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, as well as changing up the 20th Level Class Feature. 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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Void Wayfarers were once simple survivors that roamed the wastelands and wilderness. At some point, they stumbled upon a rift that was unknown to all but themselves, and upon exploration of this rift they found the heart of the Void. Through manipulation of the Void's energy, they were granted its gifts of power, which have been used to allow reemergence into society as Hunters, Warriors, and Guardians. Many have sought the same power, but the Void has kept its distance, only allowing those who have found it to harness and wield its power. A strain of the original Wayfarers set off on their own accord calling themselves Void Walkers, preferring a more consistent way of living and utilization of their newfound power. 

 

3rd Level Class Features

 

Aspect of the Void

At 3rd level, you gain one of the following Aspects of your choice. Whenever you finish a Short or Long Rest, you may choose to replace the Aspect you know for a different Aspect. 

  • Stylish Executioner: Whenever you defeat a Target that has been Weakened, Suppressed or Volatile you become Invisible and gain True Sight. In addition, if you take the Attack Action while Invisible and land the Attack, the Target becomes Weakened. 
  • Trapper's Ambush: As a Bonus Action, you release the Void within, creating a Void Cloud that has a Radius of 10ft. Any Targets within the Void Cloud must make a Constitution Saving Throw and take 3d6 Necrotic Damage, or Half as much on a Successful Save. In addition, you and any allies within 10ft of you become Invisible until the end of each of their next turns respectively.
  • Vanishing Step: You can use the Dodge Action as a Bonus Action. In addition, if you use the Dodge Action and you are targeted by an Attack, you become Invisible, regardless if the Attack hits or misses, and may choose to move up to 15ft without provoking Opportunity Attacks.

 

 

Arsenal of the Void

Starting at 3rd level, you gain a Void Snare, a Void Blade and a Void Rupture of your choice. 

  • Void Snare: As an Action, you can throw a Void Snare to a distance of 60ft. When the Void Snare lands, it erupts and releases the toxic fumes of the Void in a 10ft Radius from where it landed. Any Target that is caught within the Void Snare's Radius must make a Constitution Saving Throw or be Weakened. If a Target becomes Weakened, it may repeat the Saving Throw at the end of each of its turns until it Succeeds. In addition, any Target that is within 10ft of the Void Snare can be seen through any surface that would normally obstruct vision, such as walls, doors, trees and foliage. 

A Target that is Weakened has their Movement Speed reduced to Half, all Weapon Attacks are made at Disadvantage, all Damage dealt by the Weakened Target is Halved and all Damage dealt to a Weakened Target is increased by 2d6.

  • Void Blade: As a Bonus Action, you can create a Void Dagger in one of your empty hands and make a Melee Weapon Attack. On hit, you deal 1d6 Necrotic Damage and the Target must make a Constitution Saving Throw or be Weakened. If a Target becomes Weakened, it may repeat the Saving Throw at the end of each of its turns until it Succeeds. 

A Target that is Weakened has their Movement Speed reduced to Half, all Weapon Attacks are made at Disadvantage, all Damage dealt by the Weakened Target is Halved and all Damage dealt to a Weakened Target is increased by 2d6.

 

Starting at 3rd level, gain one of the following Void Ruptures of your choice. As an Action, you may throw a small sphere of the Void to a distance of 60ft, which then ruptures upon impact, unleashing the Void in the manner you chose. You can use this feature once per Minute. Whenever you finish a Short or Long Rest, you may choose to replace the Void Rupture you know for a different Void Rupture. 

  • (1) Draining Bolt: Upon impact, this rupture creates two homing missiles which seek out the nearest Targets within 30ft of its landing space. Upon reaching the Targets, the Bolts seep into the Targets dealing 2d6 Necrotic Damage. If only 1 Target is in range, both Bolts will seek out that Target.
  • (2) Viscous Rupture: Upon impact, this rupture sticks to a Target or Surface. If thrown at a Target, the Target must make a Dexterity Saving Throw or be stuck by the rupture. Upon sticking to a Target, the rupture remains dormant until the beginning of that Target’s turn, in which case it explodes dealing 4d6 Necrotic Damage. If the Target succeeds it’s Saving Throw then the rupture sticks a Surface 10ft behind the Target. Upon sticking to a Surface, the rupture remains dormant until the beginning of your next turn, in which case it explodes dealing 2d6 Necrotic Damage to all Targets within 5ft of the rupture. 
  • (3) Scattered Fracture: Upon impact, this rupture engulfs each space within 10ft of the rupture’s landing space. All Targets within the 10ft Radius must make a Dexterity Saving Throw and take 3d6 Necrotic Damage, or Half as much on a Successful Save.
  • (4) Suppressive Schism: Upon impact, this rupture forces all Targets within 10ft of its landing space to make a Constitution Saving Throw or be Suppressed until the end of your next turn. 

