Ranger
Base Class: Ranger

 PLEASE NOTE: This subclass grants subclass features at levels that are not normally granted by the standard Ranger Class. This was done with the aim of filling in gaps at the levels where nothing is offered to the standard Ranger Class. If you are using this subclass, please be aware of the level at which certain features are supposed to take effect. In order to have this subclass available for publishing, some class features had to be granted early in order to meet the DnD Beyond subclass regulations, however each subclass feature has a specified level for when that feature becomes available to the player for use. Also please be aware, this subclass has NOT been play tested. Please speak with your GM before using this subclass and ensure that your GM gives you permission to use this subclass and is aware of its effects and features. 

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You have been banished from death. Cast adrift between the worlds of light and dark, you have been bound within the walls of Arda. Some call this a curse, others, a blessing. Those who have become Ethereal Wraiths have somehow been infused with the unique qualities of the Ethereal Plane. This transformation lies within the Wraith's Life Force, granting the Wraith abilities and powers only available to them. Many have sought to become one of these Wraiths, but so far, only those who have never sought it, have found themselves cast adrift. 

 

3rd Level Class Features

 

Ethereal Armament

Starting at 3rd level, the mystical energy of the Ethereal Plane has bonded with your Life Force.

As a Bonus Action, you may summon forth the threads of the Ethereal Plane bound within to create one of the following weapons in your hand. The weapon you mold is considered magical for the purpose of overcoming resistances and immunities to non-magical damage and persists for as long as you desire. You are proficient with each weapon you summon while you wield it and gain the benefits of the weapon you summon. Once you have created a weapon in your hand, you may freely will the ethereal weapon to mold itself into a different weapon of your choice. 

If you ever dismiss the weapon you crafted or are knocked unconscious, the weapon dissolves back into the ethereal energy it was made from, dissipating back into your Life Force. 

  • Urfael: You can shape the Ethereal Energy within you to form the longsword Urfael in one of your empty hands. This sword is a Finesse Weapon for you and if you are wielding this weapon in one hand and no other weapons, you gain a +2 bonus to Damage Rolls. In addition, this sword has a +1 Bonus to Attack and Damage Rolls.
  • Acharn: You can shape the Ethereal Energy within you to form the dagger Acharn in one of your empty hands. When you have Acharn equipped you have Advantage on Attack Rolls made during your first turn in Combat. Any hit you score against a Creature on your first turn of Combat is considered a Critical Hit. This weapon deals 1d6 Piercing Damage. In addition, once per turn, you may deal an extra 5d6 Piercing Damage to a Creature you hit with an Attack if you have Advantage on the Attack Roll. This dagger has a +1 Bonus to Attack and Damage Rolls. 
  • Azkar: You can shape the Ethereal Energy within you to form the longbow Azkar in your empty hands. You do not suffer Disadvantage against targets that are at Long Range or Prone. In addition, this weapon produces its own ammunition, taking the form of a light blue translucent ethereal arrow, dealing Force Damage instead of Piercing Damage and has a +1 Bonus to Attack and Damage Rolls. 
  • Gildor: You can shape the Ethereal Energy within you to form the glaive Gildor in your empty hands, granting you access to the Sweep Attack Weapon Art found in the Altered Force Class Feature. In addition, this weapon's damage type is Fire Damage instead of Slashing Damage and has a +1 Bonus to Attack and Damage Rolls. 

 

Altered Force

Starting at 3rd level, you have learned through your bond to the Ethereal Plane to reach out and connect to a Creature's Life Force with your own. You can do so in the following ways, granting you the following abilities.  

  • Wraith Stun: As an Action you may make an Unarmed Strike against a Target within 5ft of you. If you hit, the Creature takes 1d4 Force Damage and force the Target to make an Intelligence Saving Throw. If the Target fails the saving throw the Creature becomes Stunned. If you successfully Stun a Target with this attack, you may use Flurry.
  • Flurry (Wraith Stun Follow-Up Only): If you successfully Stun a Target with Wraith Stun, you may make 6 Melee Weapon Attacks against that Target as a Bonus Action ending the Stun effect on the Target.
  • Sweep Attack (Glaive Only): As an Action you can swing Gildor in a wide sweeping motion forcing up all Targets within a 10ft Cone in front you to make a Strength Saving Throw or be knocked Prone. In addition, you may use a Bonus Action to repeat this ability, dealing 3d6 Fire Damage to all Targets that were knocked Prone. 

  • Throwing Daggers: When you take the Attack Action you can use any number of your available attacks to throw an Ethereal Dagger at a Target within 30ft of you dealing 1d6 Force Damage instead of Piercing Damage. At 11th level, whenever you throw a Dagger using an Attack, you can throw 2 additional Daggers at 2 other Targets within the same Attack. Make a separate Attack Roll for each Dagger you throw. 

