Ranger
Base Class: Ranger

Darkness beyond

Old legends tell a story about lands beyond the horizon, a place where wild creatures reign supreme and men are driven mad by fear and dread. Lands dressed in eternal night, fashioned with structures of metal and magic, with only light within this land coming from dead stars, but where could a realm like this exist? Is it an actual location or does it only exists in the nightmares?...
There exists a place, a lonely realm, which cannot be reached by normal means. An empire built by a civilization long before the first god was born. It was build back when the universe was nothing but a dense cloud of chaos and potential, and back then the first beings emerged into existence to create a world for themselves. They worshipped a primal elemental lord of raw magic, a formless presence binding all first creatures within the early universe. But, upon the dawn of gods, this empire was thrown into oblivion - banished from all existence together with the first beings and their lord.
However, no matter how much first god tried to remake the universe in their own image, some things could never be erased, and the remnants of the first civilization still drifted somewhere on the edge of the oblivion. These remnants still held great power and attracted various cosmic forces, not only to maintain its own existence, but also to gather strength and spread its influence… These dark lands, however fading they may be, are still thriving in their own way, filled with various strange creatures and holding long forgotten secrets, and the more influence it gets – the closer it is drawn back to into existence.
These dark lands and a city of metal within it are beyond the reach and understanding of mortals, and this place should not have a name for itself, but if it did have a name, then it would be called as the Voidlands. A dark and cruel place, filled with nothing but the undesirable monsters and eldritch horrors, but however brutal it might be, there is a certain beauty and wonder within it. It is a dangerous and fading place, and its residents struggle every moment to maintain their own existence, but is that not the nature of existence in every place? Existence brings suffering, and suffering can blossom into hope. The Voidlands sustains itself on hope and dreams, on desire to live and thrive, just like one would live in a jungle on any world within the material plane: weak perish, strong survive, and that is just the law of nature.

 

Jailer of the dark

You have been chosen to stop the spread of Voidlands creatures. You have been tasked to track them down, collected them through any means and return them back to where they belong. Various monsters and dangerous plants have been leaking out of the dark realm and only you can reverse the spread of the invasive species. You are blessed with the knowledge and the power to stop the ecological disaster. Flora and fauna of the Voidlands must be quarantined within the plane of their origin.
If the strange life is allowed to be bleed out from the Vodilands and to infect the material plane, then all wild life will eventually be corrupted into strange forms. Rangers of this path cannot allow that to happen.

 

Mirage Marks

On 3rd level you unlock illusory powers of the Voidlands. Strange marks appear on your body. The number of these marks is equal to twice of your proficiency bonus. Your other abilities can consume these marks as their activation cost. You regain all expended Mirage Marks after finishing a long rest.

Illusionary Impalement

From 3rd level you gain the power to avenge misdeeds of your foes. Whenever an enemy within 20 feet of you attacks another creature other than you, then as a reaction you can expend one of your Mirage Marks to manifest an illusionary dagger at attacker's location and cause it to instantly attempt to strike them. This illusionary dagger uses your Wisdom for its attack and damage rolls. On hit, this dagger deals (1d4) psychic damage. The illusionary dagger vanishes immediately after it hits or misses its target, and it leaves no mark on its target if it deals damage.

Damage done by this ability increases by (1d4) at 7th level (to 2d4), at 11th level (to 3d4), and at 15th level (to 4d4).

Mirage Cloak

Starting at 3rd level you start to grasp at the elusive power of the Voidlands. As a Bonus Action you can expend one of your Mirage Marks to gain an effect identical to Dodge Action until end of your next turn.

Mirage Binding

At 7th level, the Voidlands grant you a power to capture and bind your foes. An an action you can expend two of your Mirage Marks to perform a special ranged attack roll (using Wisdom for the attack roll) against a creature within 60 feet of you. If this attack hits, the illusionary barbed wire will sprout from beneath you and pull your target up to 40 feet closer to you. Moreover, the first time the affected enemy willingly moves within next 1 minute, they will take (4d6 + your Wisdom modifier) psychic damage.

Living Mirage

At 11th level, you learn how to construct illusionary life. Whenever you expend Mirage Marks, then you can grant yourself 4 temporary hit points per each Mirage Mark spent. Temporary hit points gained through this feature can stack. You will lose all of these temporary hit points whenever you roll for initiative.
(Temporary hit points need to be added manually)

Mirage Weaver

From 15th level, you learn how to convert magic into illusionary might. As an action you can convert a spell slot available to you into Mirage Marks. Gain 1 Mirage Mark per spell slot level.
For example: you gain 1 Mirage Mark for 1st level spell slot converted and 3 Mirage Marks per 3rd level spell slot converted.

Alternatively, you can also convert Mirage Marks into spell slots available to you using the same ratio.
For example: you can gain one 2nd level spell slot by converting 2 Mirage Marks.

Voidlands Mirage (By Baskerevil) Image

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