Base Class: Ranger
You are banished from death and now wander the world seeking some goal. (to be extended)
This is a work in progress. please comment below if you think any balances are needed. I intend to trim this up in a little while and then I will release the final version.
Banished from death
You have been bound to a restless spirit and are not allowed to die as easily.
At 3rd level, you can add your proficiency bonus to your death saves. (Here on Dnd Beyond there is no option to add the bonus to your death saving throw. so you will have to just add it yourself).
Also at 3rd level, you come back after d8 days when you die. Your body is revived wherever it currently lies but in the Astral plane which after one minute you exit.
Bound by fate.
You are bonded to a sentient and restless spirit. You both now live in the same body and move as one. when the spirit wishes you can see them standing around you in the Astral plane as semi-transparent, and white rather than be in you and if someone has true sight or is in the astral plane they see this too or if your are in the same spot they see the spirit overlapping you as semi-transparent, and white.
When ever you make an intimidation check the sprits image becomes transparent and overlays yours for all to see. you determine the specifics of how much is shown. You gain advantage on intimidation checks.
You also gain Advantage on Insight, and History as the spirit assists you with his perspective, memory. Additionally at 7th level you gain advantage on Dexterity Saving throws and acrobatics as the spirit warns you of incoming attacks and enhances your reflexes and agility.
You gain darkvision out to 30 feet
The Bright Lord
At 7th Level, you can cast Dominate Beast five times per long rest, Dominate Person thee times per long rest and Dominate Monster once per long rest. You can have a number of these spells active at the same time under the same concentration equal to your Wisdom modifier and this concentration does not need to be rolled for if damaged and can be alongside any other concentration spells you are casting as the spirit is really is helping concentrate on the domination. You can cast all three of these spells as bonus actions.
Wraith strike
At 11th level, you gain the ability to pass between the planes in the blink of an eye. When you take the attack action, you can teleport up to 10 feet before each attack to an unoccupied space you can see. for the first attack you may teleport up to 15 feet.
If you attack at least two different targets with the action, you can make one additional attack with it against a third target.
The second creature is attacked by the spirit who is visible in the real world as semi-transparent and white. Treat the mechanical aspect of the attack as if it was you. If you attack a third target the spirit and you both teleport from the locations of the previous two attacks for this attack and the spirit is semi-transparent, white and overlapping you for this attack after which it is no longer visible. If you do not attack a third target you remain at the location of the first attack and the spirit returns to you.
Yes I know this is Distant Strike from the Horizon walker but it fits perfectly and I changed it up a little bit.
Perfect Union.
At 15th level, you and the spirit now work in perfect Unison. You can now cast Etherealness once per short rest. Additionally you gain True sight out to 15 feet as the spirit enhances your senses to be able to take on most opponents.
Gravewalker magic.
The spirit grants you knowledge of spells beyond your previous skills. You gain Haste, Misty Step, Branding Smite, and Blink. These spells do not count against your list of known spells and are always prepared.
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1/28/2021 5:07:38 AM
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Posted Jan 28, 2021Currently the advantage for dex saves and acrobatics at level 7 is not shown on the sheet. The homebrew software is being troublesome with it.