Ranger
Base Class: Ranger

Rangers of the Necrotic Warden conclave walk the borders between life and undeath. Hailing from the northern borders of the Dragonlands where the desert bleeds into the Cinterra Wastes, and the eastern Free Cities where the restless dead spill forth from the Wildemarsh, these rangers have turned to the arts of necromancy to combat their unliving foes, in effect fighting fire with fire.  

Necrotic Warden Spells

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

Necrotic Warden Spells

RANGER LEVEL SPELL
3rd find familiar (your familiar has the Undead type)
5th blindness/deafness
9th animate dead
13th blight
17th raise dead

Necrotic Entity

3rd-Level Necrotic Warden Feature

As an action, you can magically summon a necrotic entity that is bound to you. It appears in a space of your choice within 30 feet of you. 

The entity is friendly to you and your companions, and it obeys your commands. See its game statistics in the accompanying Necrotic Entity stat block, which uses your proficiency bonus (PB) in several places. You can determine the cosmetic characteristics of the entity, whether it has a skeletal, ghoulish, spectral or other type of appearance - this choice does not affect its game statistics. 

In combat, the entity shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the entity can take any action of its choice, not just Dodge.

The entity remains until it is reduced to 0 hit points, until you use this feature to summon the  entity again, or until you die. Anything the entity was wearing or carrying is left behind when the entity vanishes.

Once you summon the entity, you can’t do so again until you finish a long rest, unless you expend a spell slot of 1st level or higher to summon it.

nECROTIC ENTITY

Armor Class 14 + PB (natural armor)

Hit Points 5 + five times your ranger level (the entity has a number of Hit Dice [d10s] equal to your ranger level)

Speed 40 ft.

STR
16 (+3)
DEX
12 (+1)
CON
15 (+2)
INT
5 (−3)
WIS
14 (+2)
CHA
8 (−1)

Saving Throws Str +3 plus PB, Wis +2 plus PB

Damage Immunities Necrotic

Senses darkvision 60 ft., passive Perception 12

Languages 1 Language of your choice that you know

Challenge — Proficiency Bonus (PB) equals your bonus

 

Actions

Claw. Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB slashing damage.

Reactions

 

 

Strength in Undeath

7th-Level Necrotic Warden Feature

Your studies in the necromantic arts have strengthened both your Necrotic Entity and afforded you protection against the dark powers you wield. When you summon your entity it gains the following benefits:

    • The entity is now considered Large size.
    • The entity’s Claw attacks now deal an extra 1d6 of damage. This increases to 2d6 at level 15.
    • The entity’s attacks now deal Necrotic damage.

In addition, you now have resistance to Necrotic damage and proficiency in Constitution saving throws.

 

 

Constitution Saving Throws

You are Proficient in Constitution saving throws.

Necrotic Resistance

You gain resistance to Necrotic damage.

Necrotic Strikes

11th-Level Necrotic Warden Feature

Your weapons carry an aura of necrotic energy. When you hit a creature with a weapon attack, you can add Necrotic damage to the attack equal to your proficiency bonus.

Death’s Embrace

15th-Level Necrotic Warden Feature

If you are reduced to 0 hit points you can choose to make a DC10 Constitution saving throw. If you succeed you instead drop to 1 hit point and gain temporary hit points equal to your Ranger Level + Wisdom modifier. You cannot use this feature again until you finish a short rest, and the DC increases by 5 each time you use this feature. When you complete a long rest the DC for this ability resets to 10.  

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