Base Class: Ranger
The Amazons are a warrior culture that emphasize the strength of the individual, in contrast to societies that defend themselves with large armies. A lone Amazonian huntress relies upon her mechanical companion, an avian stimfay, for support in battle. Every huntress learns to build and repair these mechanical birds when they are young, often forming deep and lasting bonds with the strange creatures. Each huntress is formidable in close quarters with her deadly kopis blade, but she also trains with an exotic ranged weapon called the chakram.
Level 3: Amazonian Magic
When you reach a Ranger level specified in the Gloom Stalker Spells table, you thereafter always have the listed spells prepared.
| Ranger Level | Spells |
|---|---|
| 3 | Command |
| 5 | Find Steed |
| 9 | Haste |
| 13 | Confusion |
| 17 | Mislead |
Level 3: Stimfay Companion
As an action, you can magically summon a Stimfay that is bound to you. Stimfay are clockwork birds of prey that assist an Amazon with stalking her quarry. It appears in an unoccupied space of your choice within 30 feet of you. See its game statistics in the accompanying Stimfay stat block, which uses your proficiency bonus (PB) in several places.
The Stimfay is friendly to you and your companions. In combat, the Stimfay shares your initiative count, but it takes its turn immediately after yours. It can move and use its Reaction on its own, but unless you take a Bonus action on your turn to command it to take another action it will only take the Dodge action. That action can be one in its stat block or some other action. If you are Incapacitated, the Stimfay only takes the Dodge action.
The Stimfay remains until it is reduced to 0 Hit Points, until you use this feature to summon the Stimfay again, or until you die. Anything the Stimfay was wearing or carrying is left behind when the Stimfay vanishes. Once you summon the Stimfay, you can’t do so again until you finish a Long Rest, unless you expend a spell slot of level 1 or higher to summon it.
Level 7: Amazonian Battle Cry
You gain the ability to enter the legendary frenzy of the Amazons by shouting your signature battle cry. At the start of your turn, you can shout your battle cry and enter a frenzy. Your Frenzy lasts until the end of your next turn and grants you one of the following benefits:
� You have Resistance to every damage type except Force, Necrotic, Psychic and Radiant.
� You and your Stimfay have Advantage on attacks against a creature that you have Hunter’s Mark on. When you or your Stimfay make an attack and deal damage to the target, you gain a bonus to the damage equal to your Proficiency Bonus.
� Immediately after reducing a creature to 0 Hit Points using a melee or ranged weapon, you make an attack with the same weapon.
� You have Immunity to the Charmed and Fright ened conditions while your Frenzy is active. If you’re Charmed or Frightened when you enter your Frenzy, the condition ends on you.
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain any expended uses when you finish a Long Rest.
Level 11: Chakram Technique
You’ve learned the famous Amazonian technique of rico cheting your Chakram to hit multiple targets. When you throw a Chakram, you can ignore all forms of Cover, and can target creatures that are not in your line of sight, such as around corners.
When you take the Attack action and hit a creature or object with a Ranged attack roll using a Chakram, you can forego your next attack this turn to target any num ber of additional creatures of your choice within 10 feet of that creature or object. Each creature makes a Dexterity saving throw against your spell save DC, taking the same amount of damage as your first target on a failure.
Level 15: Bracer Reflection
You’ve learned to reflect attacks with your bracers. When ever you would be hit by an attack, you may use your Reaction to shield yourself with your bracers. You gain a +5 bonus to AC against all attacks, including the attack that triggered this Reaction, until the beginning of your next turn. If the creature that made the triggering attack misses with that attack, it takes Force damage equal to a number of d6s equal to your Dexterity Modifier.
You may use this feature a number of times equal to your Wisdom modifier (a minimum of once), and you regain all expended uses when you finish a Short or Long Rest.
Previous Versions
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5/16/2026 10:07:27 PM
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Coming Soon
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