Ranger
Base Class: Ranger

Rangers of the Spirit Caller conclave are those have who have signed a contract with the Norse goddess of death, Hel in some form or the other. Hel extends her power to the users of this conclave to make temporary pacts with other spirits. It is important to distinguish however, that not all spirits are undead. Rangers of this conclave value trust, loyalty, contracts, and equity above all.

Spiritual Magic

3rd-level Spirit Caller feature

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

Spiritual Spell Table:

3rd Find Familiar, Shield

5th Warding Bond, Borrowed Knowledge

9th Spirit Guardians, Summon Shadowspawn

13th Spirit of Death, Find Greater Steed

17th Summon Celestial, Summon Draconic Spirit

Spirit Pact

Starting at 3rd level, You create a pact with a Nordic spiritual beast of your choice using the Major Nordic Spirit statblock. The appearance of the spiritual being changes depending on your option. Fenrir resembles a Wolf, Gullinbursti a Boar, Jormungandr a snake, and Ratatoskr a Squirrel.

As an action, you can magically summon the spirit that is bound to you. It appears in an unoccupied space of your choice within 30 feet of you.

The spirit is friendly to you and your companions, and it obeys your commands. See its game statistics in the accompanying Major Nordic Spirit stat block, which uses your proficiency bonus (PB) in several places. It understands the languages that you know and can speak telepathically to you up to a distance of 60 feet.

In combat, the spirit 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 spirit can take any action of its choice.

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

Once you summon the spirit, you can't do so again until you finish a long rest.

Major Nordic Spirit Statblock

Major Nordic Spirit

Medium Beast (Large at 7th level) (Tiny at level 7 if Ratatskor)

Str: 12 (+1) Dex: 16 (+3) Con: 15 (+2) Int: 8 (-1) Wis: 14 (-1) Cha: 8 (-1)

Armor Class: 12 + PB (14 + PB if Gullinbursti)

Hit Points: 5 + 5 times your ranger level (number of d10 hit dice equal to your ranger level)

Saving throws: Constitution (2 + PB), Dex (3 + PB)

Senses: Darkvision 30ft, Blindsight 10ft

Speed: 30ft. (40ft if Fenrir), (30ft Climbing if Ratatoskr)

Proficiency Bonus: equals your bonus

Features:

(Fenrir Only) Chaotic Assault: When the Fenrir scores a critical hit or kills an creature it can immediately move up to half its movement speed and attack another creature in range at advantage. This movement does not provoke Attacks of Opportunity.

(Gullinbursti Only) Powerful Build: The Gullinbursti counts as one size larger when determining its carrying capacity and the weight it can push, drag, or lift.

(Ratatoskr Only) Nimble Messenger: The Ratatoskr can take the Dash, Disengage, or Hide action as a bonus action on each of its turns (without you commanding it too) and if it is subjected to an effect that forces the Ratatoskr to make a Dexterity saving throw to take damage, it only takes half damage if it fails.

Actions:
(Ratatoskr Only) Nibble. Melee Weapon Attack: your spell attack modifier to hit, reach 5ft., one target. Hit 1d6+PB piercing damage

(Fenrir and Jormungandr Only) Bite. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 2d8 plus PB piercing damage.

(Gullinbursti only) Bash. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 2d8 + PB bludgeoning damage.

(Jormungandr only) Constrict. _Melee Weapon Attack:_ your spell attack modifier to hit, reach 5 ft., one creature. _Hit:_ 2d8 + PB bludgeoning damage, and the target is grappled (escape DC = your spell save DC). Until this grapple ends, the creature is restrained, and the spirit can't constrict another target.

Familial Bond

Starting at 7th level, you and your Major Nordic Spirit begin to trust each other more allowing you to coordinate attacks. When you take the Attack action your spirit can immediately use its reaction to make one attack against a creature in range. This can be used a number of times equal to your Proficiency Bonus and refreshes on a long rest.

Furthermore, attacks from your Major Nordic Spirit count as magical for the purpose of bypassing resistances & immunities.

The size of your Major Nordic Spirit increases to large. This size decreases to tiny if the Major Nordic Spirit is a Ratatoskr.

Spiritual Expansion

Starting at 11th level, your contract with the Goddess Hel grants you more control over your spiritual pacts. When you use your action to summon your Major Nordic Spirit, you can expend a spell slot of 2nd level or higher to summon an additional one (that must be of a different type than the first). Both spirits can be commanded at the same time using the same bonus action. Furthermore, you can now expend a spell slot of 2nd level or higher to resummon your Major Nordic spirit. You can only have a maximum of two Major Nordic spirits summoned at any given time. If this is used while two are already summoned you choose the one that disappears.

Contract Synchronization

Beginning at 15th level, Your contract with the Goddess Hel has reached its full specifications allowing you to be in near-perfect synchronization with your spiritual pacts. When you cast a spell with a range of self, you can also affect your Major Nordic Spirit with the spell if the beast is within 30 feet of you.

Choose one Spell of any level from any spell list no higher than 6th, that allows you to summon a creature with a "Spirit Stat block" (This can include a spell you already know), you can cast this spell once per long rest without expending a spell slot. it counts as a Ranger spell for you. If the spell's base spell level is below 6th it is upcasted to being a 6th level spell upon the use of this ability.

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