Ranger
Base Class: Ranger

This is an implementation of the Bog Phantom subclass from Tasha's Crucible of Everything Else

You follow patterns set by will-o'-wisps, departed souls that feed on fear and despair. Good Bog Phantoms often serve as guides in swamps or other dangerous areas. Evil ones may copy the behaviors of their power's inspiration, and enjoy luring unsuspecting wanderers to their deaths.

 Not the most flattering title, but also not something to be trifled with.

TASHA

Bog Phantom Magic

You learn an additional spell when you reach certain levels in this class, as shown in the Bog Phantom Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

Bog Phantom Spells
Level Spells
3rd charm person
5th invisibility
9th vampiric touch
13th greater invisibility
17th mislead

Bonus Cantrip

You learn the dancing lights cantrip, and it counts as a ranger spell for you.

Shock

As an action you can emit a brief pulse of electricity. All creatures of your choice within 10 feet of you must succeed on a Constitution saving throw or else take 1d8 lightning damage. The DC for this saving throw is equal to your spell save DC.

The damage of this effect increases when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Phantom State

By 7th level, you have learned to briefly adopt a spectral form. As an action, you can turn yourself and your equipment incorporeal for 1 minute, or until you dismiss the effect as an action. While in this state, you have the following features:

  • You cannot make weapon attacks.
  • You have a flying speed of 50 feet.
  • You can pass through objects and creatures as if they were difficult terrain. If you end your turn inside an object or creature, you take 5 (1d10) force damage.
  • You have resistance to all damage except force damage.
  • Even when you are in plain sight, it takes a successful Wisdom (Perception) check to spot you if you have neither moved nor attacked. A creature that tries to enter your space while unaware of you is surprised by you. The DC for this check is equal to your spell save DC.

Once you have used this feature, you may not do so again until you finish a short or long rest.

Improved Shock

When a creature succeeds on a saving throw against your Shock feature, it takes half damage instead of no damage.

Phantom Menace

You can now remain in your Phantom State for up to 1 hour.

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