Ranger
Base Class: Ranger

Phantom Guardians are Rangers that dedicate themselves to the protection of those from harm against those who would violate the natural order of the world. These Rangers have spent their lives honing the craft of forging their spirit and will so that it is incorruptable. They wander anywhere corruption has taken root, and are swift in punishing those responsible for it. If you find yourself on the receiving end of a Phantom Guardians wrath, prepare to greet your worst fears before facing retribution.

 

Ghostly Vigor

Starting at 3rd level, you are beginning to learn how to control your Phantom Guardian abilities. As a reaction, you can shift your body and become semi-corporeal, resulting in you having resistance to Blugeoning, Piercing and Slashing damage. This resistance lasts for one round, or until you next take damage. You can use this ability as many times as your Proficiency Modifier.

Shadow Strike

At 3rd Level, as an Action, if an enemy is within 30ft of you, and in dim light or darker, you may teleport to them and strike with a Melee attack. If you attack in this way, you gain advantage on your attack. You may do this up to your Proficiency bonus amount of times per Short Rest. 

Improved Hunter's Mark

When you reach 3rd level in this class, you have become an expert Hunter, even compared to those within your field of expertise. When casting Hunter's Mark, not only do you gain the normal benefits of the spell, but at higher levels, you gain significant improvements.

At 5th level, the spell no longer requires Concentration, and the damage goes from a d6 to a d8.

At 7th level the d8 goes to a d10, and does not require a bonus action to move it to another enemy when they die, they only need to be within 30ft. If no one is within that distance, you need to cast the spell again should you wish to maintain it. At this level, your link is maintained for 8 hours, or until the creature hits 0 hit points.

Final Gambit

At 7th level, when you are about to fall to zero Hit Points, you may make a Constitution saving throw. If you roll equal to or higher than half the damage that would be dealt to you, you only drop to 1 Hit Point instead, and can make an attack back at the enemy that made the attack against you, potentially turing the tide of the battle.

You can only use this feature once per Long Rest.

Demoralise

When reaching 7th level, anytime you land a Critical Hit against an enemy, they must make a Wisdom Saving Throw against your Ranger Spell DC. If they fail, they become frightened of you for 1 minute. The enemy may make a roll at the end of their turns to end the effect.

Warrior Of The Mind

At 11th level, you dedicate yourself to the forging of a resolute will and a mind of steel. You learn that most battles can be decisively won or lost if one is not fully focused and in control of their mind. If you do not have it already, you gain Proficiency in both Intelligence and Charisma saving throws.

Level 11: Phantom Expertise

At 11th level, your training in this field has yielded exceptional results. You now gain Proficiency in 2 of the following skills.

  • Animal Handling
  • Arcana
  • Perception
  • Survival
Animal Handling

You gain Proficiency in the Animal Handling skill.

Arcana

You gain Proficiency in the Arcana skill.

Perception

You gain Proficiency in the Perception skill.

Survival

You gain Proficiency in the Survival skill.

Ghostly Transformation

At 15th level, you have mastered your Phantom abilities, and can now completely shift your body into an incorporeal state.

For 5 rounds you have resistance to all Bludgeoning, Piercing and Slashing damage, you have advantage on Saving Throws against Spells, and gain a Flying speed of 60ft. While in this form, you can pass through solid objects and walls. You cannot however, pass through a Wall Of Force. If you lose this form whilst inside a wall, you are shunted out, and take 1d6 damage for every 5ft you are moved.

You can only use this Transformation once per Long Rest. However, once this transformation ends, roll a d20. If you roll a 5 or lower you gain 3 points of exhaustion. If you roll from a 6 - 11, you gain 2 points of exhaustion, if you roll from an 12 - 18, you gain 1 point of exhaustion. If you roll a 19 or 20, you gain no points of exhaustion, and you gain one more use of your Transformation for the day. 

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