Base Class: Ranger
Ranger Necromancer
Necromancy
You learn how to use necromancy to summon undead to assist you in battle.
At 9th level you learn the spell Animate Dead.
At 17th level you learn the spell Raise Undead.
Summoning of Undead
At 3rd level, you can summon a skeleton as an action, and you can only have one. These skeletons are loyal, and stay until killed, or un-summoned.
Skeleton Stat Blocks:
Medium Undead
Armor Class: 13
Hit Points: 13
Speed: 30 ft.
Str: 10 (+0) Dex: 14 (+2) Con: 15 (+2) Int: 6 (-2) Wis: 8 (-1) Cha: 5 (-3)
Damage Vulnerabilities: bludgeoning
Damage Immunities: poison
Condition Immunities: exhaustion and poison
Senses: dark vision 60 ft. And passive perception 9
Languages: understands your languages, however can’t speak
Actions
Short sword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Damage: 5 (1d6+2) piercing damage.
Short bow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Damage: 5 (1d6+2) piercing damage.
Undead Advantage
At 7th level, you can use your undead to give you an edge in battle. Choose one of the following.
Ranged Advantage: Your skeleton(s) give you intel on the enemies position. If your skeleton(s) are within 5ft of an enemy, you gain advantage when making a ranged attack against that enemy.
Skeletal Horde: You are and your skeleton(s) are able to gang up against enemies. If your skeleton(s) are within 5ft of you, you gain advantage when making a melee attack against that enemy.
Skeleton Takedown: As a bonus action, your skeleton(s) can attempt to grapple an enemy once per turn. Instead of a strength check it’s a dexterity saving throw (DC = 8 + dexterity modifier + proficiency bonus.
Ranged Advantage
Your skeleton(s) give you intel on the enemies position. If your skeleton(s) are within 5ft of an enemy, you gain advantage when making a ranged attack against that enemy.
Skeletal Horde
You are and your skeleton(s) are able to gang up against enemies. If your skeleton(s) are within 5ft of you, you gain advantage when making a melee attack against that enemy.
Skeleton Takedown
As a bonus action, your skeleton(s) can attempt to grapple an enemy once per turn. Instead of a strength check it’s a dexterity saving throw (DC = 8 + dexterity modifier + proficiency bonus.
Summoning of Enhanced Undead
At 7th level, you can summon a skeleton as an action, and you can only have up to two. These skeletons are loyal, and stay until killed, or un-summoned. Does not stack with any previous summing of undead abilities. This is meant to replace it as a better version.
Skeleton Stat Blocks:
Medium Undead
Armor Class: 15
Hit Points: 36 (4d6+16)
Speed: 30 ft.
Str: 12 (+1) Dex: 16 (+3) Con: 18 (+4) Int: 8 (-1) Wis: 10 (+0) Cha: 6 (-2)
Damage Immunities: poison
Condition Immunities: diseases, exhaustion, and poison
Senses: dark vision 60 ft. And passive perception 10
Languages: understands your languages, however can’t speak
Actions
Rapier. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Damage: (1d8+3) piercing damage.
Cross-bow, light. Ranged Weapon Attack: 64 to hit, range 80/320 ft., one target. Damage: (1d8+3) piercing damage.
Deadly Defense
At 11th level, choose on of the following abilities.
Necrotic Opportunity: Whenever you’re hit with an opportunity attack, your skeleton(s) gain an opportunity attack against that creature. Only up to 3 skeletons can use an opportunity attack during this.
Skeleton Armor: As a bonus action, you can dismantle one of your skeletons to make armor. This armor gives you +5 ac plus temporary hit points equal to 10 + constitution modifier + proficiency bonus.
Necrotic Opportunity
Whenever you’re hit with an opportunity attack, your skeleton(s) gain an opportunity attack against that creature. Only up to 3 skeletons can use an opportunity attack during this.
Skeleton Armor
As a bonus action, you can dismantle one of your skeletons to make armor. This armor gives you +5 ac plus temporary hit points equal to 10 + constitution modifier + proficiency bonus.
Summoning of Armored Undead
At 11th level, you can summon a skeleton as an action, and you can only have up to four. These skeletons are loyal, and stay until killed, or un-summoned. This is meant to replace it as a better version.
Armored Skeleton Stat Blocks:
Medium Undead
Armor Class: 18
Hit Points: 58 (6d6+30)
Speed: 30 ft.
Str: 18 (+4) Dex: 14 (+2) Con: 20 (+5 Int: 10 (+0) Wis: 12 (+1) Cha: 8 (-1)
Damage Resistances: bludgeoning, piercing, and slashing from non magical attacks
Damage Immunities: poison
Condition Immunities: diseases, exhaustion, and poison
Senses: dark vision 60 ft. And passive perception 10
Languages: understands your languages, however can’t speak
Undead Fortitude: If reduced to 0 health points, it must make a constitution saving throws (DC 3+damage taken) unless if the damage is radiant, or was a critical. On a success, the skeleton returns to 1 hit point.
Actions
Maul. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Damage: (2d6+4) bludgeoning damage.
Death’s Right Hand Man
You gain the ability to summon 3 undead within 30 ft of you as an action once per long rest.
As an action, you use your undead to help you do a volley of ranged attacks. With this you can make one to each creature within 10 ft of one of your undead. With the help of your undead you gain +5 to hit, and an extra die to each attack. This can only be done a number of times equal to your Wisdom modifier (minimum 1 use). This resets after a long rest
Summoning of Enhanced Armored Undead
At 15th level, you can summon a skeleton as an action, and you can only have up to five. These skeletons are loyal, and stay until killed, or un-summoned. This does not stack with any previous summoning of undead abilities. This is meant to be a better version of those.
Armored Skeleton Stat Blocks:
Medium Undead
Armor Class: 20
Hit Points: 76 (8d6+40)
Speed: 30 ft.
Str: 20 (+5) Dex: 18 (+4) Con: 20 (+5 Int: 12 (+1) Wis: 14 (+2) Cha: 10 (+0)
Damage Resistances: bludgeoning, piercing, and slashing from non magical attacks, and necrotic damage
Damage Immunities: poison
Condition Immunities: diseases, exhaustion, and poison
Senses: dark vision 60 ft. And passive perception 11
Languages: understands your languages, however can’t speak
Undead Fortitude: If reduced to 0 health points, it must make a constitution saving throws (DC 3+damage taken) unless if the damage is radiant, or was a critical. On a success, the skeleton returns to 1 hit point.
Actions
Maul. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Damage: (2d6+5) bludgeoning damage, and (1d6) necrotic damage.
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