This is the fourth version after I took both GGeckos and stuffattackknightofrandom advise and tweaked some more.
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
(I have this subclass in the Home Brew section of DnD Beyond and the Dex Saves and acrobatics are not adding the advantage in character builder at the moment. So if you pick this Home Brew up from DnD Beyond make sure to remember that feature).
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.
I made a Middle Earth: Shadow of War inspired subclass.
You can also find this subclass on the home brew collection page of DnD Beyond.
The Gravewalker:
You are banished from death and now wander the world seeking some goal. (Description to be extended)
Banished from death
You have been bound to a restless spirit and are not allowed to die as easily.
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).
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 proficiency and advantage on intimidation checks.
In addition you gain true sight out to 15 ft. This is the main reason you can see the spirit around you when they are walking in the environment around you.
The Bright Lord
You can cast Dominate Beast twice per long rest, Dominate Person once per long rest and Dominate Monster once per long rest. If you cast it as a melee spell attack that your are proficient with you do not need to concentrate on the spell.
Wraith strike
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.
You and the spirit now work in perfect Unison. You can now cast Eterealness twice per long rest.
seems mostly okay but true sight at 3rd level that is way overpowered
Heya! I love Shadow of Mordor, and RANGER! My fav. <3 Someone out there is going to throw me under a bus for what I'm about to say, but... here's what I got.
Banished from Death I like the implementation of this concept as a 3rd level ability. I think it needs to be stronger. Either make it advantage on death saving throws, or- *gulp* -just make the character immortal. Possibly a mechanic where the character revives at the nearest "whatever you deem a respawn point" in 1d4 days. It wouldn't be for every campaign, but it would be something that would be REALLY cool in the right campaign.
Bound by Fate I like the ability to show your wraith form to try and intimidate people. There's not enough here for a level 3 ability (?) though, so I'd add something similar to Umbral Sight from Gloom Stalker:
Umbral Sight
At 3rd level, you gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet.
You are also adept at evading creatures that rely on darkvision. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.
The Bright Lord It's really cool to give out charges of Dominate X. I think that's really neat. I'd consider using the Ranger's Expanded Spells to allow the character to progress how many charges of Dominate they have (i.e. I personally would say that you could unlock Dominate Monster at level 15, which is when Wizard gets their first Level 8 spell. At the same time, it would be cool to also have 4-5 charges of Dominate Beast and 2-3 charges of Dominate Person at that point too. That's up to you!)
I would remove the "If you cast this as a melee attack" portion. I think it makes it needlessly confusing, and just doing it would be fun.
The only other thing that I would suggest is that the ability to Thanos Snap your enemies and deal damage to anyone who was dominated would be really cool.
Wraith Strike & Perfect Unison Both of these are neat. I'd like to see them a bit trimmed up after you're done with your edits!
Overall, some really good concepts, and I want to see where they end up and how you interpret them. I will add is that you currently have 5 abilities, and most Rangers get 6, so you'll want to be sure to flush this out. Finally, go ahead and add those details of "Starting at X Level..." to each ability to help you and the user keep track of what abilities fit where.
Hope that helps!
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i like enthusiastic response! You make some good points about about the domination side of things. I think i will use you ideas for that part mostly. I already took distant strike from the Horizon Walker so I am hesitant to take Umbral Sight because I do not want to copy to much but it is hard to argue with how much it fits. Thanks for tips! It is very helpful! this is my first home brew subclass so all tips welcome.
This is the fourth version after I took both GGeckos and stuffattackknightofrandom advise and tweaked some more.
seems mostly okay but true sight at 3rd level that is way overpowered
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Thanks for the reply. I agree with your opinion and will make True Sight come in at a later level.
Heya!
I love Shadow of Mordor, and RANGER! My fav. <3
Someone out there is going to throw me under a bus for what I'm about to say, but... here's what I got.
Banished from Death
I like the implementation of this concept as a 3rd level ability. I think it needs to be stronger. Either make it advantage on death saving throws, or- *gulp* -just make the character immortal. Possibly a mechanic where the character revives at the nearest "whatever you deem a respawn point" in 1d4 days. It wouldn't be for every campaign, but it would be something that would be REALLY cool in the right campaign.
Bound by Fate
I like the ability to show your wraith form to try and intimidate people. There's not enough here for a level 3 ability (?) though, so I'd add something similar to Umbral Sight from Gloom Stalker:
The Bright Lord
It's really cool to give out charges of Dominate X. I think that's really neat. I'd consider using the Ranger's Expanded Spells to allow the character to progress how many charges of Dominate they have (i.e. I personally would say that you could unlock Dominate Monster at level 15, which is when Wizard gets their first Level 8 spell. At the same time, it would be cool to also have 4-5 charges of Dominate Beast and 2-3 charges of Dominate Person at that point too. That's up to you!)
I would remove the "If you cast this as a melee attack" portion. I think it makes it needlessly confusing, and just doing it would be fun.
The only other thing that I would suggest is that the ability to Thanos Snap your enemies and deal damage to anyone who was dominated would be really cool.
Wraith Strike & Perfect Unison
Both of these are neat. I'd like to see them a bit trimmed up after you're done with your edits!
Overall, some really good concepts, and I want to see where they end up and how you interpret them. I will add is that you currently have 5 abilities, and most Rangers get 6, so you'll want to be sure to flush this out. Finally, go ahead and add those details of "Starting at X Level..." to each ability to help you and the user keep track of what abilities fit where.
Hope that helps!
Hi GGeckos,
i like enthusiastic response! You make some good points about about the domination side of things. I think i will use you ideas for that part mostly. I already took distant strike from the Horizon Walker so I am hesitant to take Umbral Sight because I do not want to copy to much but it is hard to argue with how much it fits. Thanks for tips! It is very helpful!
this is my first home brew subclass so all tips welcome.