  • Shoulder Charge: If you move 5ft or more in a Straight Line, you can force a Target that is Medium Sized or Smaller within 5ft of the space you end at to make a Strength Saving Throw or be knocked Prone. 
  • Last Chance: Once per Combat Encounter, whenever a hit you take would drop you to 0 HP, you may make a premature Death Saving Throw. On a Success you drop to 1 HP. On a Failure, you are knocked Unconscious with 1 Failed Death Saving Throw. 
  • Ethereal Swiftness: You can use the Hide, Dash and Dodge Actions as a Bonus Action instead of an Action. In addition, if your movement would cause you to pass over an object that is 3ft in height or smaller, such as a barrel, a wooden log or a tree stump, you may use a Bonus Action to make a DC 13 Dexterity (Acrobatics) Check to Vault over that object. Alternatively, if your movement would cause you to descend a distance of 5ft or more, you may also use a Bonus Action to make a DC 13 Dexterity (Acrobatics) Check. If you successfully pass the Dexterity (Acrobatics) Check your Movement (Walking) Speed is doubled. If you use the Dash Action after your Movement (Walking) Speed has already been doubled due to a successful Dexterity (Acrobatics) Check, it is doubled again. 

Example: With a Movement (Walking) Speed of 30ft, a successful Vault Check allows you to move 60ft. Using the Dash Action after a successful Vault allows you to move an additional 60ft for a total Movement (Walking) Speed of 120ft. 

  • Bright Interrogation: As an Action you can attempt to subjugate a Target by overpowering its Life Force with your own. You may force a Target within 5ft of you to make an Intelligence Saving Throw or be subdued and grappled by you. If you successfully subdue the Target, you grapple the Target and both you and the Target are considered incapacitated until you decide to release the Target from your grasp. The Target must answer every question you ask it truthfully to the best of its ability. You and the Target understand each other perfectly even if you don’t share a language. When you release the Target from your hold you may choose whether or not to deal 2d6 Psychic Damage. 

 

Hit Streak (Optional)

Starting at 3rd level, you have learned to utilize the momentum of your strikes to channel your Life Force in various exotic ways. Whenever you hit a Target with one of your Ethereal Armaments you gain 1 Charge. If you roll a Critical Hit you gain 2 Charges instead of 1. Whenever you are hit by anything that deals damage to you, you lose all Charges you have acquired resetting your Charges to 0. Whenever you have acquired 5 or more Charges, you may expend 5 Charges to perform one of the following abilities as a Free Action. All Charges you acquired during Combat remain active for 1 Minute after Combat has ended and then dissipate, resetting your Charge count to 0. 

Whenever you expend 5 Charges to perform an ability, if you have one of your Ethereal Armaments equipped that is not used for that ability, your weapon automatically transforms into the ability’s specified weapon becoming your newly equipped weapon until you switch to another weapon. If you do not have one of your Ethereal Armaments equipped, you may only use abilities that match the type of weapon you have equipped.

Example: If you are wielding the Glaive Gildor and expend 5 Charges to perform the Execution Ability, the Glaive is changed into the Longsword Urfael becoming your newly equipped weapon until it is reverted back to Gildor or changed to another weapon. 

  • Execution: Whenever you expend 5 Charges, as a Free Action you may immediately deal 30 Slashing Damage to a Target within 5ft of you with Urfael. 
  • Wraith Flash: Whenever you expend 5 Charges, as a Free Action you may force all Targets within 15ft of you to make a Strength Saving Throw and take 2d6 Force Damage and be knocked Prone, or takes half of the damage dealt and is not knocked Prone on a Successful Save. You must have at least one empty hand to use this ability. 
  • Wraith Burn: Whenever you expend 5 Charges, as a Free Action you may immediately deal 50 Fire Damage to all Targets that are Prone within 15ft of you. 
  • Combat Drain: Whenever you expend 5 Charges, as a Free Action you may immediately deal 3d8 Force Damage to a Target within 5ft of you and regain HP equal to the amount of damage dealt. You must have at least one empty hand to use this ability. 
  • Flame of Vengeance: Whenever you expend 5 Charges, as a Free Action you may ignite Gildor with ethereal blue flames and deal an extra 3d4 Fire Damage whenever you score a hit with Gildor for the next 3 Rounds. 
  • Fire Arrow: Whenever you expend 5 Charges, as a Free Action you may ignite your first arrow with ethereal blue flames and deal an extra 3d4 Fire Damage if you hit. If you hit, the Target is set on fire causing that Target to take 2d6 Fire Damage at the start of each of its turns until it uses an Action to extinguish the flames, ending its effect. Alternatively, if you shoot a source of fire, such as a campfire that is 5ft or bigger, or an object that would explode, you force all Targets within 25ft of that source of fire to make a Dexterity Saving Throw and take 10d6 Fire Damage or half as much on a Successful Save. 

