Ranger
Base Class: Ranger

Rangers who have glimpsed the other side of the veil between life and death are sometimes returned to the land of the living and see that veil has blurred. The once unbreakable natural law of "all life must pass on into death" is now not so certain, as they can now see the lingering souls of restless spirits, and the raging souls clawing their way against the current back to the realm of the living. These rangers are known as the Spirit Weavers. They command a collection of souls around them to empower their abilities, choosing either to dedicate their lives to preserving and aiding the most unbreakable law of nature, or binding spirits in an attempt to make sure that this same law never applies to them.

The Talking Dead.

You perform a 10 minute ritual speaking with your spirits to summon the spirit of a deceased humanoid to converse with. The effect is the same as the Speak with Dead spell. An ethereal image of the deceased creature is summoned 5 feet above their body to answer the rangers questions. You can perform this ritual a number of times equal to your wisdom modifier, regaining this ability after a long rest.

Spirit Weaving

 At 3rd level, You attune to the spirits that are around you, using them to produce various effects. You can choose spells from both the ranger and cleric spell lists. You gain spirit points equal to your ranger level plus your wisdom modifier which signify the number of spirits under your control, using them for the following effects:

Spirit Guide- You spend 1 spirit point to send one of your spirits to assist an ally. This effect allows you to cast guidance and a friendly creature within 60 feet of you.

Spectral Defender- When you or a friendly creature within 60 feet of you is hit by a spell or attack, you can spend spirit points up to your proficiency bonus to send forth spirits to protect the target. Roll 1d6 per spirit point spent to reduce the damage by that amount.

Haunt- You call forth a vengeful ghost to haunt an enemy. You can use your bonus action to spend 1 spirit point to target a creature within 60 feet, call forth a spirit to haunt the enemy, marking them for 10 minutes. Whilst the creature is marked, you know their location, and can spend spirit points to extend the effect by 10 minutes per spirit point used. You deal 1d6 additional damage whenever you hit the haunted creature with a weapon attack. If a creature is haunted, you cannot gain the benefits of spells that cause additional damage on hit such as hex or hunters mark.

Spectral Courier- You can summon a spirit to channel your magic through. If you have a spell with a range of touch, you can spend 1 spirit point to summon a spirit to carry the spell to a target within 60 feet of you.

The Watchers

You have learned to utilise your spirits to watch over you as you rest. At the start of a long rest, you can expend any remaining spirit points to create Watchers. Each watcher can be placed within 120 feet of you as you rest. These spirits have true sight up to 120 feet, have advantage on perception checks and use the rangers perception modifier on their rolls. If a threat is detected, the watchers alert the ranger telepathically, rousing them from their sleep.

Spectral Empowerment

At 7th level the spirits around you use their life energy to empower you. Your weapons flare with spirit fire, and are considered magical for the purposes of calculating resistances. The spirits also grant you the following effects based on the weapons equipped:

Ranged Weapons: The spirit fire ignites your ammunition when fired. If you make a ranged attack against a haunted enemy creature, you ignore all cover as the shot passes through walls to hit the target. Your ranged weapon also becomes a focus in which you can cast spells through. You may use your bonus action to spend a number of spirit points equal to 1+ a spells level to use one of your attacks during your attack action to cast a spell that requires a ranged spell attack. If you do this, you make a weapon attack with your bow to determine if the spell hits or not as the spirits you use form a ghostly arrow to deliver the spells effect. The spell is counted as a weapon attack in regards to activating the bonus damage on a haunted enemy.

Melee Weapons: Whilst wielding melee weapons, the spirits surround you in spirit armour. You can add your wisdom modifier to your AC. If an attack misses you due to this effect that would have hit you without it, you must expend 1 spirit point otherwise this effect is lost. Whilst you have the spirit armour active, you have advantage on saving throws to maintain concentration on a spell. If you are dual wielding, you can spend 1 spirit point to make 2 melee weapon attacks as a bonus action with your off-hand weapon instead of 1.

Ghost Walk

At 11th level the ranger masters the ability to walk the line between the realm of the living and the dead. As an action you can spend 5 spirit points to take on an ethereal form and step into the realm of the spirits. In this form you are invisible, you can walk through solid objects as if they were difficult terrain and have resistance to all damage, but you cannot attack or cast spells. The world takes on a greyscale and the spirits you see normally take on the forms that they had in life, whilst creatures in the realm of the living start to appear more ghostly. You can use your bonus action on subsequent turns to return to the realm of the living, reappearing as if you have just stepped through a door. During the turn you use this effect you have advantage on all attack rolls made against enemies that do not have true sight.

Spirit Caller

At 15th level spirits of the fallen are drawn to a Spirit Weavers very presence. Any humanoid's soul that dies within 120 feet of you are drawn to you, granting 1 spirit point.

You can use your action to call upon the spirits around you to perform powerful spirit magic. As an action, the you can choose a spell from the cleric spell list up to a maximum of 7th level, spend spirit points equal to twice that spells level to have your spirits unify to cast the spell for you. The spell uses you spellcasting modifiers and saving throws if required, but ignores any verbal, somatic or material components or costs the spell lists. If the spell requires concentration, the spirits concentrate on the spell for you, but cannot take any other subclass abilities whilst they do this. Whilst the spirits concentrate on a spell, they can be targeted for attacks. They will not take damage but will roll concentration checks using your modifiers. You can choose a cleric spell up to 8th level from 17th level, and a spell of up to 9th level starting at 20th level. Once this ability has been used, it cannot be used again until you finish a long rest.

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