven. You gain the following benefits :

  • When you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
  • When you forage, you find twice as much food as you normally would.
  • While tracking other creatures, you also learn their numbers and how long ago they passed by.

 Additionally, you gain a +3 to your passive perception and proficiency in the Perception skill.

Skillful Sergeant

At 7th level, you've become a skilled commander and are able to issue several commands at once.

As part of the same bonus action you use to issue a command, you may issue a different command to a number of different allies equal to your Wisdom modifier to a minimum of 1.

Additionally, you can take the benefits from your commands.

Shadowspawn Slave

At 11th level, the Raven Queen has blessed you with the servitude of a shadowy spirit; you know the spell Summon Shadowspawn. It doesn't count against the number of ranger spells you know, and you can cast it without a material component. You can also cast it once without using a spell slot, and you regain the ability to do so when you finish a long rest.

Whenever you start casting the spell, you can modify it so that it doesn't require concentration. If you do so, the spell's duration becomes 1 minute for that casting.

Veteran Commander

At 15th level, once per long rest you may choose one of the following benefits to gain until you take another long rest :

Commander’s Defense : Whenever you issue a command to your allies, you may add the rolled number to your AC until the beginning of your next turn.

Hand Signals : You may issue silent commands without the use of speech via hand signals to your allies out to a distance of 200ft. Other creatures who can see you cannot understand the message.

Combat Medic : When you use a healer's kit to stabilize a creature at 0 hit points, they also heal for 1d6 + your Medicine modifier. Additionally, using the healer's kit while in combat does not consume a use.

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