A Target that is Suppressed has a -2 to Armor Class, a -2 to all Saving Throws, a Movement Speed of 0, can't use Reactions and can only use an Action or a Bonus Action, not both regardless of its magic items or abilities.

  • (5) Void Spike: Upon impact, this rupture unleashes the Void in the shape of a 15ft Cone that faces the direction you choose and persists until the end of your next turn. Any Target that begins, ends or moves through the 15ft Cone must make a Wisdom Saving Throw and take 3d6 Necrotic Damage or Half as much on a Successful Save. 
  • (6) Void Wall: Upon impact, this ruptures creates a wall of Void Flames in a straight line that is 5ft wide and 30ft long in the direction of your choosing and persists for the next 3 Rounds. Any Target that begins, ends or moves through a space that contains the Void Flames must make a Dexterity Saving Throw and take 2d6 Necrotic Damage and become Volatile, or Half as much and does not become Volatile on a Successful Save. 

A Target that is Volatile contains unstable Void energy, which explodes on the next hit received dealing 3d6 Necrotic Damage to all Targets within 5ft of the Volatile Target. 

  • (7) Vortex Fissure: Upon impact, this rupture forms a Void Vortex that has a 10ft Radius and persists for the next 3 Rounds. All Targets within the 10ft Radius of the Vortex’s landing space must make a Dexterity Saving Throw and take 3d6 Necrotic Damage, or Half as much on a Successful Save. Any Target that begins, ends or moves through any space within the Vortex’s Radius or within 10ft of the edge of the Vortex must make a Strength Saving Throw or be pulled into the Vortex’s Radius. If the Target is pulled into the Vortex’s Radius, the Target must make a Constitution Saving Throw and take 3d6 Necrotic Damage, or Half as much on a Successful Save, and become Suppressed. The Target may repeat the Strength Saving Throw at the end of each of its turns until it Succeeds, or the Vortex dissipates. On each failed Strength Saving Throw, the Target must repeat the Constitution Saving Throw. 

A Target that is Suppressed has a -2 to Armor Class, a -2 to all Saving Throws, a Movement Speed of 0, can't use Reactions and can only use an Action or a Bonus Action, not both regardless of its magic items or abilities.

  • (8) Devouring Rift: Upon impact, this rupture forces all Targets within 10ft of its landing space to make a Constitution Saving Throw and take 4d4 Necrotic Damage, or Half as much on a Successful Save. You regain Hit Points equal to the damage dealt up to your Hit Point Maximum. In addition you gain Devour until the end of your next turn. 

Whenever you defeat a Target while Devour is active, you regain 15 Hit Points up to your Hit Point Maximum, gain 1 immediate use of your Void Rupture as a Bonus Action, and Devour remains active for an additional turn.

  • Unstable Breach: Upon impact, roll 1d8 and apply the effect of the rupture that matches the number rolled. 

 

 

7th and 9th Level Class Features

 

Shadow Shot

At 7th level, you gain one of the following features of your choice. You can use the chosen feature 3 times per Long Rest. Whenever you finish a Short Rest or Long Rest, you may choose to replace the Shadow Shot you know for a different Shadow Shot Feature. 

  • Deadfall: As an Action, you can create a Translucent Purple Bow and fire an arrow at a point on the ground of your choosing that is within the range of a Standard Longbow. Upon impact the arrow creates a dimensional rupture forming a Void Anchor that persists for 3 Rounds. Any Target that is within a 25ft Radius of the Void Anchor must make a Dexterity Saving Throw at Disadvantage or become Tethered to the Void Anchor. Any Target that is Tethered to the Void Anchor is Weakened and Suppressed. Any Target that begins, ends or moves through the Void Anchor's Radius must make a Strength Saving Throw at Disadvantage or become Tethered, Weakened and Suppressed. At the end of your turn in the 3rd Round from when you first created the Void Anchor, the Anchor erupts forcing all Targets within the Void Anchor's Radius to make a Dexterity Saving Throw and take 5d10 Necrotic Damage, or Half as much on a Successful Save. Tethered Targets do not make the Saving Throw. 

