Base Class: Ranger
Most rangers protect the civilized world from monsters and beasts, but there are many that perform different duties. When protection fails, there must be someone to guide the dead to the underworld. As a ranger of the Spirit Walker enclave, it is your duty to protect the dead from forces that seek to manipulate or harm them.
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 |
Protection from Evil and Good |
|
5th |
Spiritual Weapon |
|
9th |
Phantom Steed |
|
11th |
Greater Invisibility |
|
13th |
Reincarnate |
Spectral Step
When you choose this subclass at 3rd level, you learn to take brief steps into the Far Realm to quicken your pace and avoid attacks. As an action, you can touch a willing creature. For 1 minute, you and that creature can dash as a bonus action. In addition, while a creature is affected by this feature, you and the creature cannot provoke opportunity attacks. You can use this feature a number of times per long rest equal to your proficiency modifier.
Arrows of the Damned
Beginning at 7th level, your arrows pierce through the soul as well as the flesh. You can change the damage your ranged attacks deal to radiant or necrotic damage. This damage is magical for the purpose of overcoming resistance. In addition, your ranged attacks no longer consume ammunition.
Deathly Speech
Also at 7th level, you can speak with undead creatures assuming they know at least one language.
Pierce the Veil
At 11th level, your arrows can pierce the veil of reality to hit their target. As an action, you can expend a spell slot of 2nd level or higher. If you choose to do so, your next ranged attack doesn’t suffer penalties for ½, ¾, or full cover.
Spiritual Revenge
Beginning at 15th level, the spirits that you guide screech in pain when you are hurt. Whenever you take damage, the creature that dealt damage to you must make a Charisma saving throw equal to your spell save DC. On a fail, that creature takes 2d8 radiant or necrotic damage, or no damage on a success.
Comments