Ranger
Base Class: Ranger

“There are many dead beasts out in the wild who also deserve love and care. You’ve delved into the mysteries of the afterlife and learned to bond with these unliving creatures, bringing them into your service as companions. With your knowledge of death and the undead, you forge unique connections with the departed beasts and tame undead creatures as allies.”

Expanded Spell List:

When you reach specific levels in this class that grant you access to new levels of spell slots, you gain access to certain spells that don’t count against your number of spells known. Each spell counts as a Ranger spell for you but does not count toward the total number of spells known.

 

Spell Levels

Spells

Cantrips

Chill Touch, Spare the Dying, Toll the Dead

1st

False Life, Hunter’s Mark, Speak with Animals*

2nd

Gentle Repose, Ray of Enfeeblement

3rd

Animate Dead, Bestow Curse

4th

Death Ward, Shadow of Moil

5th

Danse Macabre, Negative Energy Flood

Speak with Animals also works on undead animals.

 

3rd Level: Embrace Undeath

You have chosen to start down the path of becoming one undeath. You gain the following benefits:

  • You have resistance to both Necrotic and Poison damage.
  • You have advantage on saving throws against disease and being poisoned.
  • When you make a death saving throw, you do so with advantage.
  • You don’t need to eat, drink, or breathe.
  • You don’t need to sleep, and magic can’t put you to sleep. You can finish a long rest in 4 hours if you spend those hours in an inactive, motionless state, during which you retain consciousness.

3rd Level: Undead Beast Companion

You gain an undead beast companion that obeys your commands and aids you in combat. You choose a Small or Medium beast with a Challenge Rating of 1/4 or lower, which becomes undead and gains additional abilities:

  • Proficiency Bonus: Add your proficiency bonus to its AC, attack rolls, and damage rolls. 
  • Hit Points: Its hit point maximum equals the hit point number in its stat block or four times your ranger level, whichever is higher. Like any creature, it can spend Hit Dice during a short rest to regain hit points. 
  • Undead Traits: It gains darkvision (60 ft.), resistance to poison damage, and immunity to the poisoned condition. 
  • Undead Fortitude: If damage reduces the beast to 0 hit points, it must make a Constitution saving throw with a DC equal to 5 + the damage taken unless it’s radiant damage. On a success, it drops to 1 hit point instead. It can use this feature a number of times equal to your proficiency bonus each day. 

If your companion dies, you can bond with another dead beast's spirit after an 8-hour ritual.

3rd Level: Aspects of Undeath

At 3rd level, you get to choose 2 Aspects of Undeath for your undead companion. You gain 1 additional aspect at 7th and 11th level, then you gain 2 more aspects at 15th level. Choose from the following:

 1. Ethereal Form: Your companion gains advantage on Stealth checks due to its ghostly form.

 2. Fangs: The beast can make a bite attack as a bonus action, dealing 1d6 + Dexterity or Strength modifier in piercing damage.

 3. Spider Climb: Your companion can move up, down, and across vertical surfaces and upside down on ceilings, without needing to make an ability check.

 4. Undead Fury: The beast can use its reaction to make an opportunity attack when a creature moves within 5 feet of it.

 5. Ghostly Glide: Your companion can glide, taking no falling damage.

 6. Grave Digger: Your companion has a burrowing speed equal to its highest movement speed.

Ethereal Form

Your companion gains advantage on Stealth checks due to its ghostly form.

Fangs

The beast can make a bite attack as a bonus action, dealing 1d6 + Dexterity or Strength modifier in piercing damage.

Ghostly Glide

Your companion can glide, taking no falling damage.

Grave Digger

Your companion has a burrowing speed equal to its highest movement speed.

Spider Climb

Your companion can move up, down, and across vertical surfaces and upside down on ceilings, without needing to make an ability check.

Undead Fury

The beast can use its reaction to make an opportunity attack when a creature moves within 5 feet of it.

7th Level: Eternal Bond

Your undead beast has become connected to you eternally allowing it to adapt to further support you in your adventures. It gains the following benefits:

  • Magical Attacks: Its attacks count as magical for overcoming resistances.
  • Shared Spell Effects: When you cast a spell targeting yourself, you can also affect your undead companion if it is within 30 feet of you.
  • Improved Control: The beast can use the Dash, Disengage, or Help action as a bonus action once per turn, provided it does not attack on that turn.

7th Level: Soul Shepherd

You can reach out to the undead to forge bonds of friendship, if only temporarily. You can attempt to charm a number of undead creatures equal to your Wisdom modifier within 30 feet of you. Each target must succeed on an Intelligence saving throw against your spell save DC or be friendly toward you for 1 hour. You can use this ability once per long rest.

11th Level: Spectral Ally

You gain the Find Familiar spell and can only cast it as a ritual. In addition to the options included in the spell you can also choose a Crawling Claw or a Stomping Foot. When you summon your familiar, the spirit you choose then takes a spectral undead form granting it these following benefits:

  • Spectral Drift: It has a flying(hover) speed of 40 feet and loses any walking speed. 
  • Incorporeal Movement: It can move through other creatures and objects as if they were difficult terrain. It takes 1d10 Force damage if it ends its turn inside an object. 
  • Ethereal Sight: It can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa. 

11th Level: Death Sight

Your connection with the undead grants you the ability to see through the eyes of any undead within 60 feet of you for up to 1 minute. While using the “Death Sight” feature your body becomes blinded, is unable to move by itself, and you can only see through the undead creature's sight. All your body’s other senses are still functioning as normal (for example you can still hear things around your body and speak to those around your body). Undead with Intelligence 10 or higher will sense your attempt and must make a Wisdom saving throw against your spell save DC to resist it. You can use this feature a number of times equal to your proficiency bonus each day.

15th Level: Tame Undead

Your deep understanding of undeath allows you to control lesser undead more completely. As an action, choose up to three undead creatures within 60 feet of you. Each must make a Charisma saving throw against your spell save DC. On a failure, it becomes friendly to you and follows your commands for up to 24 hours. Intelligent undead (Intelligence 8 or higher) have advantage on the saving throw. Once you use this feature, you can’t do so again until you finish a long rest.

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