Ranger
Base Class: Ranger

The Eldritch Warden safeguards the realms from beings from the Far Realm. Eldritch Wardens submit themselves to strange, powerful entities and powers that would drive other mortal beings mad. You are one of the proud few bastions against threats beyond the realms. 

" I serve the gate. The gate calls us to serve. I answer the call of the gate.  Until either the gate releases me, or death takes me."

-- The Wardens Oath

Eldritch Warden Spellcasting

Your exposure to creatures of the Far Realm has forever changed your magic. You can now call on strange and aberrant spells.

Ineffable Strikes

Your experience with the creatures of the Far Realm has given you the ability to imbue your weapon attacks with eldritch terror. For the next minute, your weapons take on strange and unusual forms, inflicting visions of terrible creatures and vistas beyond understanding on their targets. 

On a successful hit, the target takes an additional 1d6 psychic damage and must succeed a Wisdom saving throw or be frightened for the next hour.  The psychic damage increases on levels 9th(2d6),  13th(3d6), 17th(4d6).

You can use this feature as many times as your Wisdom modifier + your proficiency bonus per long rest.

Aberrant Companion

Your experience with the Far Real and its strange menagerie has shown you that not all creatures from there are malevolent.  You gain the companionship of an amorphous being that seeks to aid you.

The aberrant companion is an amorphous creature from the Far Realm that bonds with you. It is nameless and old and altogether puzzling to look at. If it were not for your experience with the unimaginable, you would have succumbed to madness. Its kaleidoscope of alien colors folds in on itself in arrhythmic patterns bewitching to the eyes. Pools of  flickering portals open and close in irregular intervals 

Gift of the Nameless Ones

Your time exposed to the fathomless horrors you hunt has changed you. Whether blessing or curse, the energies of the Far Realm have left their mark, bequeathing you with abilities that pervert and mock the world around you.

When you reach 11th level, you may choose a gift.

Gifts: 

Vista of Insanity: For up to one hour, you create a 30ft cube anywhere you can see within 100ft from you, creating a maddening vision of non-euclidian terrain from the Far Realm. All creatures that rely on sight within this cube must make a Wisdom saving throw against your spell save DC. On a failed save, those caught in the cube suffer from these effects:

  • The non-euclidian terrain imposes difficult terrain and requires those within it to make a DC 17 Dexterity Saving throw or fall prone each turn. 
  • All attacks within this cube, except for you, are made at disadvantage.
  • All damage suffered while within the cube deal an extra 4 psychic damage.

You can use this feature as many times as 1 + your Wisdom modifier per long rest.

Voids Reach: When you hit a target with a ranged attack, you can use a bonus action to create a rift and summon a tendril from the Far Realm to strike your target, dealing an extra 1d12 damage. The target must make a DC 20 Strength saving throw or be knocked prone. You can use this feature as many times as your Wisdom modifier + proficiency bonus (minimum of 1) per long rest.

Nameless Shroud: You can now summon a spectral shroud covering you and your gear. The shroud takes either the form of a myriad of lights swirling like galaxies or an undulating mass of tendrils. The shroud grants you +2 to AC, temporary hit points equal to 10 + your Wisdom modifier + proficiency bonus, and any enemy within 5ft that lands a melee attack against you takes 10 force damage per hit. You can use this feature once per long rest.

 

 

Nameless Shroud

You can now summon a spectral shroud covering you and your gear. The shroud takes either the form of a myriad of lights swirling like galaxies or an undulating mass of tendrils. The shroud grants you +2 to AC, temporary hit points equal to 10 + your Wisdom modifier + proficiency bonus, and any enemy within 5ft that lands a melee attack against you takes 10 force damage per hit. You can use this feature once per long rest.

Vista of Insanity

Vista of Insanity: For up to one hour, you create a 30ft cube anywhere you can see within 100ft from you, creating a maddening vision of non-euclidian terrain from the Far Realm. All creatures that rely on sight within this cube must make a Wisdom saving throw against your spell save DC. On a failed save, those caught in the cube suffer from these effects:

  • The non-euclidian terrain imposes difficult terrain and requires those within it to make a DC 17 Dexterity Saving throw or fall prone each turn. 
  • All attacks within this cube, except for you, are made at disadvantage.
  • All damage suffered while within the cube deal an extra 4 psychic damage.

You can use this feature as many times as 1 + your Wisdom modifier per long rest.

Voids Reach

Voids Reach: When you hit a target with a ranged attack, you can use a bonus action to create a rift and summon a tendril from the Far Realm to strike your target, dealing an extra 1d12 damage. The target must make a DC 20 Strength saving throw or be knocked prone. You can use this feature as many times as your Wisdom modifier + proficiency bonus (minimum of 1) per long rest.

The Outsider

Your form has become forever altered by your prolonged exposure to the Far realm. Your features become uncanny, and your physiology changes to better suit existing in the Far Realms. You now have these features:

Unusual Nature: You no longer require food, air, or sleep. You have disadvantage on persuasion but advantage on intimidation checks. You gain true sight up to 30ft. 

Eldritch Flight: You gain a flying speed of 30ft (hover).

I am the Gate: You can cast the Banishment spell once per long rest without a spell slot or material components. The target must succeed a DC 19 Wisdom saving throw or be sent to a random location in the Far Realm.

Eldritch Warden Image

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