Base Class: Ranger
In the darkest dawn, in the brightest night, let all who gaze upon me suffer the Wraithwalker's light.
The Wraithwalker Conclave is a series of Rangers who have bonded with a spirit, a wraith, to augment their skills. The wraith forms a symbiotic connection with the Ranger, forming an unbreakable bond that forces their quarry to bow in fear.
Wraithwalker Spells
3rd level feature
You learn an additional spell when you reach certain levels in this class, as shown in the Wraithwalker Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.
Ranger Level |
Spell |
3 |
|
5 |
|
9 |
|
13 |
|
17 |
Bonded Weaponry
3rd level feature
Your harmony with the Wraith bound to your soul grants you special abilities. You can perform a one hour ritual while touching a melee weapon and a ranged weapon of your choice. At the end of the ritual, you bond with the weapons, granting you the following benefits:
- You use your Wisdom stat instead of Strength or Dexterity for attack rolls and damage with these weapons.
- You can seamlessly switch between your weapons at ease. On your turn, as a free action, you can switch the bonded melee weapon with the bonded ranged weapon or the bonded ranged weapon with the bonded melee weapon once per turn.
You can have two bonded weapons of each type at a time. If you attempt to bond with a third weapon, the initial bond is broken.
Hit Streak
3rd level feature
Your wraith whispers and guides your deadly precision with their spectral eyes. You gain an effect known as Hit Streak. Whenever you hit a target consecutively without missing at least twice with one of your bonded weapons, you gain two stacks of Hit Streak. When beginning initiative and out of initiative, your Hit Streak resets to 0. You can expend your charges to make the following moves.
- Execution (Melee, 2 charges) - Your wraith strikes with you as you attack. The next attack you make with a melee weapon deals extra damage equal to your proficiency bonus, and the target cannot take reactions.
- Execution (Melee, 4 charges) - Your wraith strikes with you as you attack. The next attack you make with a melee weapon deals extra damage equal to double your proficiency bonus, and the target cannot take reactions and the target attacks other creatures until the end of their next turn they attack with disadvantage.
- Fire Arrow (Ranged, 2 charges) - Your wraith surges and infuses your projectiles. The next attack you make with a ranged weapon sets the enemy on fire. At the start of the target's turn they can make a constitution saving throw, on a failure the creature takes fire or radiant damage (your choice) equal to your proficiency bonus. The fire lingers for the next minute or until they succeed their Constitution saving throw.
- Fire Arrow (Ranged, 4 charges) - Your wraith surges and infuses your projectiles. The next attack you make with a ranged weapon sets the enemy on fire, you attack dealing an additional fire or radiant damage (your choice) equal to double your proficiency bonus. At the start of the target's turn they can make a Constitution saving throw, on a failure the creature takes the damage of your choice equal to double your proficiency bonus The fire lingers for the next minute or until they succeed their Constitution saving throw. Additionally, the creature's speed is halved while the fire lingers.
Wraith Flurry
7th level feature
You and your wraith strike in tandem, you with steel and your wraith with fury. Once per turn, you can replace one of your attacks from Extra Attack with a set of two special attacks made by your wraith. These attacks use the range or reach of the weapon you’re currently wielding, deal fire or radiant damage (your choice) equal to your proficiency bonus + your wisdom modifier, and cannot gain any bonus damage from other abilities. At level 11, your wraith attacks three times instead of two. At level 15, your wraith attacks four times instead of three. If two or more attacks from your wraith hit, the target must save against being frightened. The attacks from your wraith charges your hit streaks as well, but instead gaining 2 you gain 1. You can use this feature three times, and you regain all expended uses of it when you finish a long rest.
Wraith Counter
11th level feature
Your wraith watches over you and protects you from harm when the time calls. As a reaction whenever a creature attempts to hit you, you can expand a Hit Streak to increase your AC by a minimum of +1 to a maximum of +4 until the start of your next turn. Should a creature miss their attack against you, your wraith will perform a counter against the creature, dealing fire or radiant damage (your choice) equal to your proficiency bonus.
The Bright Master
15th level feature
You and your wraith have formed a deep bond. As an action, you can spend 4 charges of your hit streak to send your wraith out to posses a creature, leaving a bright mark upon them. The creature must make a Wisdom saving throw against your spell save DC or fall under the effects of Dominate Monster for one minute. You must concentrate on this feature.
Previous Versions
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