Ranger
Base Class: Ranger

Rangers are known to transverse dangerous lands and environments with ease. From the freezing white of Arctic tundras, the simmering coals of Volcanic Plains, to even the dark and gloomy Deep Forests, rangers have mastered terrains many would not dare to travel. But some places hold more than drastic temperature or low light, some are known to be home to powers beyond understanding. Cursed soils, Haunted grounds, mysterious lands where weary travelers are lost and never return. 

These lands are not know to receive many travelers, but they are known to hunger for the lost and wayward. Those who are unfortunate enough to step foot in such lands are spirited away, never to be seen again. These lands are known to lead travelers astray, changing paths, whispers from beyond, and house beings of danger and death. One such being the Will O’ Wisps, wayward souls that guide lost visitors with their welcomed glow in dark places. Though where they maybe guiding is not always to safety. Wayward Guide Rangers have traveled these lands, befriending these spirits and becoming a part of these haunted grounds. They are not stalker of the shadows or stealthy ambushers, though they are not afraid to dwell in the dark. They haunt their prey, guiding them with illusions and enchantments, leading them to their own dismay. 

Will O’ Wisps

3rd Level Wayward Guide Ranger Feature

When becoming a Wayward Guide, you have wandered through lost forests, haunted lands, and cursed soil. You have befriended wandering souls, Will O’ Wisps, that you have follow you during your journey. As is their nature, your wisps plague others with haunting misguidings, trickery, and illusions. 

You may have up to three wisps accompany you at a time. Your wisps are incorporeal and can not interact with physical objects or hold equipment. As a bonus action, your wisp may fade in and out of visibility. While giving off no light, your wisps are completely invisible and while glowing can give off a maximum of 20ft of bright light with 20ft of dim light. They may travel along your side or choose a resiprical that they are bond to such as a old lantern, jar, or forgotten object. You may command them with subtle whispers or simple thought though they can not speak back.  While they are unable to interact with objects, you may use them to cast thaumaturgy at your command. Additionally, you may command your wisps to Haunt a target.

Haunting

While your wisps may not interact with physical objects, their ghostly presence are able to haunt others. As a bonus action, command your wisps to Haunt a creature of your choice within 90ft. While haunted, you deal an extra 1d6 Necrotic damage when you hit them with an attack.  You also choose one ability when you command your wisps, and until the end of the Haunt the target has disadvantage on that ability checks. Haunt requires concentration while still in effect and must make a Constitution Saving Throw when you take damage. You may Haunt a creature for up to an hour or until concentration is broken. You may Haunt two times per long rest. If the creature’s HP drops to 0 while being haunted you may use a bonus action to haunt another creature without expending a usage.

At 11th level, you are about to Haunt three times per long rest. At 14th Level, extra damage increases to 1d8 Necrotic damage. 

Wayward Guide Magic

3rd Level Wayward Guide Ranger Feature

You learn the thaumaturgy cantrip which you may have your wisps cast.

You also learn an additional spell of 1st level or higher when you reach certain levels in this class, as shown in the Wayward Guide Spells table. Each spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.

Wayward Guide Spells
Ranger Level Spells
3rd sleep, thaumaturgy
5th blindness/deafness
9th speak with dead
13th confusion
17th modify memory

Lost In The Woods

7th Level Wayward Guide Ranger Feature

Starting at 7th Level, your Wisps become able to trick and misdirect haunted creatures, leading them to places they did not intend to go. While concentrating on haunting a creature with your wisps, whenever the creature makes a movement on their turn you may use your reaction to affect their perception of where they think they are going. After a haunted creature moves on their turn, they must make an Intelligence Saving Throw. On a failure, you may choice where the creature’s movement was orientated. The amount of distance and origin of the creatures moment can not be affect, on the direction the creature travelled. After the creature has stopped their movement and intends to use an action, the illusion ends, even if the creature decides to move again later on their turn. While guiding a targets movement, at any point the target takes damage they are broken from their illusion. Targets can not be directed to move to an area that would cause them immediate death (i.e. off a cliff) and will stop before the final step. 

This ability may only be used on creatures that are currently being Haunted. You may use this ability a number of times equal to your proficiency bonus. You gain back all uses after a short rest.

Unwary Essence

11th Level Wayward Guide Ranger Feature

At 11th Level, your time in with your companions have made you more akin to wisps than ever before. You are able to become incorporeal, moving through solid objects. You are also able to regain health from Haunted creatures that have passed away, draining the life from their departing souls.

Soul Siphon

When a Haunted Creature’s HP drops to 0, they must make a Constitution Saving Throw against your spellcasting DC. On a failure, you are healed 3d6 HP.

Spirit Stride

You temporarily make yourself incorporeal during your movement. You are able to walk through non-magical objects and creatures as if it is difficult terrain. If you end your turn in an object, you take 1d10 force damage. You may use this ability twice per short rest.

Doppelganger

15th Level Wayward Guide Ranger Feature

At 15th Level, your Will O’ Wisps are able to pose as a copy of you. As a bonus action, your Wisp create an exact copy of you in an unoccupied space within 30ft of you for 1 minute. During your turn, you may use your bonus action to have your copy move a distance equal to your movement speed. Your copy is incorporeal and unable to interact with physical matter, can not cast spells, or use any weapons. As an action, a creature may make an Insight Check (DC: 17) against your Doppelganger. On a success, they are able to distinguish that your doppelganger is an illusion. If a creature attacks your doppelganger, they take 3d6 psychic damage and must make a Wisdom Saving Throw. On a failure, they are immediately frightened and your doppelganger disappears. After disappearing due to attack, you may use a bonus action to have your doppelganger reappear on the field within 30ft of you. After 1 minute your doppelganger fades and returns to the form of the Wisps.

You may use this feature once per long rest.

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