Ranger
Base Class: Ranger

(Fixed misclassified Shadow Pact spells. They no longer count against how many ranger spells you can learn.)

(Changed Umbral Shift number of charges to match your proficiency bonus)

Wrapped in shadows and fueled by blood, the followers of the Shadow Pact are consumed by a need to achieve their goals, no matter the cost.  This all consuming drive leads them to bind themselves through blood to beings of the Feywild, Underdark, and Elemental Planes.  This eternal agreement locks both parties into an eternal cycle of destruction and rebirth.

Shadow Pact Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in Shadow Pact Spells table.  The spell counts as a ranger spell for you, but doesn't count against the number of spells you know.

Shadow Pact Spells

Ranger Level Spells

3rd

Sleep

5th

Darkness

9th

Counterspell

13th

Greater Invisibility

17th

Dominate Person

 

Eternal Contract

At 3rd level you form a pact with a creature to assist you throughout your adventures.  Spend 8 hours, 20 gold pieces, and take 2d10 damage to summon a fey, elemental, or fiend to bond with (the gold is destroyed through this process). It must be no larger than Medium and it need to be the same moral alignment as you (Good, Neutral, or Evil).  Consult your DM as to what the maximum Challenge Rating of the creature can be.  Add your proficiency bonus to the creature's AC, attack rolls, and damage rolls as well as any saving throws and skills it is proficient in.  It's hit point maximum equals the hit point number in its stat block or three times your ranger level, whichever is higher.  During a short rest you must spend one of your own Hit Dice to heal the creature (in addition to any Hit Dice you use to heal yourself).  Like any other creature, a long rest will fully heal it.

Outside of combat you and the creature are telepathically linked allowing both parties communicate non-verbally.  The link allows you to see, hear, and smell whatever your companion can, including what it sees with Darkvision and Blindsight.  This link has a range of 1km.  At anytime outside of combat you can magically recall your companion into yourself. Any armor and weapons that it was equipped with is similarly withdrawn, however, any other objects it was carrying are left behind.  When your companion is withdrawn it is visually evident via markings on your arms and torso with their appearance dictated by what type of creature your companion is: jagged scars for a fiend, slowly shifting tattoos for an elemental, and glowing swirls for a fey.  While your complain is withdrawn any spell that can detect a creature of the same type as your companion will make you appear as if you are the same type as them.  You can not withdraw your companion during combat.

The creature is compelled to obey your commands as best it can.  It takes its turns on your initiative, though it doesn't take an action unless you command it to. On your turn you can verbally command the creature where to move (no action required by you). You can use your action to verbally command it to take the Attack, Cast a Spell, Dash, Disengage, Dodge, or Help action.  Once you have the Extra Attack feature, you can make one weapon attack yourself when you command the creature to take the Attack action.  The creature can no longer use Multiattack or Innate Spellcasting.  If it is within 40 feet of you it can use any spells that you know, even if its species cannot normally use spells.  If it does use a spell it takes one of your spell slots just as if you had cast it yourself.

If you are incapacitated or absent the creature acts on its own, focusing on protecting you and itself.  The creature never requires your command to use its reaction, such as when making an opportunity attack.

You cannot have a contract with a second creature.  If your creature dies you can spend 8 hours and take 1d10 damage to resurrect your companion.  You do not need the creatures body to do this.  It is brought back with full health and all of its memories.  If you are destroyed the creature is reborn with you as its companion until it is destroyed and the cycle repeats.

Umbral Shift

At 7th level your companion gains the ability to pull themselves and others through shadows.  When your companion is in dim light or darkness you can use your reaction to command them to switch places with a Medium or smaller creature within 50 feet of them that is also in dim light or darkness.  This can be used as an action outside of combat.  In both cases your companion must be able to see the creature they are switching places with.  If they try to switch places with an unwilling creature that creature must succeed on a Dexterity saving throw or be moved.  You can use Umbral Shift a number of times equal to 1 + your proficiency bonus, and you regain all expended uses when you finish a long rest.

Friend of the Dark

At 7th level both you and your companion gain darkvision out to a range of 120 feet. Additionally, both your vision and your companion's vision are no longer impeded by magical darkness.

Bound By Magic

At 11th level, the magic binding you and your companion together begins strengthen both of you.  Whenever you command your companion to use a spell heal both you and your companion by 2d6.  This increases to 3d6 at 15th level and to 4d6 at 20th level.

Shadow's Favor

Starting at 15th level, while your companion is manifested and each of you are in dim light or darkness you both have advantage on all saving throws.

Previous Versions

Name Date Modified Views Adds Version Actions
2/9/2021 10:05:49 PM
12
7
--
Coming Soon
11/8/2021 8:03:29 PM
23
3
2
Coming Soon
12/4/2022 8:10:39 PM
27
2
2
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes