Base Class: Ranger
The Kheshig subclass represents elite rangers known for their mastery in reconnaissance, swift movement, and communication. Kheshig excel in traversing vast territories, gathering crucial intelligence, and executing lightning-fast strikes against adversaries. As you progress in your journey as a Kheshig, your connection with your mount deepens, granting you access to powerful abilities that strike fear into the hearts of your enemies and solidify your status as a true master of reconnaissance and combat.
Kheshig Magic: You also learn an additional spell of 1st level or higher when you reach certain levels in this class, as shown in the Kheshig Spells table. Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.
| Kheshig Spells | |
|---|---|
| Ranger Level | Spell |
| 3rd | Expeditious Retreat |
| 5th | Levitate |
| 9th | Fast Friends |
| 13th | Hallucinatory Terrain |
| 17th |
Telepathic Bond |
Kheshig Mount
By level 3, you have become immutably bonded with a corporeal spiritual animal of the road. This animal serves as your loyal companion. It has the statistics of the creature form it takes, but will not fight. You may give it simple commands and it will understand and obey you. If killed, you may resurrect it within 1 minute of its death through the use of any healing magic, otherwise you may perform a 1-hour ritual to return it to you.
Your mount takes the form of a Horse, or roll a D8 to select from the below table:
1: Horse
2: Donkey
3: Mastiff
4: Worg
5: Elephant
6: Giant Lizard
7: Giant Spider
8: Giant Scorpion
Expert of the road
At level 3, Gain proficiency in one of the following skills: Insight, Animal Handling, or Athletics. At level 11 you gain expertise in this skill.
Kheshig Specialisation
By level 7 you are experienced with traveling long distances, and have developed a preference for how you do so. You may specialise as a Day Kheshig or Night Kheshig.
Day Kheshig: Day Kheshig tend towards being claustraphobes; prefering to travel on water or over great plains than through forrests or cities. If you choose the Day specialisation you gain the following benefits:
- Sun's Blessing: Once per short rest, you can add your Wisdom modifier to the damage of your weapon attacks for 1 minute.
- Strength of the Sun: You gain proficiency in Strength saving throws and Strength Checks while you stand in light.
- Swift Stride: All movement speeds increase by 5 feet
- Swift Strike: While mounted, you critical hit on either a 19 or 20
Night Kheshig: Night Kheshig tend towards being agoraphobes; prefering to travel through cities and other close quarter spaces to large open fields or ranges during the day. If you choose the Night specialisation you gain the following benefits:
- Shadowmeld: As an action, while in dim light or darkness, you can merge with shadows, becoming invisible until the start of your next turn or until you move, attack, or cast a spell.
- Evasive Maneuvers: You gain proficiency in Dexterity saving throws, and attacks against you have disadvantage while you are in dim light or darkness.
- Shadowstep: Twice per short rest, as a bonus action, you can teleport up to 30 feet to, or from, an unoccupied space in dim light or darkness that you can see.
- Bear down: While mounted you gain advantage on non-spell attacks against non-flying creatures.
Enhanced Affinity
At level 11, you may take an enhanced specialisation into Dawn Kheshig, Midday Kheshig (available to Day Kheshig only), Dusk Kheshig, or Midnight Kheshig (available to Night Kheshig only), to gain the following abilities:
Dawn Kheshig:
- Aura of Dawn: You and friendly creatures within 10 feet of you have resistance to damage from necrotic and radiant damage.
- Green Dawn: Once per short rest, when you hit with a non-spell attack you may heal one ally adjacent to your target for half the damage dealt.
- Dawn Magic: You may cast Dawn once per long rest. This does not count against your spell slots.
Midday Kheshig:
- Flare: Once per short rest as a bonus action, you can unleash a burst of radiant energy in a 15-foot cone in front of you. All creatures in the area take fire or radiant (your choice) damage equal to your ranger level, and must succeed on a Dexterity saving throw or be blinded until your next turn.
- Aura of the Day: You and friendly creatures within 10 feet of you are immune to the blind condition, and have advantage to save against being stunned.
- Midday Magic: You may cast Banishing Smite once per long rest. This does not count against your spell slots.
Dusk Kheshig
- Secret Communication: You gain the ability to communicate telepathically with any willing creature within 30 feet of you
- Aura of Dusk: You and friendly creatures within 10 feet of you may add your proficiency may add your proficiency modifier to any Wisdom or Intelligence checks you make.
- Dusk Magic: You may cast Dream once per long rest. This does not count against your spell slots.
Midnight Kheshig
- Darkened Veil: You gain 60 feet of dark vision, or extend the range of your dark vision by 60 feet. You can also see 30 feet in magical darkness as if it was non-magical darkness.
- Aura of the Night: You and friendly creatures within 10 feet of you can move through the space of any creature larger than itself without provoking opportunity attacks.
- Midnight Magic: You may cast Mislead once per long rest. This does not count against your spell slots.
Faithful Bond
At level 15 your bond with your mount deepens further. Your mount now has health equal to half your hit points. While your mount is within 60 feet of you, as a reaction your mount may take half the damage you would have taken from any source. In addition, the ritual to return your mount only takes 1 minute, and can be done during a short rest. Your mount may also take the attack action, and you may cast spells through your mount.
Master Kheshig
At level 15 you also gain the following abilities:
- The radii of your improved specialist aura increases to 30 feet.
- The spell Message is added to your spell list
- All movement speeds increase by 5 feet
- You gain proficiency in Insight, Animal Handling, and Athletics, if you do not already have this.
- You have advantage on Wisdom (Survival) checks
Previous Versions
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