Ranger
Base Class: Ranger

The Spirit Herald is a ranger unlike any other, walking the boundary between the living world and the unseen. They are bound to two powerful spirits: Gabu, a loyal and watchful guardian who shields allies from harm, and Iblis, a wrathful avenger who punishes those who dare strike the innocent. Through these spirits, the Spirit Herald turns the battlefield into a stage of life and retribution, healing the wounded, bolstering allies, and striking back at foes with supernatural precision.

From the moment they call upon Gabu, the Spirit Herald becomes a conduit for protection, their strikes and presence mending wounds and safeguarding companions. Through Spirit Mark, even the hunter’s weapon becomes a vessel of restoration, redirecting potential harm into healing. Meanwhile, Iblis watches from the shadows, marking aggressors for punishment. The ranger’s reactions and attacks carry the spirits’ dual will, delivering both reprisal and support in perfect harmony.

As the Spirit Herald grows in power, Gabu and Iblis manifest more fully, granting multi-target healing, automatic retribution, and the ability to weave their powers together. By Level 11, the ranger embodies both guardian and avenger, amplifying damage to foes while simultaneously reinforcing allies. At the pinnacle of their journey, the Spirit Herald achieves the Avatar of Twin Spirits, fusing Gabu and Iblis into a single spectral form. In this state, the ranger radiates an aura of life and wrath: allies are restored and shielded, enemies are punished for every misstep, and the battlefield bends to the dual will of protection and vengeance.

The Guardian Spirit Gabu

You are bound to a protective spirit known as Gabu, a loyal and watchful entity that lingers just beyond the veil. Whether appearing as a faint silhouette, a spectral beast, or a flicker of light at your side, Gabu exists to shield the living and mend the wounded.

Gabu acts through you, answering your will with quiet, supernatural precision. 

Gabu’s Favor, Gabu grants you a pool of Spirit Dice, representing its protective energy. You have a number of these dice equal to your Wisdom modifier (minimum 2). These dice are d6s. You regain all expended Spirit Dice when you finish a long rest.

Gabu’s Touch, As a bonus action, you can call upon Gabu to mend wounds. Choose a creature within 30 feet. Gabu restores hit points equal to one roll of your Spirit Die + your Wisdom modifier. The healing manifests as a gentle spectral presence hands of light, a protective aura, or a fleeting form shielding the target.

Gabu’s Protection, When a creature you can see within 30 feet takes damage, you can use your reaction to have Gabu intervene. Roll one Spirit Die and reduce the damage by that amount + your Wisdom modifier. The protection may appear as Gabu physically intercepting the blow, warping fate, or briefly phasing the target out of harm’s way.

Spiritual Companion, While you are conscious, Gabu is always with you You can communicate simple emotions or intent with Gabu. Gabu subtly guides you, granting advantage on Wisdom (Perception) checks to detect hidden or invisible creatures within 10 feet of you

Spirit Herald Spells

 

When you reach a Ranger level specified in the Spirit Herald Spells table, you thereafter always have the listed spells prepared.

Spirit Herald Spells
Ranger Level Spells
3 Healing Spirit, Healing Word
5 Lesser Restoration
9 Spirit Guardians
13 Death Ward
17 Mass Cure Wounds

Spirit Mark

You learn to channel Gabu’s power through your Hunter’s Mark, transforming it from a tool of pursuit into a beacon of life. When you cast Hunter’s Mark, you can choose to invoke Spirit Mark instead of its normal effect. 

Spirit Mark Effect, When you deal damage to the marked creature, you can forgo the extra damage granted by Hunter’s Mark. If you do, choose a creature you can see within 30 feet of you (including yourself).That creature regains hit points equal to: 1d6 + your Wisdom modifier This healing replaces the bonus damage from Hunter’s Mark for that attack.

