Ranger
Base Class: Ranger

Rangers of this path are trained as weapons of coordinated shadow, striking with equal mastery at blade and bow while slipping through darkness as others move through open ground. They study anatomy to dismantle foes with ruthless efficiency, mark their prey with ominous intent, and escalate every engagement into a closing vice of pressure and precision. Never fighting as lone hunters, these rangers draw strength from the dark itself—repositioning, adapting, and overwhelming their enemies as shadows gather and the hunt tightens.

Level 3: Anatomical Insight

Whenever you deal poison damage to a creature marked with your Hunter's Mark, you can choose to change that damage type to necrotic.

Level 3: Darkshot

As a bonus action, you can briefly animate your shadow, and allow it to make an attack. Make a ranged weapon attack with a weapon you have currently equipped. This attack deals an additional 1d6 necrotic damage.

If this attack hits, you may cast(or move) Hunter's Mark on the target without using a bonus action before the end of the current turn. This casting still requires a spell slot and concentration, and follows all normal rules of the spell.

Level 7: Umbral Arsenal

As an action, you prepare yourself to unleash the full might of your arsenal against your opponents. Once per day as an action, you can a state of heightened focus for 1 minute or until you are incapacitated. During this time, you may swap, sheathe and draw weapons as a free action twice per turn. Also during that time, once per turn whenever you use Darkshot and hit, you can teleport to an unoccupied space within 5ft of your target and make a single attack with a melee weapon against it. Then, you can teleport back to your original location.

Additionally, you always have the Misty Step spell prepared and can cast it without expending a spell slot PB number of times per LR.

Level 11: Shadowhunt

Whenever you hit a creature affected by your Hunter’s Mark with Darkshot, you may expend a spell slot to gain one stack of Black Omen. Whenever you hit a creature, while you have at least one Black Omen stack, with a ranged weapon attack, you gain one Black Omen stack. Whenever you hit a creature, while you have at least one Black Omen stack, with a melee weapon attack, you gain two Black Omen stack. You can only have a maximum number of Black Omen stacks equal to your ranger level + WIS modifier.

As an action, you can consume 7 Black Omen stacks to make 3 Darkshots against a creature marked with your Hunter's Mark.

As a bonus action, you can consume 10 Black Omen stacks to empower yourself, gaining an additional reaction. This reaction dissapears if its not used until the start of your next turn.

 As a reaction to a creature marked with your Hunter's Mark dealing damage to you, you can consume 7 Black Omen stacks to make one Darkshot against it.
 

Additionally, once per turn, whenever you teleport from any spell or ability, you can use Darkshot as a free action once, either directly before or after the teleport.

Level 15: Never Alone in the Night

At the start of your turn, you can use Darkshot as a free action once against the target of your Hunter's Mark, if it's within your range.

Additionally, whenever you take damage, as a reaction you can expend a spell slot. If you do so, you teleport to an unoccupied place within 30ft. Afterwards, you create a shadowy version of yourself for each level of the spell slot you just expended, which appear within 30ft of your original location. These shadows vanish when they receive any damage, instantly fail any save, and last for 1 minute, and cannot move. At the start of your turn, each of these shadows fires a Darkshot at any target marked with your Hunter's Mark that is within their range, after which they vanish.

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