Base Class: Ranger
Ghost walkers are the sounds in the darkest places: deep under the earth, in abandoned alleyways, in primeval forests, and wherever else the light fails to reach. Most folk enter such places with hesitation, but a ghost walker ventures boldly into the darkness, seeking to ambush threats before they can reach the broader of the outside world. Such rangers are often found in the Underdark, but they will go any place for the right price but remain in the shadows. Ghost walkers are skilled with wide arrange of weapons but prefer some over others. The goal of a ghost walker is to break the inner workings of one's mental.
Skilled Arsenal
At 3rd level, you gain proficiency or expertise in a form of ranged combat as you level up.
Bows
The sounds of thunder don't seem to catch you, as prefer the sounds of wind being sliced, You gain expertise in bow like weapons.
Firearms
You've decided to take fear into your own hands, as the sounds of 'thunder' tempt you, you have proficiency with firearms.
Variety
Bows nor Firearms catch your attention, you'd prefer the ability to be a jack of all trades. Gain expertise in the rest of the ranged weapons.
Shadow Remarks
At 7th level, as a Ghost Walker your words can break minds and ones moral, you learn the cantrip Vicious Mockery, but when done while hidden in any way your stealth isn't broken but deal an additional +3 to damage when done to instill fear while hidden, if a creature fails the save by 5 they take an addition +3 as well, if a creature.is frightened and you cast mockery on them you can choose to end the condition to instead deal 4d4 psychic damage.
Expanding Arsenal
At 11th level, you gain one of the following features of your choice based on your original Arsenal.
Bows: Arcane Arrows
Over the span of a short or long rest you can expend 15gp to forge a batch of 3 arrows that last 12hrs, make an Arcane check DC 15 to extend the time arrows last for by x2
Pouncing Feline: When you deal damage with any bow like weapons you can move up to your movement speed against that target, via Climbing or Swimming even if none is listed as a reaction.
Dragon's Breath: Shoot an arrow that that leaves a trail of magic flames on the ground behind it, creatures in flame must make a DEX save or take 2d6 fire damage, half on a success.
Orc's Storm: Your arrow seems to pulse with lightning, it now deals lighting damage as well as dealing 2d6 lightning damage to creatures within 5ft
Tyrant's Whirl: Your arrow seems to have a mind of its own, after your arrow hits a target as a reaction you can force your arrow to keep going to target another creature, roll normally but subtract its damage by 2, you can keep going till you miss or damage is 0
Fiends Pull: After hitting a creature, they must make a STR save on a failure they are pulled 15ft towards you
Bows: Extraction
While you have a Bow weapon equipped whenever you take of the following actions Disengaged, Doge and Dash you can use a reaction if you have the corresponding bow to get a follow up on
Disengaged: Fire a shot at an enemy that is within range for free./Dodge: load your bow for free./Dash: lets you swap to a different weapon for free.
Longbow: Your next shot pushes a creature back 10ft
Short bow: Your next attack cannot have any form of disadvantage
Light Crossbow: When doing either Dodge, Dash, or Disengage you can move 10ft
Heavy Crossbow: your next shot ignores AC
Hand Crossbow: Make additional attacks equal to half of your PB rounded down minimum of 1
Firearm: Ammunition
Over the span of a short or long rest you can expend 1 gold to craft 5 custom ammo of either Ice, Fire, Lightning, Acid, or Poison each bullet deals an additional 1d4 damage but forces the creature to make a CON save of 14, on a success nothing happens.
Ice: The creature's movement speed is reduced by 10, this affects last for 4 rounds Stackable
Fire: The creature is set ablaze, until the start of your next the creature takes 1 fire at the end of any turn, Stackable
Lightning: Create a chain lighting attack that targets hostile creatures within 10ft dealing 2 damage to each
Acid: The creature's AC drops by 1 until the start of your next turn Stackable
Poison: Creature becomes poisoned, if affected with this ability more than once the creature suffers a -1 to all saves (Must make an additional CON save to remove the affects)
Firearm: Attachments
Over the span of a long rest, you can expend 10 gold to craft 1 (Max 2) custom attachment of either Grip, Optic, Snub, Mag, or Extended Barrel each attachment boosts your firearms potential but the oldest attachment disappears after you make another.
Grip: You can equip a firearm as a bonus action
Optic: Your chance to hit roll gains a +3
Snub: You no longer have disadvantage when close up
Mag: The amount needed to fire before reloading is increased by 5
Extended Barrel: Double the effective range of your firearms
Variety: Arcane Forces
During a short or long rest you can infuse one of your weapons with pure mana, the affect lasts 24hrs but you can only infuse one item at a single time.
Sling: You can fire off 3/1st level spells, 2/2nd level, 1/3rd level without consuming spell slots
Net: Any creature who is trapped by a net is under effects of Hunter's Mark & Hex
Dart: Infuse a number of darts 3*WIS to craft Fear Darts, a target hit by them must make a WIS save or be frightened for 2 minutes
Blowgun: You can fire a number of times equal to 2*WIS as part of one attack
Variety: More than what it seems
During the span of 10 minutes or the price of 15Gp, you can either curse or bless a tool of your choice, the effect last for 48 hours, you can bless or curse up to 2 items, if you try to repeat the action it will fail, (The bless will be listed first)
Sling: Your sling can now fire a burst of 6 shots, roll normally against AC afterwards 1d6 to determine how many hits//The handle seems to be covered in arcane sap (DC 13 investigation to notice) if the wielder misses the hand holding the sling is restrained and unusable for next 12 hours
Net: Your net seems to grow in size when thrown, gain advantage and target up to 3 other medium size creatures within 5ft//When a creature tries to throw the net they are captured instead
Dart: Your darts can ignore full cover and even bend around corners roll normally when doing so//When a creature uses an action to throw a dart the dart explodes into a burst of smoke as nothing happens
Blowgun: While hidden by any means you cannot break stealth when using this weapon//When a creature tries to use this weapon the ammunition is shot into the users mouth
Decree 77
At 15th level, you can use 2 actions to target enemies with your gaze, locking onto them as long as you line of sight with them max range of 60ft, for which then marks them -- while enemies are marked you can use an action to trigger the mark, dealing 25 psychic damage and frightening them from 3 rounds. Can target up to 6 enemies.
ULTIMATE- At the end of each turn roll 1d10, whatever you get add it to your "Decree 77", as a bonus every successful attack adds 2 to your "Decree 77"
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