Base Class: Ranger
The Strider takes down his enemies with martial & magical prowess that they have attained over the years through much training. They have learned to imbue pure magical energy into their attacks swiftly take down their foes without a hassle from the shadows.
Hunter's Stride
At 3rd level, you learn to control your mount in a way to not make a sound when riding. You gain advantage on stealth checks when riding a mount.
Strider's Flux
At 3rd level, when you hit a creature with a melee or ranged weapon attack, you can expend one spell slot to deal force damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is your favored enemy type, to a maximum of 6d8.
Silent Tracker
At 7th level, you gain the ability to track down whatever you are searching for. You can now cast Locate Object, Locate Creature, and Locate Animals or Plants equal to the number of times of your Wisdom modifier. You regain all uses at the end of a long rest.
Inspiriting Leader
At 11th level, you can inspire all your fellow companions within 30 feet of you. When you do this, they gain advantage on their next attack roll or ability check. You can inspire them equal to the number of times of your wisdom modifier.
You also gain proficiency in persuasion checks. If you already have proficiency, gain expertise in persuasion.
Strider's Command
At 15th level, you have gained the ability to see and command the dead. When a life of your favored enemy type ends in your presence: as a reaction when a creature you can see dies within 30 feet of you, the spirit is under your command for a number of days equal to your Wisdom modifier. As part that reaction you can issue one of your commands below. You can issue a different command to the spirit as a bonus action on any of your following turns while it is under your control. You can only command up to 3 spirits at a time. After the number of days, the spirit leaves your presence and has a will of its own.
You can command a spirit in any of the following ways:
- You can command the spirit to be your eyes. You gain Blind sight up to 30 feet around you. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
- You can command the spirit to curse your enemies. When you hit a creature with an attack, the spirit attacks the creature you hit as well for 1d10 necrotic damage.
- You can command the spirit to hide your presence. As a bonus action, you can shroud your presence with a spiritual aura to hide in any shadows.
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