Ranger
Base Class: Ranger

As life is a part of nature, so is death, this much is a fact, and you seek to keep this balance. You might have learned your ways by a group of people of the same ideal or you've had an encounter with the afterlife and was brought back, now having the Shadowfell's touch on you. You now seek to make protect people from death, and to put those living in the unrest of undeath to their final rest.

Spectral Warden Magic

 

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Spectral Warden Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.

Spectral Warden Spells

RANGER LEVEL SPELL
3rd Inflict Wounds
5th misty step
9th Bestow Curse
13th banishment
17th Mass Cure Wounds

Spectral Weaponry

At 3rd level, you gain the ability to warp the magic of the Shadowfell to create any spectral weapon you choose. The weapon has the same features as the weapon you choose, the weapon deals necrotic damage, when you attack with that weapon, you can use your Wisdom modifier, instead of Strength or Dexterity, for the damage rolls. This benefit lasts until you finish a long rest.

Eternal Watch

At 3rd level, you do not need sleep anymore and can’t be forced to sleep by any means. To gain the benefits of a long rest, you can spend all 8 hours doing light activity.

Life From Death

At 7th level, you can target a creature you can see within 30 feet and channel your magic over life and death into them, restoring hit points equal to your level + your Wisdom modifier (minimum of 1 hit point).

You can use this feature twice per long rest.

Spectral Protection

At 11th level, you gain resistance to necrotic damage. And you can roll a wisdom check once per long rest to instead heal the necrotic damage you would have taken before the resistance would have taken place.

The roll has to be above 15 to be sucessful, and will be used even should you fail.

Call of the Damned

As an action, you create an zone of spirits within 60 feet of what you can see, the zone is a 30 feet cylinder, enemies within this zone has disadvantage on attack rolls, wisdom and constitution saves and has their movement reduced by 10 feet. The zone lasts for 2 minutes or until you lose concentration.

This zone can be used once per long rest.

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