Ranger
Base Class: Ranger

The Scarecrows are deadly hunters in the dark. They use the unique magic of the dark harvest to corrupt and twist the flora and plant life of whatever forest or other environments they dwell upon and conjure them to form traps. And once their unsuspecting foe springs their hallowed traps. That's when the Scarecrow springs into action and strikes. And as the master of intimidation. Let's just say the scarecrows live up to their name quite well

Expanded Spellist

Upon picking this subclass. You gain a expanded list of Halloween themed and spooky spells 

 

3rd level: Hex. Witch bolt

5th level: Shadow blade 

9th Level: Fear

13th level: Hallucinatory terrain 

17th level: Dream

 

Corn creature

At level 3 upon picking this subclass you learn in the ways of the scarecrow. Stealthily maneuvering around the corn stalks to your foes surprise. You gain expertise in the stealth skill if you are proficient with it. Additionally if your race does not have darkvision. You gain a darkvision sprawling up to 30 feet. If you already have dark vision. It increases in radius by 30

Twister of crops

Also at level 3 in this subclass. You harness the Dark powers of the harvest. Infusing your dark magic within it. As Action you are able to infuse a object. Such as a weapon. A door. Or a tree with a spell. The spell activates when a creature comes in contact with said object (Such as touching the object. Standing on said object. Or being shoved into it) In order to use this you gain dark harvest points. To infuse a object you must spend one of these Dark harvest points. You gain these points based on your proficiency bonus. You regain these points on a long rest.


Boo!

At level 7 in this subclass. You become more proficient in giving your terrified foes a truly awful fright!. While in dim light or darkness. Or they fell into a Dark harvest trap. If you hit a creature with a weapon attack. You add a additional 1d8 of your weapons damage type to said target. Additionally when you land a critical hit. You apply the frightened condition to the creature

Crow on the Cob

At 11th level in this subclass. As a bonus action you are able too teleport up to 60 feet as a bonus action. Leaving a scarecrow copy of yourself. Hostile creatures within 5 feet of you must make a wisdom save (Based on your spellcasting modifier) or they will. Unless attacked. Think the decoy is you. You have advantage when attacking a creature going after your decoy. You can summon the decoy twice per day before needing a short or long rest

And The Farmer weep's.

At level 15 in this subclass. You've enhanced your powers of the dark harvest to it's whit's end. Now when you expend two dark harvest points. You are now able to allow another creature of your choice (Such as a wizard) to infuse a object with a spell of their own. If a ally chooses to infuse a object with a spell of their own. It costs a spell slot of whatever leveled spell they chose to infuse

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