Base Class: Ranger
A man, standing alone atop a tree, eyes focused on a bandit camp, suddenly. A stirr originates from the man's scarf, he rests his hand on it and speaks quietly
"You'll have your revenge, just wait a bit more"
The scarf tighens around the man's neck, like it's impatient, or rather, the linguering spirit is, hungry for it's long awaited retribution
Scarfengers are warriors and spellcasters bound not by steel or spellbooks, but by thread, memory, and vengeance. Through ritual, care, or grim coincidence, a Scarfenger awakens a living scarf — a semi-sentient weave that whispers warnings, catches blades, and binds the unquiet dead. Some spirits cling to it out of rage, others out of regret, but all are tied to unfinished purpose.
In battle, a Scarfenger fights in motion. Their scarf lashes out to tether foes, redirect blows, and hurl its bearer across the battlefield in violent arcs of fabric and force. Enemies are never simply struck — they are pulled, constrained, and forced to reckon with distance and momentum. As the Scarfenger grows in power, the scarf becomes a vessel for bound spirits, each lending its own will, abilities, and demands.
Mechanically, the Scarfenger specializes in battlefield control and reactive defense. They apply the Tethered condition to limit enemy movement, mitigate damage with reaction spells, and reposition themselves or allies with fluid, momentum-based magic. Their abilities reward precise positioning, timing, and commitment, turning the battlefield into a web of tension lines they alone know how to pull.
To walk this path is to wear the weight of unresolved souls — and decide, with every thread drawn tight, whether you are guiding them toward rest… or wielding their vengeance as your own.
Living scarf
At 3rd level, you learn the ability to use your scarf like a weapon and a tool. To you, it is a scentient being and your most trusty ally. Your scarf can be used as a melee weapon with the light, reach and finesse property, it deals 1d6 bludgeoning damage. Your scarf can be used to attack even if it is around your neck, meaning you have free hands to hold something else like a bow for example. Attacking with your scarf is a bonus action but this attack does not benefit from features that grant additional attacks. The damage becomes a d8 at 11th level
Additionally, at 3rd level, you learn how to use your scarf for special spells, these spells do not count towards your prepared spells count (Note: more spells may be added later, to see the ones that are available, search Saaaaaanns in the author filter and look at the ones with a 🧣 and possessed scarf) . Some spells or features might cause an ennemy to get thedered. At level 3 you can only have 1 thedered creature.
When a creature is thedered,
• The tethered creature’s speed is reduced by 10 feet.
• The tethered creature cannot willingly move farther away from the creature or object tethering it.
• If the tethered creature is moved by a teleportation effect, the tether immediately ends.
• The tether ends early if the tethering effect’s duration expires, the tether is dispelled, or the tethering creature is incapacitated.
Semi-sentient
Lastly for the 3rd level, during your travels, your care for the scarf was so good that it gained an ability to become a vessel for lingering spirits, sometimes whispering to you. When you fail a wisdom (Perception) or an intelligence (Investigation) check, you may roll again, you must use the new roll. You can also roll again failed saves against the charmed and freightened conditions and must use the new roll. This feature can be used a number of time equal to your proficiency
Shared tension
Your living scarf has learned to hold more than one strain at a time.
Starting at 7th level you gain the following benefits
•your scarf attacks count as magical for the purpose of overcoming resistance or immunity
•You may have up to two creatures tethered by your spells or abilities at the same time.
•When a creature tethered by you moves closer to you, you may use your reaction to force one other creature tethered by you to move up to 10 feet in a direction of your choice (this movement does not provoke opportunity attacks).
•You can use this reaction a number of times equal to your proficiency bonus, regaining all uses on a long rest.
Chorus of the unrested
The spirits bound to your scarf no longer wait their turn. When danger rises, they surge forward, eager to act through the weave.
At 11th level, when you cast a scarf spell of 1st level or higher, or when a creature becomes tethered by you, you may choose one of the following manifestations. The manifestation occurs immediately and does not require an action.
You can manifest a spirit this way a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest you can also spend a spell slot of 2nd level or higher to regain a use of this feature you can regain only one use per turn this way. Only one manifestation can occur per turn.
Manifestations
Grasping Dead
A spirit claws outward, reinforcing the bind.
The first time before the start of your next turn that the tethered creature would deal damage, it deals reduced damage equal to 1d8+your spellcasting ability modifier (minimum 1).
This isn’t shielding — it’s the dead dragging the living’s arms down.
Vengeful retribution
A spirit briefly takes form between blows.
When you manifest this spirit, you gain 1d4 temporary hit points.
While you have these temporary hit points, once per round, when a creature within 10 feet of you hits you with an attack, you may use your reaction to make a scarf attack against that creature. On a hit, the creature is tethered.
The spirits don’t block — they punish.
Whispering Guidance
The scarf tightens, murmuring warnings and trajectories.
You or a creature tethered by you gains advantage or disadvantage on the next attack roll or saving throw it makes before the end of its next turn.
Too many eyes. Too many memories.
Dominion of the unrested
Spiritual Convergence
The spirits bound within your scarf surge constantly, no longer content to merely restrain. Wherever the weave touches, the battlefield bends.
Starting at 15th level, you can, once per turn, when you tether a creature, or when a tethered creature starts its turn, you may invoke one of the following effects:
Crush the Bound
The tethered creature takes 2d10 force or necrotic damage (your choice) and must succeed on a Strength saving throw against your spell save DC or be knocked prone.
Thread the Field
Spectral threads lash outward from a tethered creature to up to two other creatures you can see within 10 feet of it.
Each creature must succeed on a Dexterity saving throw or take 2d8 psychic damage and have its speed reduced to 0 until the start of its next turn.
Relentless Pull
You may move the tethered creature up to 10 feet in a direction of your choice, or move yourself up to 10 feet toward it. This movement does not provoke opportunity attacks.
You can use Spiritual Convergence a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest, you can also spend a spell slot of 3nd level or higher to regain a use of this feature you can regain only one use per turn this way.
Previous Versions
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2/8/2026 5:04:17 PM
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Coming Soon
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