Base Class: Ranger
The Ferrymen are an ancient order of deeply religious warriors, sworn to protect the cycle of life and death. It is their duty to punish those who would disturb a soul’s final rest and to aid the souls that linger in the Material Plane in reaching their final destination. To accomplish these goals, the Ferrymen wield special magic that combines the forces of nature, as well as the aspects of both life and death.
Soul Cutter
Beginning at 3rd level when you choose this archetype, you’ve learnt how to temporarily sever a creature's life force. Once per turn when you make a weapon attack, you can cause the attack to deal an additional 1d6 radiant or necrotic damage (your choice). After dealing this damage to a creature, it cannot regain hit points until the beginning of your next turn. At 11th level, the damage dealt by this feature increases to 2d6.
You can use this feature a number of times equal to your Wisdom modifier per long rest.
Ferryman Magic
Also at 3rd level, you learn the spare the dying cantrip if you don’t know it already. For you, this cantrip has a range of 15 feet and only takes a bonus action to cast.
You also learn an additional spell of 1st level or higher when you reach certain levels in this class, as shown in the Ferryman Spells table. Each spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.
Ferryman Spells
| Ranger Level | Spells |
|---|---|
| 3rd | detect evil and good, spare the dying |
| 5th | gentle repose |
| 9th | speak with dead |
| 13th | death ward |
| 17th | hallow |
Hardened Heart
At 7th level, fear has no hold on you. You are immune to being frightened.
Spirit Sight
At 11th level, your eyes allow you to peer through the veil between realms and see hidden spirits. You are always under the effects of the see invisibility spell.
Enduring Soul
At 15th level, your connection to life and death has empowered your vitality and soul. You are immune to being magically aged and for every 10 years that pass, you age only 1 year.
In addition, whenever you would be reduced to 0 hit points, you can use your reaction to immediately regain a number of hit points equal to 1d10 + your ranger level.
You can use this feature once per short rest.
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