Ranger
Base Class: Ranger

Grim Blades stalk and destroy malevolent spirits and the undead. They guard the borders between the Material Plane and the Ethereal Plane. Having spent time straddling the line between both planes, Grim Blades imbue their weapons and themselves with ghostly abilities to better guard civilization against the monsters in the dark.     

Grim Blade Features

Ranger Level Feature
3rd Grim Blade Magic, Mark of the Ghost, Ethereal Sight, Grim Blade Weapon
7th Wraith’s Defense
11th Ethereal Form
15th Dark Aura

Grim Blade Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Grim Blade Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.

Grim Blade Spells

Mark of the Ghost

You bear a ghostly mark from the Ethereal Plane, a reminder of your harrowing encounters with spirits and the undead. Choose or roll for your mark from the table below.

d6 Appearance
1 Your eyes turn a ghostly white when you are upset.
2 A swirling mist follows you.
3 Your hair is white and your skin is pale.
4 Your eye glow an ethereal green at night.
5 You flicker in and out of visibility while sleeping.
6 The temperature drops when you enter a room.

 

Your experience battling malevolent spirits has hardened your resolve and presence. As a result, you gain the following benefits:

 

  • Unshakable Will: Your encounters with the undead have made you resilient to their mind-altering powers. You gain proficiency in Wisdom saving throws.
  • Fearless Presence: Having faced otherworldly horrors, you exude a commanding aura that unsettles others. You gain proficiency in the Intimidation skill.

Ethereal Sight

Starting at 3rd level, you can see into the Ethereal Plane within 60 feet of you. You can also see invisible creatures and objects within this range.

Grim Blade Weapon

At 3rd level, you imbue your weapons with the essence of one of three spirits, which grants you special abilities.

Once on each of your turns, immediately after you hit a creature with a weapon attack, you can choose which spirit’s effect to invoke as part of the same action. The effect lasts until you choose a different spirit on a subsequent turn. All damage dealt with your Grim Blade weapon is radiant damage.

Choose one of the following options:

  • Spirit of Rage
    The target of your attack takes an additional 1d8 radiant damage. At 11th level, the extra damage increases to 2d8.
  • Spirit of Terror
    You attempt to frighten the creature. The target must succeed on a Wisdom saving throw against your spell save DC or be frightened until the start of your next turn and take 1d8 psychic damage. On a successful save, the creature takes only 1d8 psychic damage and isn’t frightened. The creature can attempt to end the frightened condition on its turn. At 11th level, the damage increases to 2d8. This effect does not work on undead or constructs.
  • Spirit of Woe
    You unleash a woeful wail. All creatures within a 15-foot cone of you must make a Constitution saving throw. On a failed save, a creature takes 1d8 psychic damage and is knocked prone. On a successful save, the creature takes only 1d8 psychic damage. At 11th level, the damage increases to 2d8.

Wraith’s Defense

At 7th level, you can shift into an ethereal form, allowing an enemy’s attack to pass harmlessly through you. When a creature makes an attack roll against you, you can use your reaction to roll 1d8 and subtract the number rolled from the attack roll, potentially causing the attack to miss. You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses after a short or long rest.

Ethereal Form

At 11th level, you can enter the Ethereal Plane. Shifting into Ethereal Form requires concentration as if concentrating on a spell. When you enter the Ethereal Plane in this way, you become intangible for up to 10 minutes, and you can pass through objects and creatures. You can move in any direction as if you were moving through difficult terrain. While in this form, creatures on the Material Plane can see you as a ghostly apparition, but cannot interact with you directly. You can use this ability a number of times equal to your Wisdom modifier (minimum of 1), and it regains expended uses after a long rest.

While in the Ethereal Plane, you cannot take actions that affect the Material Plane, such as attacking or casting spells, but you can interact with objects and creatures that are also in the Ethereal Plane. If you are inside an object or creature when you return to your regular form, you are ejected to the nearest available space.

Additionally, you gain Advantage on Stealth checks while in Ethereal Form.

Dark Aura

At 15th level, you emit an aura which can stop your enemies in their tracks. Any creature you choose within a 30-foot radius must make a Constitution saving throw. On a failed save, a creature becomes Paralyzed. On a successful save, a creature is not Paralyzed. You can emit this aura a number of times equal to your Wisdom modifier (minimum of 1), and it regains expended uses after a long rest.

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