Base Class: Ranger
Spirit Walkers guard the fragile boundary between the mortal world and the Spirit Realm. Through deep meditation, sacred rituals, or encounters with powerful ancestral spirits, they forge an enduring bond with the unseen forces that dwell beyond the veil of life and death. They patrol sacred sites and spiritual crossings, protecting both the living and the dead from forces that would upset the natural balance. Guided by ancestral wisdom and spectral allies, these rangers walk between worlds, ensuring that the bond between spirit and flesh remains strong and harmonious.
These rangers cultivate friendships with benevolent spirits, ancestral guardians, and nature beings, serving as trusted intermediaries between the mortal world and the countless spirits that preserve the harmony of existence.
Level 3: Spirit Walker Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Spirit Walker Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.
| Spirit Walker Spells | |
|---|---|
| Ranger Level | Spells |
| 3rd | Healing word |
| 5th | Blur |
| 9th | Spirit Guardian |
| 13th | Death Ward |
| 17th | Circle of Power |
Level 3: Spirit Guide
Your bond with the spirit world grants you insight beyond mortal comprehension. Whenever you make an Intelligence check, you add a bonus equal to your Wisdom modifier (minimum of +1), as fragments of knowledge and wisdom seeps into your mind from the spirit world.
Additionally by tapping into the secrets of the spirit world, you gain proficiency in one of the following skills of your choice: Arcana, History, or Nature.
Level 3: Spirit Warrior's Blessing
At 3rd level, you learn to draw on the ancestral knowledge of past warrior spirits to supplement your attacks.
As a Bonus Action, or automatically when you roll Initiative, you can choose one creature you can see within 30 feet of you. Whenever you hit that creature with a weapon attack, all damage dealt by the attack becomes Force damage, and once per turn you can either:
- Have the target take an extra 1d8 Force damage. OR
- OR once per target, you can grant 1d8 + WIS mod temporary HP one ally within 30 feet of you (including yourself).
This extra damage or temporary HP increases to 2d8 when you reach 11th level in this class. This benefit lasts until you choose a different creature with this feature, or until you are incapacitated.
Level 7: Thinning of the Veil
At 7th level, you learn to step quickly in through or out of the spirit realm. As a bonus action on your turn, you can cast the Blink spell with this feature, without expending a spell slot and last's a number of round equal to your Proficiency Bonus.
Once you use this feature, you can’t use it again until you finish a short or long rest. You can also cast the spell Blink as a bonus action using a 3rd level spell slot.
Level 11: Spirit Walk
At 11th level, you gain the ability to pass between the mortal world and the Spirit Realm in a blink of an eye. When you use the Attack action, you can teleport up to 15 feet either before or after each attack to an unoccupied space you can see.
If you attack at least two different creatures with this action, you can make one additional attack has part of this attack action.
Level 15: Spirit Defense
At 15th level, your ability to move between mortal world and the Spirit Realm enables you to slip through the boundaries to lessen the harm done to you during battle. When you take damage from an attack, you can use your reaction to give yourself resistance to all of that attack's damage until the end of the current turn.
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