Base Class: Ranger
Most rangers seek the nature and wants to protect it while hunting there prey, but some rangers get overwhelmed by life itself and seek for a greater meaning in death and more spirtual matters. As someone who spend most of your life being alone fearing whats common and finds safety in what others fear you have learned to depend on the streangth of spirits and elements.
Spirit tracker
At 3rd level you gain the ability to see the spiritual footprint of a target. If you find a footprint, DNA or a object touched by the target within the last 24 hours a spiritual energy will guide you in the direction of your target as long as the target is within 5 mile radius. you also gain an idea of the distance between you and the target. this ability can be used an amount of times equal to your wisdom modifier, if you have spend all usses you can spend a spell slot and use this ability again.
Spirit speaker
At 3rd level you gain the ability to communicate with the spirits. you also gain the ability to create a bond with a special spirit, this require a ritual where you sacrifice an object worth 25 gold. the first time you do this ritual you create a bond for free but when you change spirit in the future you have to pay the fee. At 7th level you can create a second bond and command 2 spirits at a time.
Blazing spirit
A Blazing spirit are loyal but wild towards you btu if you get to close you might burn your fingers. anyone who can see the spirit and stands in radius of 5 ft within in takes 1D6 damage at the end of ones turn. This ability only works when you and your spirit is within 50 ft of each other.
Ethereal spirit
This spirit can take you to the etereal plane but it has to touch you. When it takes you back you have to be within 10 ft radius of where you arrived.
Force spirits
The force spirit can push and pull objects that weighs less than 50 pounds. It can also push and pull creatures as long as they are medium or smaller. It can push or pull them up to 10 ft and the target must succed on a strength saving throw DC 13 or get pulled or pushed by the spirit.
Frost spirits
Frost spirits can be unreliable but they want to be kept warm so they don't freeze, that is why they will never leave you, because the bond you share emmits the warmth they so badly desire. they will never keep a distance to you greater than 120 ft, when the spirit gets in a radius of 20 ft of you every liquid surface around you will begin to freeze.
Liquid spirit
A Liquid spirit might become arrogant towards you if it thinks your week, but it will help you when needed. If your Liquid spirit if within sight of you it can grant you the ability to breathe under any liquid surface like water or lava. Be aware that just because you can breath under lava doesn't mean you wont get burned.
Lost spirit
A lost spirit have completly forgotten about itself and what its origin is that is why it will stay with you because you are the only thing it knows. a lost spirit can enter the mind of anyone who has a intelicence higher than 8, it can read its thoughts and share them with you. reading a creatures thought works like detect thougts but with a DC on 10. if the creature is of same race as you the spirit can posses the person after 3 failed saving throws in a row. While the spirit is controlling the spirit it will access to the persons abilities but forecast it owns. This means the spirit can't leave at own will and will have to be banished through a ritual. This will leave the victim aware of what happend
Silent spirit
When the silent spirit is within 5 ft of you you do not create sound at all. this ability reminds a lot of the spell silence but with you as the only target.
Spirit speaker
At 7th level you create a bond with a second spirit of your choice.
Elemental arrows
At level 11 you can choose one the following damage types to add to your arrows this damage type will automaticly get applied to your arrows by the spirits nearby therefor it is not required for you to apply it yourself and it can be used more than once per turn. the extra damage is one 2D6 damage of you chosen damage type from the list below. the damage will increase to 2D8 at level 14 and 2D10 at level 16.
Spirit conducter
At level 15 you get the ability to line up spirits and force your arrows through them in any direction you choose. You will get advantage on your attack roll. Your arrows can travel in a straight line but if you want it to you can make it spiral around you or whatever you want it will follow the spirits that you have lined up. the arrows still follow the basic distance rules which means if you fire the arrow from a distance that will give disadvantage it will cancel out the advantage. this feature can be used twice between each longrest. If the target has half cover roll 1D4 and subtract it from the attack roll, if the target has full cover roll 1D6 instead.
Comments