Ranger
Base Class: Ranger

Every mythology has its psychopomps, a being of some sort to guide souls to the afterlife. Some take a similar form to the souls they guide. Many appear almost god-like. More still decide to take the appearance of hideous monstrosities. Some, however, are simple mortals who must one day, too, join those who they have so willfully sought to guide to their death. These Death Wardens are often seen as outcasts, communing more with the dead than the living. In reality, though, we should all be thanking these mortals, as without them, the dead may one day overtake the living.

Souls' Guide

At 3rd level, you gain the uncanny ability to see and speak with the dead. You can cast the Speak with Dead spell once per day. When you do so, and after your conversation is finished, you must set the soul to rest. You must spend 10 minutes to calm the spirit's mind and body so that it may pass on. If you fail to do this within an hour of the conversation ending, the spirit becomes a Ghoul that is hostile towards you. After the spirit is either put to rest or the Ghoul is slain, the spirit fully moves on and cannot be conversed with again or be brought back to life with anything less than a Wish spell.

Fear No More

Starting at 3rd level, you gain resistance to Necrotic damage.

Friend of the Dead

Starting at 7th level, dead souls will rise to help you fight. When you kill a humanoid creature, you may, as a bonus action, raise their spirit as a friendly Ghoul. This Ghoul has its own initiative and will take its own actions, as it already knows your will. Its main goal is to protect its master, but will take other orders from its master, as well. If this Ghoul is not put to rest in the same way detailed in your Souls' Guide feature within 24 hours of being summoned, it will turn on its master and must be slain. Doing so will put it to rest. This feature can be used once per long rest.

The Reaping

Starting at 11th level, you can reap swathes of souls at a time for differing effects. Whenever a creature within 60ft of you drops to zero hit points, you may, as a bonus action either on your current turn or your next turn depending on when the death happens, attack another creature within 60ft of you. This attack gains a bonus to hit equal to double your Wisdom modifier as a wave of magic energy flies to intercept them. On a hit, you may apply one of the following effects:

  • You deal Necrotic damage equal to half the damage dealt on the final hit.
  • The creature hit is under the effect of the Hold Person spell, regardless of creature type.
  • The creature drops to zero hit points if their current hit point total is under 20.

You may use this feature an amount of times equal to your proficiency modifier per long rest.

Death Comes for All

Starting at 15th level, when you die, you become a spectre of your former self, and you appear slightly transparent. You retain all abilities, features, etc. However, you have only 20 hit points which cannot be healed if lost. Your AC gains a bonus equal to your Wisdom modifier. The only way to resurrect yourself in this form is either by a Wish spell or to help another soul pass on. This cannot be accomplished on a creature which you played a part in slaying in any way conceivable. If you do not put a soul to rest within a week of entering this state, you will die and must be brought back to life through conventional means.

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