Base Class: Ranger
Rangers have a battle on their hands that has been going on since time immemorial - to protect the forests and woodlands from the scourge of orcs, hobgoblins, and Evil men who would use the trees for their own ends regardless of the environmental impact. It's a lonely battle.
Enlisting the help of others is just as hard a fight as it is waging the bigger struggle. To this end arose the reclusive group known as Black Wardens. Experts in melee warfare and bow alike, these lonely souls looked to the powers of necromancy to aid them in their defense of the Sylvan world.
Able to summon, create, and even take on abilities of the undead, some of these warriors have even become mighty liches though still maintaining their dedicated Lawful Neutral alignment. They will meet any challenge to defend their charges - the trees and woodland creatures unable to protect themselves.
Black Warden Spells
When you choose this archetype at 3rd level, you gain access to a small list of additional spells to help you in your struggles.
BLACK WARDEN SPELLS
Ranger Level Spells
3rd Faerie Fire, Inflict Wounds
5th Moonbeam, Ray of Enfeeblement
7th Animate Dead, Call Lightning, Speak With Dead
9th Blight, Wall of Fire
11th Contagion, Raise Dead
13th Create Undead, Sunbeam
Necrotic Bolt
Starting at 3rd level, Black Wardens have the ability to unleash a bolt of necrotic energy at an opponent that deals 1d8+WIS mod necrotic damage 3 times plus a number equal to your WIS modifier per long rest.
This bolt has a range of 60 feet and dissipates after that.
Tempest and Barrage
Starting at 3rd level, when your opponents are within 5 feet of each other, you can make an extra attack targeting one extra creature within that area using either a melee or ranged attack. If a ranged attack, this ability does not apply to crossbows unless you have the Crossbow Expert feat and does not apply to firearms attacks at all.
Ghoul Touch
Starting at 3rd level, you can potentially paralyze an opponent with a blow from your melee weapon. You must use the charge before your strike and may use this ability a number of times each day equal to 3 + your WIS modifier. This number resets after a long rest.
On a successful strike, your opponent must succeed on a DC 15 CON saving throw or be paralyzed for 1 minute. After being paralyzed, the target can repeat its saving throw at the end of each of its turns, ending the effect on itself on a successful roll.
Dead Energy
Starting at 7th level, your weapon strikes inflict an additional 1d8 necrotic damage + your WIS modifier on a successful hit.
This damage scales with level, inflicting 2d8 + your WIS modifier at 11th level, 3d8 + your WIS modifier at 15th level, and 4d8 + your WIS modifier at 19th level.
Black Fog
Starting at 7th level, you gain the ability to generate a fog of impenetrable blackness before a fight, giving you advantage on initiative rolls and causing any first round attacks made against you to be made at disadvantage. This ability only affects you and can only be used once per long rest.
Necrotic Damage Immunity
Starting at 7th level, you are immune to necrotic damage
Summon Undead
Starting at 7th level, you can summon undead as is done in the cleric's 3rd level spell. This can be used once per long rest and is cast at a spell level equal to your ranger level.
Vampiric Touch
Your melee weapon attacks can drain an enemy's life force and transfer it to you in the form of temporary hit points.
Three times a day + your WIS modifier, before an attack you must declare that a strike you make is vampiric in nature. If the strike is successful, you gain temporary hit points equal to the necrotic damage you inflict + your WIS modifier. This ability is discharged whether or not an attack is successful. If unused, the temporary hit points go away after a short or long rest.
Raise Enemies
Starting at 11th level, any enemy you reduce to 0 hp can be raised by you in undead form. This ability can be used once per long rest.
This thrall acts as your ally, obeying any and all commands until they are again reduced to 0 hp. These thralls are similar to zombies but retain all of the abilities, hit points, armor class, etc. that they had in their previous existence except the ability to cast spells, and their INT and WIS scores are both 6. They have no access to any spell casting ability even if it's natural or innate.
You may only control one of these creatures at a time.
Wraith Form
Starting at 15th level, as a bonus action, you gain the ability to assume a wraith like form that lasts for 1 minute and causes your opponents to attack you at disadvantage. This ability also gives you the ability to dodge attacks which are successful and require a DEX saving throw. You take half damage on failed saves and no damage on successful saves. This ability can be used 1 time per day plus a number of times equal to your WIS modifier once per long rest.
Previous Versions
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4/17/2024 7:07:13 AM
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