Base Class: Ranger
You used to visit a local graveyeard for the magical connection of the spirits. In in your local tavern you were the best gambler, and people started to not want to play with your anymore. You decided to play cards with the spirits. Once you made a bet between your life and the spirits of unknows powers. You won and since then your deck got infused with magical power.
Knowledge of the spirits
When you choose this archetype at 3rd level, echoes of those who have died cling to you. Whenever you finish a short or long rest, you can gain one skill or tool proficiency of your choice, as a ghostly presence shares its knowledge with you. You lose this proficiency when you use this feature to choose a different proficiency that you lack.
Also, whenever you have at least one charged spirit card on your person, you gain the following benefits:
-You can add your proficiency bonus to all charisma checks made to interact with undead
-You always know the direction of the closest graveyard or a rune fused with spirits within 1 mile. Alternatively, this can be any place where at least 10 creatures have died during the last century
-Every time a creature dies within 1 mile of you, you hear a frightening scream that only you can hear.
-You can always feel the presence of undead within 10 feet
Deck of spirits
At 3rd level, ghostly powers are infused into your deck of cards.
Once you finish a long rest, your deck (french cards) is shuffles itself, every card faced down. If you have charged cards left you can choose to keep or put them back. Whenever you draw or reveal a card from anywhere from the deck, the card becomes charged. (Looking at the bottom of the deck will not draw it). The number of charged cards you can draw equal is to your ranger level, every card you draw after won't be charged. Your deck of spirits table determines the card’s abilities.
If the deck is destroyed or you lose it, you can perform a 1-hour ritual to receive a replacement provided you are at a graveyard. This ritual can be performed during a short rest and the previous deck vanishes with all charged and non-charged cards. You cannot draw charged cards from your deck until you finish a long rest.
The deck of spirits table shows the ability of each card. If the charge is expended, the card loses its power and becomes non-magical. In one round you can expend cards up to your proficiency bonus.
Whenever you draw a spirit card, roll a d20. If the number is below 5, roll on the Vengeance of the Spirits table and the charge is wasted. If the number is above 15, roll on the Blessing of the Spirits table.
Also, whenever you expend a charged card, roll a d20. If the number is below 3, roll on the Vengeance of the Spirits table. If the number is above 17, roll on the Blessing of the Spirits table. If you roll a natural 20, you can roll twice.
Deck of Spirits table:
Any Ace: Roll a d20 and record the number rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these rolls. You must choose to do so before the results are determined by the DM and you can replace a roll in this way only once per turn.
Ace of hearts: The number you record can be anything from 2-19
Clovers (2-9) When you expend this card's charge as a bonus action, requiring somatic and verbal components(as if you were casting a spell), you can teleport yourself up to 10 feet.
Clovers(10-King) Tap this card as a bonus action, requiring only somatic components(free hand touching the card), you can teleport yourself up to 10 times your proficiency bonus.
Hearts (2-9): As a bonus action when you expend the card's charge you regain hit points equal to 1d4 + your Wisdom modifier.
Hearts (10-King): As a bonus action you expend the card's charge. At the end of your turn, you regain hit points equal to half to the damage done in this round rounded down.
Diamonds (2-9): Whenever you hit a creature with a weapon attack, you can use your reaction to tap this card and that creature to gains a random vulnerability for two damage types for 1d20 hours. The DM rolls in secret. The creature doesn't know what happened to it until it takes damage from that damage type.
Diamonds (10-King): Whenever you hit a creature with a weapon attack, you use your reaction to cast a random spell on it. The DM rolls a random spell with a level of your ranger level rounded up from all classes. If the spell has a target or AoE, the hit creature is targeted, otherwise, follow the rules of the spell.
Spades (2-9): As a bonus action, you infuse your weapons with necrotic energy. Your next weapon attack deals an extra 1d8 necrotic or psychic damage(flip a coin). If the attack misses, the energy is wasted.
Spades (10-King) As a bonus action, you infuse your weapon with necrotic energy. Your next weapon attack deals an extra 1d8 necrotic or psychic damage(your choice). If the attack hits, the target gains a random condition rolled by the DM. The DM rolls in secret. The effect lasts for a number of rounds equal to half your proficiency bonus, rounded down, or the target can make a Wisdom saving throw against your spell save DC at the end of its turn to end the effect.
Vengeance of the Spirits table:
00-02 Roll 2 more times in this table
02-35 A random undead creature appears within 10 feet, with a cr rating half your ranger level rounded down.
35-40 You take 1d10 necrotic damage.
40-45 You take 1d10 psychic damage.
45-48 You are blinded until the start of your next turn. If you are not in combat, you are blinded for 1 minute.
48-50 You have vulnerability for psychic damage for 1d4 days.
50-53 Your skin colour changes to a random colour for 1d4 hours.
53-58 You forget a random language for 1d4 days
58-62 You can't speak for 1d6 hours.
63-66 Your skin becomes slippery for 1d4 hours.
66-69 The next time you see a dead creature, a random spell from the school of necromancy is cast at a random creature within 60 feet. The spell's maximum level equals to half your ranger level rounded up. The dm rolls in secret.
69-74 Roll on his table again, and the closest creature to you takes the effect instead.
74-77 You forget one of your spells for one day. The dm rolls in secret.
77-81 Animals hate you, even once dearly beloved companions. You automatically critically fail any husbandry or riding related rolls.
81-84 You learn a random language for 1d6 hours, and you can only talk in that language.