 

 

7th and 9th Level Class Features

 

Cast Adrift

Starting at 7th level, your connection to the Ethereal Plane has altered your agility and mobility allowing you to step between the planes striking a distant target or bypassing an attack. 

  • Shadow Dodge: When you are hit by an attack, you can use your Reaction to roll a Wisdom Saving Throw with the incoming attack roll as the DC. On a success, you teleport behind the Target causing the attack to miss. In addition, whenever you have to make a Dexterity Saving Throw against an effect, you step into the Ethereal Plane causing you to take half damage on a failed save and no damage on a successful save, reappearing in the space you disappeared from after making the saving throw. 
  • Shadow Counter: When you are hit by an attack, you can use your Reaction to attempt to parry the attack. Roll a Melee Weapon Attack and if your attack roll is higher than the incoming attack roll that was made against you, you successfully parry the attack reducing the incoming damage to 0. If your attack roll is lower than the incoming attack roll, you take half damage. At 10th level whenever you use your Reaction against an incoming attack in this way, you can use this ability again within the same round to attempt to parry another attack made against you. You cannot parry Critical Hits.
  • Shadow Strike: As an Action, you can teleport to an unoccupied space within 5ft of a creature you can see within 60ft of you and make an Unarmed Strike with Advantage against that Creature forcing it to make a Constitution Saving Throw or be Stunned and Knocked Prone. You cannot use Flurry if you Stun a Creature in this way. You can use this ability a number of times equal to your Proficiency Bonus. You regain half of your expended uses (rounded up) after you finish a Short Rest and all your expended uses after you finish a Long Rest. 

  • Shadow Dagger: Whenever a Target is grappled by you, you may use your Bonus Action to switch your Ethereal Armament to the Dagger Acharn and make 3 Melee Weapon Attacks with Advantage against that Target. 
  • Shadow Step: You can cast Blink a number of times equal to half of your Proficiency Bonus (rounded up). You regain all expended uses after you finish a Long Rest. 
  • Shadow Stride: You can cast Etherealness a number of times equal to half of your Proficiency Bonus (rounded up). You regain all expended uses after you finish a Long Rest. 

 

Ethereal Fluidity (Optional)

Starting at 7th level, you've learned how to flow alongside the strikes of your enemies and maintain your combat momentum. Whenever you take a hit that would cause you to lose all your Hit Streak Charges, you instead only lose 1 Charge per hit taken. If the hit you take is a Critical Hit, you lose 2 Charges instead of 1.

 

Bright Brand

Starting at 9th level, you have learned to reach out and attempt to dominate another Creature. As an Action, you may force a Target within 30ft of you to make an Intelligence Saving Throw or be Branded by you. If you successfully dominate the Target, you move to an unoccupied space within 5ft of the Target and grapple the Target. Both you and the Target are considered incapacitated until you decide to release the Target from your grasp. When a Creature is Branded by you, a bright blue handprint appears on the Branded Creature's face and its eyes glow bright blue that only you can see naturally. Any Creature that has True Sight can also see the Brand. The Branded Creature is considered Charmed and Dominated by you, becoming your ally and obeying all your commands to the best of its ability until the given command is completed or the Creature is killed. If a task or goal is completed the Creature will return to its normal living state until another command is issued by you. A Creature loses the Brand if it is killed, or a Dispel Magic or Remove Curse spell is used on it. 

Alternatively, if the Target you’re attempting to Brand succeeds the Intelligence Saving Throw, you may use a Bonus Action to attempt to banish the Target instead. The Target must make a Charisma Saving Throw or be banished, returning to its home plane. If the Target is native to the plane of existence you're on, you instead banish the Target to a harmless demiplane for 1 Minute, after which the Target reappears in the space it was banished from. While the Target is within the demiplane it is considered incapacitated. 

 

Superior Technique 

Starting at 9th level, your bond has deepened improving your Ethereal Armaments. All your Ethereal Armaments now have a +2 Bonus to Attack and Damage Rolls.

 

 

11th and 13th Level Class Features

 

Momentous Finisher

Starting at 11th level, you have learned to use the building momentum of the Ethereal Energy within to coalesce into a quick takedown even while in the midst of battle. Gain access to the following finishers.  