In addition, whenever a Tethered Target takes damage, all other Tethered Targets take half of the damage dealt. 

A Target that is Weakened has their Movement Speed reduced to Half, all Weapon Attacks are made at Disadvantage, all Damage dealt by the Weakened Target is Halved and all Damage dealt to a Weakened Target is increased by 2d6.

A Target that is Suppressed has a -2 to Armor Class, a -2 to all Saving Throws, a Movement Speed of 0, can't use Reactions and can only use an Action or a Bonus Action, not both regardless of its magic items or abilities.

A Tethered Target remains Tethered to the Void Anchor until the Void Anchor dissipates. 

  • Moebius Quiver: As an Action, you can create a Translucent Purple Bow and fire 3 arrows at 3 points on the ground of your choosing that is within the range of a Standard Longbow. Upon impact each arrow creates a dimensional rupture forming a Void Anchor that persists until the end of your next turn. Any Target that is within a 5ft Radius of any of the Void Anchors must make a Dexterity Saving Throw at Disadvantage or become Tethered to the Void Anchor. Any Target that is Tethered to the Void Anchor is Weakened and Suppressed. Any Target that begins, ends or moves through the Void Anchor's Radius must make a Strength Saving Throw at Disadvantage or become Tethered, Weakened and Suppressed. At the end of your turn in the 3rd Round from when you first created the Void Anchors, the Anchors erupts forcing all Targets within the Void Anchor's Radius to make a Dexterity Saving Throw and take 2d10 Necrotic Damage, or Half as much on a Successful Save. Tethered Targets do not make the Saving Throw. 

In addition, whenever a Tethered Target takes damage, all other Tethered Targets take half of the damage dealt. 

In addition, whenever you use an Action to use the Moebius Quiver, you can use a Bonus Action to fire the Moebius Quiver a second time. If any of your Void Anchors from this follow up shot land within 5ft of any Tethered Target, each Tethered Target takes an immediate 25 points of Necrotic Damage. 

A Target that is Weakened has their Movement Speed reduced to Half, all Weapon Attacks are made at Disadvantage, all Damage dealt by the Weakened Target is Halved and all Damage dealt to a Weakened Target is increased by 2d6.

A Target that is Suppressed has a -2 to Armor Class, a -2 to all Saving Throws, a Movement Speed of 0, can't use Reactions and can only use an Action or a Bonus Action, not both regardless of its magic items or abilities.

A Tethered Target remains Tethered to the Void Anchor until the Void Anchor dissipates. 

  • Spectral Blades: As a Bonus Action, you can release the Void within. When activated you create two Void Blades in your hands, you become Invisible, you gain True Sight, and Resistance to all Damage types until the end of your next turn. If you take the Attack Action while this ability is active, you may make 4 Attacks against up to 2 Targets that are within 30ft of you, teleporting between the chosen Targets, dealing 5d6 Necrotic Damage per hit. When you Attack in this way you do so with Advantage on all your Attacks but lose your Invisibility. Alternatively, when you take the Attack Action, you may make a single Attack against up to 3 Targets within 15ft of you, teleporting between the chosen Targets, dealing 8d6 Necrotic Damage on hit. When you Attack in this way you regain Invisibility if it was lost, until the end of your next turn. Any Target you Hit while wielding the Spectral Blades become Volatile. Whenever your Spectral Blades dissipate, you gain Devour. 

A Target that is Volatile contains unstable Void energy, which explodes on the next hit received dealing 3d6 Necrotic Damage to all Targets within 5ft of the Volatile Target. 

Whenever you defeat a Target while Devour is active, you regain 15 Hit Points up to your Hit Point Maximum, gain 1 additional use of your Void Grenade as a Bonus Action, and Devour remains active for an additional turn.

 

 

Fragments of the Void

Starting at 9th level, gain one of the following Fragments of your choice. Whenever you finish a Short Rest or Long Rest, you may choose to replace the Fragment you know for a different Fragment. 

