Ranger
Base Class: Ranger

Nightwalkers are no ordinary rangers, nor are they ordinary people. Through a traumatic and deadly encounter with a vampiric entity, a Nightwalker is forever changed by the being that ended their life. They can no longer count themselves among the living and instead exist in a state of undeath, overcome by a painful transformation that stopped their heart and chilled their blood. Some rebel against their dark fate and use their macabre abilities for good, while others revel in their newfound strengths and hunt their prey without mercy.

Most Nightwalkers share features with the dhampir lineage, although you do not have to have chosen that race at character creation. Instead, the features of this class alter the physical and mental mechanics of your ranger in place of racial features. Nightwalker rangers often originate from the machinations of powerful vampire lords (such as Count Strahd von Zarovich) or the sinister meddling of dark gods (such as Orcus).

Nightwalker Magic

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

Nightwalker Spells

Ranger Level Spell
3rd charm person
5th misty step
9th gaseous form
13th death ward
17th dominate person

Vampiric Nature

At 3rd level, you have been permanently altered by the vampire who turned you. Your creature type becomes Undead and you gain darkvision out to a range of 60 feet (if you already have darkvision from your race, its range increases by 30 feet).

You also learn to use your fanged teeth to attack. Your fanged bite is a natural weapon, which counts as a simple melee weapon with which you are proficient. You can also add your Dexterity modifier, instead of your Strength modifier, to the attack and damage rolls when you attack with this bite. It deals 1d4 piercing damage on a hit. While you are missing half or more of your hit points, you have advantage on attack rolls you make with this bite.

When you attack with this bite and hit a creature that isn’t a Construct or an Undead, you can choose to draw blood from your target. You regain hit points equal to the piercing damage dealt by the bite, and can use this ability a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest

Dark Bloodlust

By 7th level, your vampiric traits have developed into frightening abilities. You now have a climbing speed equal to your walking speed. In addition, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. Your Vampiric Bite also gains the following additional benefit.

Improved Vampiric Bite. You have a +1 bonus to attack rolls made with your vampiric bite. This bonus increases to +2 at 11th level and to +3 at 15th level. Your Vampiric Bite is now considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Child of the Night

At 11th level, your body has learned to absorb and channel the cursed magic that sustains you. You gain resistance to necrotic damage. In addition, you regenerate hit points equal to half your proficiency bonus (rounded up) at the start of your turn if you have at least 1 hit point. If you take radiant damage or come into contact with holy water, this trait doesn’t function at the start of your next turn.

Kiss of Death

At 15th level, your mastery of undeath bolsters your defenses and allows you to siphon the lifeforce of your prey. You now have resistance to non-magical bludgeoning, piercing, and slashing damage. In addition, when you use your Drain Blood feature on a bite attack, the target’s hit point maximum is reduced by an amount equal to the piercing damage taken. The reduction lasts until the target finishes a long rest.

Nightwalker Image

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