84-87 You leave putrid black footsteps everywhere you walk for 1d6 hours.
87-90 Darkness is cast centred around you
90-93 Silence centres around you for 10 minutes
93-95 A black cat follows your around for 1d4 days
95-98 You are covered in ectoplasm until you wash it off
98-100 A ghost appears to play poker with you for your life (drop to 0 hitpoints when lost)
Blessing of the Spirits table:
00-05 A ghost appears and pats you on the back
05-10 You do not need to sleep for 1 day. During this time you remain conscious when you take a long rest.
10-15 You gain proficiency in a random skill for 1d4 days.
15-18 You gain advantage on wisdom and intelligent saving throws for 1d6 hours.
18-23 You gain temporary hit point equal to 1d10 + your ranger level
23-25 The next time you deal damage to a creature, you deal twice as much.
25-28 Your weapon attacks deal an extra 1d4 psychic damage for 1 day.
28-32 You learn a random language for 1d4 days.
32-36 Somewhere in the world an evil person has their appearance changed to resemble yours.
36-40 Your skin emits dim magical light in a 10-foot radius for 1d6 hours.
40-43 Only non-magical damage can harm you for 1d6 hours.
43-46 Only magical damage can harm you for 1d6 hours.
46-50 You gain resistance against piercing, bludgeoning, slashing damage for 1d6 hours.
50-55 You gain a flying speed of 10 feet and can hover for 1d6 hours.
55-60 You learn a random spell for 1d4 days.
60-64 You understand the languages of animals for 1d4 days.
60-68 You understand the languages of plants for 1d4 days.
68-75 You gain advantage on charisma checks made to interact with undead for 1 day.
75-78 Every liquid you drink turns to wine as it goes down your throat. If you drink a potion it has the same effects it just tastes MUCH better.
78-80 The next creature of your choice that looks you in the eyes must make a Wisdom saving throw. If it fails, it is frightened for 1 minute and can repeat the saving throw at the end of its turns.
80-85 A random common magic item appears in front of you.
85-90 The next creature of your choice that looks you in the eyes must make a Wisdom saving throw. If it fails, it is charmed by you for 1 minute and becomes friendly towards you until you or your companions deal damage to it.
95-100 You permanently gain a random proficiency.
Spells of the Undead
At 3rd level, you learn how to use the powers of the undead to your advantage. You borrowed magical powers from the spirits, which also provided you with a set of prepared spells. These count as ranger spell for you, but it doesn't count against the number of ranger spells you know. You learn additional spells of 1st level or higher when you reach certain levels in this class, as shown in the Spells of the Undead table.
Whenever you cast a spell, you have to keep your good reputation of the spirits. When you cast any spell, roll a d20. If the number is 1 or 2, roll on the Vengeance of the Spirits table and the spell is wasted. If it's 2 your spell slot remains. If the number is above 18, roll on the Blessing of the Spirits table. If you roll a natural 20, you can roll twice.
Spell list:
Ranger Level
3 Command
5 Mirror Image
9 Speak with Dead
13 Charm monster
17 Dominate person
Mental shield
Starting at 7th level, you can expend one of your spirit cards to strengthen your mental focus(tapping the card with one freehand). This feature last for 1 minute or until you lose concentration as if you were concentration on a spell. During the duration when you do so, you gain one the following benefits(your choice):
- You have advantage on Wisdom saving throws against being frightened. If you are forced to make more than one Wisdom sawing throw during the duration, roll on the Vengeance of the Spirits table and the feature ends.
- The next ability check you make, add your proficiency bonus to that skill. If you are already proficient with that skill, flip a coin. If it's heads, you can add twice your proficiency bonus to that roll, if it's tails, roll on the Vengeance of the Spirits table and your concentration ends. Your concentration ends when the result of the roll is determined.
- Roll a d6 to all charisma checks you make within the duration. If you use this feature more times then your proficiency bonus, roll on the Vengeance of the Spirits table and the concentration ends.
- Add a d6 to your next initiative or attack roll. When you do so, the feature ends.
Improved Deck of Spirits
At 11th level, your deck grows mightier in the following ways:
Whenever you draw a diamond ace, the number you record can be anything from 2-19
Clovers (2-9): Range of teleportation becomes 20 feet
Hearts (2-9): The dice increases to a d8
Hearts (10-King): Add your Wisdom modifier to the number of hit points gained by this feature
Diamonds (10-King): Whenever the creature takes damage from the spell cast on it loses all its resistance for 1d6 rounds.
Spades (2-9): Add the damage to all your attacks made within that turn
Spades (10-King) The damage dice increases to a d10. The target throws its saving throws with disadvantage.
Ghost walk
At 15th level, you can phase partially into the realm of the dead, becoming like a ghost. As a bonus action, you assume a spectral form. While in this form you appear as a shadowy transparent natural phonemon. A creature can make an Intelligence (Investigation) check against your spell save dc to recognize you as a humanoid, although your form resembles a random ghost that does not represent you. Your dm rolls your apperance in secret. Alternatively you can use this feature to hide your person; any creature with an Intelligence score of 5 and above that witnesses you interract with an object will recognize you as a ghost.
You have a flying speed of 10 feet, you can hover. You can also move through creatures and objects as if they were difficult terrain, but you take 1d10 force damage if you end your turn inside a creature or an object. Also, if you tap one of your soul cards in this form, you can choose not to, whenever you are forced to roll on the Vengence of the Spirits table. You stay in this form for 10 minutes or until you end it as a bonus action.
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