  • Flurry Finisher: If you drop a Target to 15 HP or less after a Flurry, you may immediately drop them to 0 HP instead. When you kill a Target in this way the Target's head explodes forcing all Hostile Creatures within 10ft of you to make a Wisdom Saving Throw or become Frightened of you, taking the Dash Action to move away from you for each turn they remain Frightened. Any Creature Frightened in this way may make the Wisdom Saving Throw again at the end of each of its turns, ending the Frightened effect upon a Successful Save. If any of the Creatures' Intelligence Score is 7 or less, it makes all its Wisdom Saving Throws at Disadvantage. In addition, if a Creature rolls a Critical Failure, it becomes Frightened of you for the next 3 days. 
  • Brand Finisher: If you drop a Target to 15 HP or less after a Flurry, you may force the Target to make an Intelligence Saving Throw or become Branded by you. When the Target is Branded by you in this way, the Target falls under the effects of the Bright Brand Feature. In addition, the Target immediately regains 50 HP up to their Maximum HP and a +1 Bonus to their next Attack and Damage Roll. 
  • Ground Finisher: Whenever you knock a Target Prone you may use a Bonus Action to switch your weapon to Acharn and immediately make 2 Melee Weapon Attacks against the Prone Creature. Any hit you score is considered a Critical Hit and you deal an extra 3d6 Piercing Damage. 

  • Brutal Finisher: If you drop a Surprised Target to 15 HP or less you may use your Bonus Action to brutalize the Target dropping it to 0 HP instead. In addition, any Creature that would be hostile to you that is within 10ft of you when you brutalize your Target must make a Wisdom Saving Throw or be Frightened of you and take the Dash Action on their turn to move away from you. Any Creature Frightened in this way may make the Wisdom Saving Throw again at the end of each of its turns, ending the Frightened effect upon a Successful Save. If any if the Creatures' Intelligence Score is 7 or less, it makes all its Wisdom Saving Throws at Disadvantage. In addition, if any Creature rolls a Critical Failure, it becomes Frightened of you for the next 3 days. 
  • Shaming Finisher: If you drop a Target to 15 HP or less after a Flurry, you may Shame the Target. When you Shame a Target you cause the Target to become Stunned until the end of their next turn, Frightened of you for the next 7 days, it’s Maximum HP is permanently decreased by 15, both its Intelligence and Charisma Scores are permanently decreased by 3, and the Target is openly mocked by its allies for the next 15 days. The Target does not need the ability to communicate to suffer the effects of a Shaming.

 

Opportunist

Starting at 13th level, your Life Force has been saturated in Ethereal Energy improving your skills. Gain access to the following ability upgrades. 

  • Lethal Shadow Strike: Whenever you use your Shadow Strike ability, you may choose to make a Melee Weapon Attack with Advantage and a +3 bonus to the Attack Roll, instead of making an Unarmed Strike. If you hit, you immediately deal 30 Slashing Damage to the Target. 
  • Last Chance Counter Strike: You may now use your Last Chance ability as a Reaction whenever you would be dropped to 0 HP. In addition, if you succeed the Saving Throw you may make a Melee Weapon Attack. You score a Critical Hit if you roll a 19 or 20.
  • Wraith Blast: Whenever you use Wraith Stun, you may now force up to 3 Targets within 5ft of you make an Intelligence Saving Throw instead of just 1. Each Target that fails the Intelligence Saving Throw is Stunned. If you successfully Stun more than 1 of the 3 Targets you can only use the Flurry ability against 1 of the Stunned Targets. 

 

 

15th, 17th and 20th Level Class Features

 

Shadow Master

Starting at 15th level, your connection to the Ethereal Plane has deepened allowing you to wrap yourself in it. You gain access to the following ability. 

  • Incorporeal Mastery: You may now cast Blink and Etherealness a number of times equal to your Proficiency Bonus. You regain half of your expended uses (rounded up) after you finish a Short Rest and all your expended uses after you finish a Long Rest. 

In addition, the momentum of the Ethereal Energy within you has grown allowing you to utilize it for longer periods of time. You learn the following Legendary Actions. Once per Combat Encounter, you may choose one of the following Legendary Actions to take at the end of any Creature's turn. You gain 1 additional use of this feature at 18th level, allowing you to use this feature twice per Combat Encounter. You gain 1 additional use of this feature at 20th level, allowing you to use this feature 3 times per Combat Encounter. 

  • Storm of Urfael: When you take this Legendary Action, your Ethereal Armament shifts to Urfael. As a Legendary Action, you may immediately deal 30 Slashing Damage to every Target you can see within 10ft of you. 