  • Fragment of Cessation: Whenever you defeat a Target, Void Energy erupts from the Target in a 10ft Radius causing all Targets within that 10ft Radius to become Volatile until the end of their next turn. 

A Target that is Volatile contains unstable Void energy, which explodes on the next hit received dealing 3d6 Necrotic Damage to all Targets within 5ft of the Volatile Target. 

  • Fragment of Dilation: Whenever you make a Dexterity (Stealth) Check, you do so with Advantage. In addition, you can see Targets through objects that would normally obstruct your vision such as walls, doors, trees and foliage. In addition, you may increase your Movement Speed by 10ft. 
  • Fragment of Domineering: Whenever you Suppress a Target you may increase your Movement Speed by 15ft until the end of your next turn. In addition, you may use a Bonus Action to make 1 Attack. 

 

 

11th and 13th Level Class Features

 

Shards of the Void

Starting at 11th level, gain one of the following Shards of your choice. Whenever you finish a Short Rest or Long Rest, you may choose to replace the Shard you know for a different Shard. 

  • Shard of Exchange: Whenever you defeat a Target with a Melee Weapon Attack you gain 1 immediate use of your Grenade as a Bonus Action. 
  • Shard of Expulsion: Whenever a Target is defeated by a Void Wayfarer Ability Feature (Void Snare, Void Rupture, Shadow Shot), the Target explodes forcing all Targets within 10ft of the original Target to make a Dexterity Saving Throw and take 2d6 Necrotic Damage or Half as much on a Successful Save. 
  • Shard of Harvest: Whenever you defeat a Weakened Target, you may add an additional 2d6 to the next Damage Roll you make. 

 

 

Particles of the Void

Starting at 13th level, gain one of the following Particles of your choice. Whenever you finish a Short Rest or Long Rest, you may choose to replace the Particle you know for a different Particle. 

  • Particle of Instability: Whenever you defeat a Target with your Void Rupture, every Attack you hit on your next turn forces the Target to make a Constitution Saving Throw at Disadvantage or become Volatile. 
  • Particle of Leeching: Whenever you defeat a Target with a Melee Weapon Attack, you and your allies regain 15 Hit Points.
  • Particle of Obscurity: Whenever you defeat a Target, you become Invisible until the end of your next turn, or you make an Attack. In addition, whenever you defeat a Target, regain 5 Hit Points. 

 

 

15th, 17th and 20th Level Class Features

 

Remnants of the Void

Starting at 15th level, gain one of the following Remnants of your choice. Whenever you finish a Short Rest or Long Rest, you may choose to replace the Remnant you know for a different Remnant. 

  • Remnant of Provision: Whenever you damage a Target with your Void Rupture you may use a Bonus Action to make 1 Melee Weapon Attack. 
  • Remnant of Remnants: Your Void Rupture persists for an additional Round. If your Void Rupture does not have a lingering effect but is instead instantaneous, it erupts twice instead of once. 
  • Remnant of Reprisal: Whenever you defeat a Target while at least 1 other Target is within 5ft of you, you gain 1 immediate use of your Shadow Shot as a Bonus Action. 

 

 

Echoes of the Void

Starting at 17th level, gain one of the following Echoes of your choice. Whenever you finish a Short Rest or Long Rest, you may choose to replace the Echo you know for a different Echo. 

  • Echo of Resistance: Weakness, Suppression, and Volatile persist for an additional turn. 
  • Echo of Starvation: Whenever you defeat a Target, you gain Devour until the end of your next turn. 

Whenever you defeat a Target while Devour is active, you regain 15 Hit Points up to your Hit Point Maximum, gain 1 additional use of your Void Grenade as a Bonus Action, and Devour remains active for an additional turn.

  • Echo of Undermining: Your Void Rupture applies Weaken to Targets. 
  • Echo of Vigilance: Whenever you defeat a Target, and have no Temporary Hit Points, you gain 15 Temporary Hit Points. 

 

 

Void Volatility 

Starting at 20th level, whenever you finish a Short or Long Rest, you may replace any Fragment, Shard, Particle, Remnant or Echo for any other Fragment, Shard, Particle, or Echo. In addition, you may use your Shadow Shot once every Minute. 

 

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