Base Class: Ranger
Wreathed in shadow, haunted by ghostly whispers, every step taken by a Spectral Emissary calls upon the cold dark essence of Shadowfell. Armed with the very shadows of their prey and the spirits of long lost warriors, they protect the world of the living and work to keep the dead where they should lie. Some Spectral Emissaries gain their abilities from traversing Shadowfell or being touched by its essence in some way, while others research how to call upon lost powers of shadow.
A Spectral Emissary’s abilities and spells reflect the state of Shadowfell in their universe. Take the opportunity to describe their form and the ranger’s magic in play. For example when you activate your Shadow Form feature, you might turn into a monochromatic shade of yourself or you may grow deathly pale and get surrounded by the pale green light of death. Such descriptions don’t change the effects of spells, but they are an exciting opportunity to explore your character’s narrative through their class abilities. Also, remember that the ability’s appearance is yours to customize, and don’t feel confined to a single appearance. Perhaps the magic’s look changes with the ranger’s mood or with their surroundings. You decide!
Shadow Form
3rd-level Spectral Emissary feature
At 3rd level, you gain the ability to envelop yourself with shadow energy. As a bonus action, You coalesce shadow essence around you for 1 minute gaining advantage on Wisdom(Survival) checks in dim light and Charisma(Intimidation) checks. You also do an additional 1d6 cold damage on every attack while in this form. The damage increases to 2d6 at the 7th level, 3d6 at the 11th level, 4d6 at the 15th level. You can use this feature a number of times equal to your proficiency bonus. You regain uses of this feature when you finish a long rest.
Spectral Emissary Magic
3rd-level Spectral Emissary feature
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Spectral Emissary Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.
Spectral Emissary Spells
| Ranger Level | Spells |
|---|---|
| 3rd | [Tooltip Not Found] |
| 5th | [Tooltip Not Found] |
| 9th | [Tooltip Not Found] |
| 13th | [Tooltip Not Found] |
| 17th | [Tooltip Not Found] |
Shadow Steel
3rd-level Spectral Emissary feature
At 3rd level, you gain a weapon made from pure shadow energy for 1 minute. The weapon can take the form of anything you are proficient in. In addition to the base damage of the weapon, it does an additional 1d6 necrotic damage. You deal this additional damage once per turn. The damage from this weapon is considered magical and is a +1 weapon.
When you reach the 11th level in this class, the weapon becomes a +2 magical weapon and the additional damage increases to 2d6. When you reach the 17th level in this class, the weapon becomes a +3 magical weapon and the additional damage increases to 4d6.
The weapon can be summoned as a free action or its form can be changed as a bonus action if it is already summoned, change it to a different weapon. It can be summoned this way a number of times equal to your Wisdom modifier. You regain uses of this feature when you finish a long rest.
You may use your Wisdom modifier for the attack and damage rolls instead of Strength or Dexterity.
Penumbral Essence
7th-level Spectral Emissary feature
At 7th level, The energy of death around you spreads to those around you. As a bonus action, you activate an aura of spirits with a 10 feet radius centered on you for 1 minute. Allied creatures within the aura(including you) gain resistance to necrotic damage. Once you use this feature, you can’t use it again until you finish a long rest.
Starting at the 11th level, your aura gains more potency as you further master your spectral powers. Your aura now defies death itself to keep allies up and fighting beyond their physical limitation. When you or an ally takes damage that reduces them to 0 hit points and doesn’t kill them outright, They don’t fall unconscious as long as they remain within the aura. While they have 0 hit points in the aura, taking damage causes death saving throw failures as normal, and three death saving throw failures can still kill them. When the aura ends or they leave its range, they fall unconscious if they still have 0 hit points.
Dominate Undead
7th-level Spectral Emissary feature
At 7th level, With your growing power, As an action. you attempt subjugate one undead creature you can see within 30 feet of you. The creature must make a Charisma saving throw against your ranger spell save DC or be enthralled by you for 1 minute or until it takes damage from you or your allies. A creature that succeeds the saving throw is immune to this feature for 24 hours.
An enthralled creature will follow any commands given to it to the best of its abilities. It will act on its own initiative once it receives a command. Commanding an enthralled creature takes no action.
You can use this feature 3 times. You regain expended uses when you finish a long rest.
Shadow Puppets
11th-level Spectral Emissary feature
At 11th level, your control extends to the shadows of others around you. As an action, you call upon the shadow of a creature you can see within 60 feet of you to perform one action the creature can do, for example make an attack or cast a spell that the creature can. The shadow has the same actions and features that the creature possesses. If the action the shadow is performing requires a roll or a DC, it uses the creature’s statistics.
This feature can be used a number of times equal to your Wisdom Modifier. You regain expended uses when you finish a long rest.
Umbral Essence
11th-level Spectral Emissary feature
Starting at the 11th level, your Penumbral Essence aura gains more potency as you further master your spectral powers. Your aura now defies death itself to keep allies up and fighting beyond their physical limitation. When you or an ally takes damage that reduces them to 0 hit points and doesn’t kill them outright, They don’t fall unconscious as long as they remain within the aura. While they have 0 hit points in the aura, taking damage causes death saving throw failures as normal, and three death saving throw failures can still kill them. When the aura ends or they leave its range, they fall unconscious if they still have 0 hit points.
Army of the Dead
15th-level Spectral Emissary feature
At 15th level, as a token of honor you gain the ability to call upon the undead legions of Shadowfell. As an action, a legion of undead surrounds you and your allies within 60 feet granting a +1 bonus to your AC. Any hostile creature that is within 5 feet of you or your affected allies take 3d8 necrotic damage at the start of their turns. The legion remains by your side for 1 minute. Once you use this feature, you can’t use it again until you finish a long rest.
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