Guided Restoration, Once per turn, when you restore hit points using this feature, you can also: End one of the following conditions on the target: poisoned, frightened, or charmed

Spiritual Flow, If the marked creature drops to 0 hit points while under your Spirit Mark, Gabu releases the stored energy: Choose up to two creatures within 30 feet of you. Each regains hit points equal to one roll of your Spirit Die

Spirit of Vengeance Iblis

Not all spirits that follow you are gentle. Iblis is a wrathful presence an echo of fury that lashes out at those who dare harm the protected. Where Gabu shields, Iblis punishes. Iblis manifests as a flicker of burning shadow, a piercing gaze, or a sudden distortion of air behind your enemies. 

Vengeful Mark, When a creature you can see within 30 feet of you deals damage to one of your allies, you can use your reaction to have Iblis mark the attacker with spiritual wrath until the end of your next turn. The next time you hit that creature, or the next time an ally you can see hits it: The attack deals extra damage equal to 1d8 + your Wisdom modifier. One creature of your choice within 30 feet of the target regains hit points equal to the extra damage dealt

Punishment of the Veil If the marked creature deals damage again before the mark ends: It takes psychic damage equal to your Wisdom modifier. It has disadvantage on its next attack roll before the end of its next turn.

Shared Wrath, If the target of your Spirit Mark  is also affected by Vengeful Mark, Iblis and Gabu act in unison. When the mark is triggered, you can roll one Spirit Die and add it to both the damage dealt and the healing granted

Twin Spirits Ascendant

Your connection to Gabu and Iblis deepens, allowing them to act more freely and with greater power. The once subtle spirits now manifest with undeniable presence, their influence shaping the flow of battle.

Gabu Ascendant
Your Guardian Spirit becomes more responsive, bolstering your ability to shield allies. When you use Gabu’s Touch, you can now target two creatures within 30 feet, dividing the healing as you choose. When you use Gabu’s Protection, the protected creature also gains temporary hit points equal to your Wisdom modifier. Your Spirit Dice become d8s.

Iblis Unbound
Your Spirit of Vengeance lashes out with greater ferocity. When a creature affected by Vengeful Mark attacks one of your allies, you can choose a second creature within 15 feet of the original target to also be affected. The extra damage from Vengeful Mark increases to 2d8 + your Wisdom modifier. If the marked creature drops to 0 hit points before the mark ends, Iblis lashes out automatically: choose one other creature within 30 feet of the dying target to be affected by Vengeful Mark without using your reaction.

Harmony of Spirit and Vengeance
When both Gabu and Iblis act in the same turn, their powers reinforce each other. If you deal extra damage from Vengeful Mark, you can roll one Spirit Die and add it to the healing granted by Gabu’s Touch or Spirit Mark. If you restore hit points with Gabu’s Touch or Spirit Mark, you can choose one enemy within 30 feet of the healed creature. That enemy immediately takes psychic damage equal to your Wisdom modifier

 

Avatar of Twin Spirits

Your bond with Gabu and Iblis reaches its peak. They merge into a single spectral avatar that flows through you, turning you into a living conduit of both protection and vengeance.

Spirit Fusion, As a bonus action, summon the Avatar of Twin Spirits for 1 minute: At the start of your turn, one creature within 30 feet regains 4d8 + your Wisdom modifier. Allies within 10 feet gain resistance to all damage except force and psychic. When an enemy hits an ally within 30 feet, you may teleport up to 15 feet to an adjacent space. The attacker takes psychic damage equal to your Wisdom modifier

Spirit Echo, When a creature affected by Spirit Mark or Vengeful Mark drops to 0 hit points. Choose up to two creatures within 30 feet to be affected by Spirit Mark or Vengeful Mark. Roll 1 Spirit Die and add to both healing and damage triggered

Full Manifestation, Once per long rest while the Avatar is active. All allies within 30 feet regain 4d12 + your Wisdom modifier. All enemies within 30 feet take 4d12 + your Wisdom modifier psychic damage. For the rest of your turn, all healing and Vengeful Mark effects are maximized, and Spirit Dice can be rolled twice per effect

 

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