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View Full Version : D&D 5e/Next Dark One (A ranger Subclass)



mcumoric
2020-11-26, 06:46 PM
Ranger

Dark One
Dark one’s are rangers that guard against the realm of spirits, acting as a ferryman across the great beyond. They often live as gravediggers to study the souls of the dead, as well as to gain knowledge of their past.

Channel spirits
Starting at the 3rd level, you can call upon the dead as a bonus action to weave a cloud of spectral matter around you. This cloud extends in a 20 foot aura around you. Each creature in this area is considered to have half cover and this space is illuminated with dim light. In addition, once per turn whenever you hit a creature with a weapon attack inside this area they take an additional 1d6 psychic damage and are shoved in a random direction as lesser spirits possess them temporarily, by entering their wounds. You regain the use of this ability when you complete a short or long rest. You may also use this ability again by spending a spell slot of 1st level or higher.

Dark calling
Starting at the 3rd level, you learn the speak with dead spell and may cast it once per long rest without spending a spell slot. You also learn the toll the dead (XGE) cantrip, it counts as a ranger spell to you as well.

Armor of the passing
Starting at the 7th level, you can weave spirits around you as a bonus action. For the next minute you gain half cover from all weapon attack rolls. Weapon attacks made from silvered weapons ignore this ability.

Dark pulse
Starting at the 7th level, you can use an action to emit a dark pulse. Make a spell attack roll versus each creature within 10 feet of yourself. Each creature you hit takes 1d6 + your spellcasting modifier necrotic damage and is knocked prone. If a humanoid is reduced to 0 hit points by this ability you may spend a spell slot to have them resurrect as a specter (Stats are in the monster manual) under your control. The specter moves on your turn and you may command it to take the attack, dash, dodge, hide, help and disengage actions (No action required). The specter remains under your control until your next long rest, which it then vanishes into the afterlife. Once you resurrect a creature as a specter, you cannot do so again until you complete a long rest.

Dark void
Starting at the 11th level, you can use an action to open a portal to the afterlife centered on a point within 120 feet of yourself. Roll a number of d4’s equal to your level. Subtract the total rolled from each creature's remaining hp, starting at the lowest then going to the highest. Each creature who’s hp is less than the total instantly is transported to the afterlife leaving no trace of its body. You regain the use of this ability when you complete a long rest.

Void pulse
Starting at the 15th level, when you send a creature to the afterlife with your Dark void ability, you can roll a d4. The number rolled on the d4 is the maximum of creatures you can resurrect as specters under your control (As per dark pulse).