Alternatively, if you are using the Hit Streak Optional Feature and have acquired 5 Charges from the Hit Streak Optional Feature, you may expend those Charges to use the Execution Skill as your Action and Bonus Action for your next 7 Consecutive Turns. 

  • Shadow of Acharn: When you take this Legendary Action, your Ethereal Armament shifts to Acharn. As a Legendary Action, you may use the Lethal Shadow Strike ability 7 times, whether it be against 7 different Targets or the same Target 7 times. All hits you score are considered Critical Hits regardless if the Target is Surprised or not.

Alternatively, if you are using the Hit Streak Optional Feature and have acquired 5 Charges from the Hit Streak Optional Feature, you may expend those Charges to use the Lethal Shadow Strike ability 10 times this turn, whether it be against 10 different Targets or the same Target 10 times. All hits you score are considered Critical Hits regardless if the Target is Surprised or not. 

  • Rage of Azkar: When you take this Legendary Action, your Ethereal Armament shifts to Azkar. As a Legendary Action, you may use the Fire Arrow ability to make 10 Ranged Attacks against any Target you can see. You roll each Ranged Attack you make in this way with Advantage. Each hit you score deals an extra 3d4 Fire Damage and sets the Target on fire. Targets that are set on fire take 2d6 Fire Damage at the beginning of each of their turns until they use an Action to extinguish the flames, ending the effect.

Alternatively, if you are using the Hit Streak Optional Feature and have acquired 5 Charges from the Hit Streak Optional Feature you may expend those Charges to use the Fire Arrow ability to make 15 Ranged Attacks against any Target you can see. You roll each Ranged Attack you make in this way with Advantage. Each hit you score deals an extra 3d4 Fire Damage and sets the Target on fire. Targets that are set on fire take 2d6 Fire Damage at the beginning of each of their turns until they use an Action to extinguish the flames, ending the effect.

  • Fury of Gildor: When you take this Legendary Action, your Ethereal Armament shifts to Glidor. As a Legendary Action you may force each Target within 15ft of you to make a Strength Saving Throw at Disadvantage or be knocked Prone. In addition, as a Bonus Action you may immediately deal 50 Fire Damage to all Targets that are Prone within 15ft of you.

Alternatively, if you are using the Hit Streak Optional Feature and have acquired 5 Charges from the Hit Streak Optional Feature you may expend those Charges to force each Target within 20ft of you to make a Strength Saving Throw at Disadvantage or be knocked Prone. In addition, as a Bonus Action you may immediately deal 50 Fire Damage to all Targets that are Prone within 20ft of you.

 

Supreme Technique 

Starting at 15th level, your bond has deepened  even further improving your Ethereal Armaments to now have a +3 Bonus to Attack and Damage Rolls. 

 

Eternal Executioner

Starting at 17th level, you do not have to use a Reaction to use your Last Chance ability. You may now use your Last Chance ability any time you would be dropped to 0 HP. If you pass your Death Saving Throw you drop to 1 HP instead and gain 30 Temporary Hit Points. If you fail your Death Saving Throw you fall Unconscious but with 1 Successful Death Save instead of 1 Failed Death Save and you may roll your remaining Death Saving Throws with Advantage. In addition, whenever you succeed your Death Saving Throw, and score a hit when you make your Melee Weapon Attack, the Target is considered Vulnerable to your strike ignoring all immunities and resistances the Target may have. 

 

Bright Lord

Starting at 20th level, your Branded Creatures that have already passed to the great beyond remain branded by you, awaiting your call. As a Bonus Action during a Combat Encounter, you may summon a number of humanoid Wraiths, equal to the number of hostile targets you enter into combat with. The Wraiths you summon use the "Wraith" Stat Block in the Monster Manual, however your summoned Wraiths do not suffer from Sunlight Sensitivity. If this summon grants you more than 2 Wraiths at any one time, only 2 Wraiths remain in your service once Combat has ended. All other Wraiths, and Specters created by the Wraiths, vanish and return to the afterlife. The Wraiths that remain in your service, remain with you until they are dismissed by you or are dropped to 0 HP. Once you use this Feature you cannot use it again until you finish a Long Rest. 

Alternatively, if you enter into Combat with 1Target, you may instead summon number of Wraiths based on the size of the Target you are facing. You may summon 1 Wraith for a Tiny or Small Sized Target, 2 Wraiths for a Medium Sized Target, 3 Wraiths for a Large Sized Target, 4 Wraiths for a Huge Sized Target and 7 Wraiths for a Gargantuan Sized Target. 

Work with your GM to determine if the Wraiths you summon act on their own initiative or on your initiative. 

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