Base Class: Ranger
At level three, you have come to the realization that the world is full of terrors and monstrosities, but you come from a long line of experienced hunters, and as such you do not have to face these terrors alone. By harnessing the powers of your deceased ancestors, you can learn where to properly strike an enemy for extra damage, gain insight on your prey, as well as harness supernatural powers with the help of your ancestral guides. You will also learn other spells that your predecessors have mastered in their time, making you an even more effective hunter.
Ancestral Guide
Starting at Level 3 you gain the ability to call upon your ancestors to offer insight on creatures during combat, exposing their weaknesses and aiding your strikes against them. You gain a number of Ancestral Guides equal to your Wisdom modifier. As a bonus action, you can assign a Guide to one creature you can see within 90ft. Attacks on the afflicted creature deal an extra 1d4 force damage for each ancestor placed on the creature. The damage die increases to 1d6 at level 7, 1d8 at level 11, and 1d10 at level 15. Your ancestors disappear when your afflicted creature dies, you fall unconscious, or you dismiss them as a Bonus Action. When a Guide disappears, they are returned to rest and can only be called upon again at the end of your next long rest.
Additionally, the first time a character is afflicted with an ancestor, they must make a Wisdom saving throw against your spell save DC. On a fail, you learn the creature’s type and a saving throw bonus for one stat of your choice. On a successful save, you gain none of the above insights on the creature and the creature is immune to Ancestral Guides for the next 24 hours. If you target a creature with Ancestral Guide that is already afflicted with a Guide, and that creature has already failed it’s saving throw, it has disadvantage on the saving throw for the new Ancestral Guide.
Spiritual Wisdome
At 7th level, you gain access to three abilities that were mastered by your ancestors. You may use these abilities by expending the corresponding action and spell slot indicated. Also, all of your attacks count as magical for the sake of overcoming resistances.
- 1st lvl, free action: Spirit Sense
- You may expend a 1st level spell slot to channel the spiritual energy of your ancestors into your eyes, gaining enhanced vision of your quarry. While using Spirit Sense, you can see creatures marked by your Ancestral Guides through walls and other obstructions up to 90 ft away. This effect works in total darkness and is considered a Blind Sense.
- 2nd lvl, bonus action: Ethereal Blink
- You can teleport within 15 feet of any afflicted creature you can see in range of your Ancestral Guides.
- 3rd lv, action: Phantom Pain
- Force all creatures that are afflicted with an ancestor and can see you to make a Wisdom Saving throw equal to your spell casting DC. On a fail, the afflicted creatures are frightened by you for 1 minute. On a success, they are not frightened. The frightened creature can attempt the saving throw again at the end of each of its turns. If it succeeds, it cannot be frightened by this effect again for the next 24 hours.
Soul Shatter
At 11th level, you gain the ability to forcibly call your Ancestral Guides back to you. As an action on your turn, you may return all spirits of all afflicted creatures to you. You regain Ancestral Guides equal to the number of spirits recalled. Creatures affected by this ability take 1d10 of force damage for each spirit removed from them.
Ancestral Veil
At 15th level, you finally become attuned with your inner spiritual self, gaining the ability to directly call upon your ancestors to guide your physical body in combat. As an action on your turn, you can expend an Ancestral Guide to temporarily merge yourself with them. While in this form, your eyes and weapons glow with a ghostly whiteish-blue fire, and your body is faintly surrounding with a similar flickering of fire. This effect lasts for 1 minute or until you fall unconscious, whichever comes first.
- You gain the following benefits:
- +2 AC
- Advantage on Intimidation checks and on Charisma saving throws
- +10 movement speed
- Add an extra 1d8 cold damage to all attacks
- You may move through solid creatures and objects at will. Ending your turn with your physical body inside an object or creature deals 1d10 force damage to you and the creature at the end of your turn.
Spirit Walker Spells
As you level up, you gain access to the following spells that your ancestors have mastered throughout the ages. These spells do not count against your known spells, and are always prepared.
Spirit Walker Spells:
- 3rd: Bane
- 5th: Zone of Truth
- 9th: Haste
- 13th: Death Ward
- 17th: Reincarnate
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