Ranger
Base Class: Ranger

You are linked to a Revenant Soul, which seeks vengence on its advesary from a previous life in return for its supernatural abilities bestowed upon you. The powers of a Revenant Soul can strike fear into your enemies and exploit their mortal weaknesses, while also granting you necrotic magic. Because of your willingness to help the Revenant in their quest for vengence, it only hides within your body, and gives it more time to fulfill its final wishes before fading to the afterlife.

Revenant Soul Magic

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

Revenant Soul Spells

Ranger Level Spell
3rd false life
5th misty step
9th fear
13th death ward
17th antilife shell

Undead Resilience

At 3rd level, your link to the specte soul grants you resistance to necrotic damage. You also have advantage on saving throws against being charmed or frightened.

Mortal's Bane

At 3rd level, you can temporarily curse a foe to be weak against your attacks. As a bonus action, choose one creature you can see within 60 feet of you. Until the start of your next turn, any of your weapon attack against that creature is a critical hit on a roll of a 19 or 20 on the attack roll, and the creature takes an extra 1d4 necrotic damage from your weapon attacks.

Spectre Step

At 7th level, you can terrify your foes with your killing blows. When you score a critical hit or reduce a target to 0 hit points with a melee weapon attack, you can teleport to a point within 5 feet of another creature that is within 30 feet of you. If you do so with a ranged weapon attack, you can teleport to a point within 5 feet of the target of your attack.

Whenever you use this feature to teleport, each hostile creature within 10 feet of the point you teleport to must make a Wisdom saving throw against your Spell Save DC. On a failed save, the creature is frightened of you for 1 minute. At the end of each of their turns, the creatures can make another Wisdom saving throw. On a success, the effect ends on them.

Draining Terror

Starting at 11th level, you feed off of the fear you strike into the souls of your enemies. At the start of each of your turns, any hostile creature that is frightened of you takes necrotic damage equal to your Wisdom modifier (minimum of one), and you regain hit points equal to the total necrotic damage you dealt.

You also gain immunity to poison damage and the poisoned condition.

Vengeful Glare

Starting at 15th level, you can paralyze an opponent that dares to strike you. When a hostile creature that you can see within 30 feet of you makes an attack roll against you, you can use your reaction to make a ghostly glare at the target before the attack and force the creature to make a Wisdom saving throw against your Spell Save DC. On a failure, the target is paralyzed until it takes damage, or until the end of your next turn.

When the paralysis ends, the target is frightened of you for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if it can see you, ending the frightened condition on itself on a success.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses of it when you finish a long rest.

Previous Versions

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