Ranger
Base Class: Ranger

You are the unseen predator stalking the darkness, using instinct and supernatural ability to bring down your prey. Although you work well alone, you are not afraid to call on allies to help take on powerful or cunning foes. The world is your hunting ground, but it must be respected. Killing without purpose wastes nature’s gifts and might well bring nature’s wrath. Also, beware those who would presume to prey on those you have chosen to protect. Teach them to respect the hunter. Show them no mercy, and do not spare them from your deadly sting.

Deadly Sting

You are able to coat a slashing or piercing weapon you wield in liquid shadow as a bonus action. This shadow acts like a deadly poison, dealing initial and secondary damage of 1d10 points of Constitution damage (save applicable). Once created, the poison clings to a weapon for 1 hour or until it is delivered. If anyone but you wields the prepared weapon, the shadow poison has no effect. You can use this ability a number of times per long rest equal to 1 + your Wisdom modifier.

Scorpion Martial Arts

At 3rd level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and finesse weapons that don’t have the two-handed or heavy property.

You gain the following benefits while you are unarmed or wielding only these weapons and you aren’t wearing armor or wielding a shield:

  • You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.
  • You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain levels.
  • When you use the Attack action with an unarmed strike or a finesse weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a dagger, you can also make an unarmed strike as a bonus action, assuming you haven’t already taken a bonus action this turn.

Bonus Proficiency

When you choose this archetype at 3rd level, you gain proficiency with the poisoner’s kit and gain advantage on Craft checks to create poison.

Sudden Strike

You know how to strike suddenly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.

Flanking an opponent does not grant use of Sudden Strike unless you have advantage on an attack as a result of something other than flanking.

Sudden strike damage applies to ranged attacks against targets up to 30 feet away. Creatures with concealment, creatures without discernible anatomies, and creatures immune to extra damage from critical hits are all immune to sudden strikes. A scorpion wraith can’t make a sudden strike while striking the limbs of a creature whose vitals are out of reach.
A scorpion wraith can’t use a sudden strike to deliver nonlethal damage. Weapons capable of dealing only nonlethal damage don’t deal extra damage when used as part of a sudden strike. The extra damage from the sudden strike ability stacks with the extra damage from a sneak attack whenever both would apply to the same target.

Wild Empathy

You can improve the attitude of an animal. The scorpion wraith performs a charisma (persuasion) check to determine the wild empathy result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the scorpion wraith and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time. A scorpion wraith can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a -4 penalty on the check and vermin are considered magical beasts for this purpose.

Darkness

Scorpion wraiths master the use of darkness to cloak their movements. You gain the ability to use darkness (PHB p.230) three times per day, with a caster level equal to your character
level. If you can already use darkness as a spell-like ability, you can use it four times per day.

Unexpected Assault

As a scorpion wraith, you spend long hours honing your reflexes. Beginning at 9th level, you have advantage on attack rolls against any creature that hasn’t taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit. You are also granted +4 to initiative at the start combat immediately following the Unexpected Assault.

Veil of Shadow

A scorpion wraith can manipulate the shadows to cloak his movements. While in areas of shadowy illumination or darkness, you gain a bonus on Stealth checks equal to your Proficiency Modifier.

Perfect Sight

Your powers of observation enable you to see through concealment. Once per long rest as a free action, you can grant yourself blindsight out to 60 feet. You also gain advantage on Perception checks blindsight is active. This ability lasts for a number of rounds equal to 5 + your Wisdom modifier.

Sculpt Shadow

You can manipulate magical shadows to your advantage. Whenever you cast darkness as a spell or use it as a spell-like ability, you can choose to create eight 5-foot-by-5-foot squares of shadowy illumination instead of targeting a touched object. The first of these squares must be adjacent to you, with all squares adjacent to at least one other square.