Ranger
Base Class: Ranger

Rangers find themselves often on the edge between civilization and the darkness of the vast unknown ensuring whats out there does not get in. But when they are not enough, the darkness ends up ravaging through consuming all, leaving only a path of annihilation behind. Filled with these complicated emotions and rage the Revengers manifest their own Dark Passenger granting sentience to their shadow granting them a new light within the darkness. Granting them with the new purpose of reclaiming their lost land and Revenging those that they lost.

Dark Passenger

Starting at 3rd level, your animosity for your past has manifested itself in the form of a Dark Passenger, an animated shadow of you which does not reflect your actions. As a free action you can activate your Dark Passenger causing you to lose your shadow as it melds into you granting the following benefits for 1 min:

  • You gain Advantage on Constitution saving throws.
  • Melee attack rolls you make while you have 3 or more enemies within 15 feet of you have Advantage, if you already have Advantage on your attack you can reroll one of the dice once.
  • You may target a number of hostile creatures you can see up to your Wisdom Modifier, while at least one of these creatures is still alive your attacks deal 1d6 extra Radiant damage.
  • You have Advantage on saves against being Charmed and Frightened while at least one targeted creature is still alive.

You may use this feature a number of times equal to your Proficiency Bonus, regaining all uses after a long rest.

Revenger Magic

Also at 3rd level, you learn the Guidance and Light cantrips, and you also learn an additional spell of 1st level or higher when you reach certain levels in this class, as shown in the Revenger Spells table. Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

Revenger spells  
Ranger Level Spell
3rd Guidance, Light, Armor of Agathys
5th Mirror Image
9th Haste
13th Evard's Black Tentacles
17th Banishing Smite

Hateful Technique

By 7th Level, your Dark Passenger and you have begun to harmonize as one fortifying your Body and Technique.

Your hit point maximum increases by 7 and increases by 1 again whenever you gain a level in this class.

While your Dark Passenger is activated you gain one of the following features of your choice:

  • If you are wielding two melee weapons you may use your bonus action to make 2 off handed attacks.
  • If you are wielding a melee weapon with the Reach property its reach increases by 5 feet.
  • If you are wielding one melee weapon with the Two-Handed or Versatile property your attacks gain a +2 to hit.

Eye for an Eye

Starting at 11th level when when you take damage from a creature you targeted after activating Dark Passenger, you can force the creature to make a Wisdom saving throw. On a failed save, the attacker takes radiant damage equal to the damage it just dealt. On a successful save, it takes half as much damage. You can use this feature a number of times equal to your Wisdom modifier, regaining all uses at the end of a long rest.

Signature Revenge

When you reach 15th level, your Dark Passenger has developed a personality of its own developing a signature style for revenge upon killing a creature you have targeted. You gain proficiency in Wisdom saving throws. You also gain one of the following features of your choice:

  • As a Reaction you may cause the slain creature to explode in radiant light dealing radiant damage to all enemies within 15 feet of the slain creature for 4d6 + your Wisdom modifier.
  • As a Reaction you may teleport up to 50 feet to an unoccupied space adjacent to a targeted creature allowing you to take the attack action against the targeted creature at Advantage.
  • As a Reaction you may cause the slain creature to explode in radiant light healing all creatures you choose within 15 feet of the slain creature for 4d6 + your Wisdom modifier.

 

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