Ranger
Base Class: Ranger

Rangers roam the wilds, hunting grand enemies for sport. The Mourner has little to do but weep. The Mourner in the Night has witnessed an unspeakable tragedy: the death of a child or a family, an unspeakable act committed by a human, or the decay and ruin of a town. They turned after this tragedy to fell nature spirits, banshees, shadows, and revenants to give them a home. And now they harness this power to its fullest. Mourners can pass through surfaces like spirits, keen like banshees, and blend into the shadows to escape persecution. Their objectives range from closure to vengeance, but all are defined by their tragedy.

Mourner’s Magic

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

 

Ranger Level Spell
3rd protection from evil and good
5th mirror image
7th fear
13th phantasmal killer
17th dominate person

Mourner’s Wiles

Mourners gain a variety of unique powers from their time with spirits, and their body gradually evolves to become more and more banshee. At 3rd level, you start with 3 Wile Points, which can only be regenerated upon taking a long rest. You gain another Wile Point at 8th level, followed by another at 13th level, and another at 16th level. Wile Points can be expended to activate Wiles. You may pick 2 Wiles upon taking this archetype at 3rd level, followed by another at 7th level, another at 11th level, and another at 15th level.

Banshee’s Scream

As an action, you may expend 2 Wile Points to let out a deafening, ear-splitting screech. All creatures (even allies) within 60 feet of you that can hear must make a Constitution saving throw, the DC of which is equal to your spell save DC. On a failure, the creature takes 1d10 points of thunder damage and suffers from both the Deafened and Stunned conditions until the end of your next turn.

Binding Word

As a reaction when a creature attacks you, you may spend 2 Wile Points to attempt to infect their mind with dark spirits. The creature must make a Constitution saving throw, the DC of which is equal to your spell save DC. On a failure, you may redirect the attack to a different target of your choosing within melee range, which may, but does not have to be, a creature.

Blinding Arrow

As a bonus action when you hit an enemy with a ranged attack, you may expend a Wile Point to force them to make a Constitution saving throw against your spell save DC. On a failure, they are blinded, as shadowy tendrils wrap around their eyes and ears. They may make this Constitution check again on each subsequent turn, and are no longer blinded upon a success.

Corrupting Hail

As a bonus action after you have hit with a ranged attack, you may spend a Wile Point to attempt to corrupt the target creature. The target must make a Constitution saving throw against your spell save DC. On a failure, it is infested with dark spirit energy and acts as though suffering from the Confusion spell till the end of your next turn.

Form of Mist

As a reaction when an attack hits you, you may expend a Wile Point to adopt a misty, incorporeal form, raising your AC by 2 until the end of the round.

Grasping Follicles

As a bonus action, you may expend a Wile Point to grow your hair to impossible proportions and manipulate it to grapple a creature up to 15 feet away. Your hair remains this long for 1d8 hours after the initial transformation.

Jaws of Death

When you hit an enemy with a melee attack, you may expend a Wile Point to let out a horrifying shriek. The target must make a Wisdom saving throw against your spell save DC. On a failure, they become Frightened of you until the end of your next turn.

Leap of the Faithless

As a bonus action, you may expend a Wile Point to jump up to 3 times your jump distance.

Rallying Keen

As an action on your turn, you may expend a Wile Point to let out a piercing shriek into the air, inspiring your allies. Each ally within 30 feet of you gains temporary hit points equal to your proficiency bonus + your Charisma modifier.

Shadow Riposte

As a reaction when an enemy misses you with a ranged attack, you may expend two Wile Points to teleport into melee range behind them (up to 120 feet away) and make a melee attack against them at advantage.

Shadow Step

As an action, you may expend a Wile Point to step into one shadow and out of another. You expend movement only while on solid ground in this action. The shadow you teleport to must be within 120 feet of your current position, and either visible or familiar to you.

Godslayer

At 7th level, your dark nature and upbringing by Undead puts you at odds with beings of light. You have advantage on Survival checks to track Celestials or Fey, and you may cast Detect Evil and Good an unlimited number of times. It can now only detect Celestials or Fey, and its range is increased to 120 feet.

Spiritwalker

At 11th level, you gain the ability to detach your spirit from your mortal form and transport yourself across great distances. As an action, you may separate your spirit and your body for up to one minute. Your spirit has a speed of 60 feet, and may travel through surfaces and walls. You take 1d6 force damage if you end your turn inside of a wall. Your body may not take actions while this ability is active, and your sight and hearing are given to the spirit. (As in Find Familiar.) At the end of the spell’s duration, or whenever you choose, your body vanishes and is transported to the current location of your spirit. Once you use this feature, you must finish a short or long rest before you can use it again.

Banshee Magistrate

At 15th level, you have unparalleled control over the dark spirits from which you draw your power. As an action, you may summon a banshee to aid you in combat. It uses the banshee rules from the Monster Manual, with 30 hit points instead of the normal 58. It acts on your turn in the initiative order, and exists in the material plane for one minute, or until you use a bonus action to willingly dispel it. Once you use this feature, you must finish a long rest before you can use it again.

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