Spirit Ranger

> *"Everything in this world is connected. When we die, we become one with the spirits. And the spirits watch over the world." ~Someone*
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Spirit Rangers not only can understand the environment around them and use it to their advantage, they can sense shifts and pulls from the Fade with the help of their Spirit Companion. Making them a dangerous foe both in this realm, and the fade.

Adapted from the base D&D 5E Ranger, Beast Master subclass and the Spirit Ranger Subclass.

* **Hit Dice:** 1d10
* **Saving Throws**: Strength, Dexterity
* **Proficiencies:** Light armor, medium armor, shields, simple weapons, martial weapons

**Skills:** Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival

### **Equipment**

You start with the following equipment, in addition to the equipment granted by your origin:

* (a) scale mail or (b) leather armor
* (a) a compound bow and a quiver of 20 arrows or (b) a crossbow and 20 bolts
* (a) a dungeoneer's pack or (b) an explorer's pack
* a shortsword and dagger

## **Favored Enemy**

Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy commonly encountered in the wilds.

Choose a type of favored enemy: beasts, humanoids, darkspawn, Fade creatures, or undead. You gain a +2 bonus to damage rolls with weapon attacks against creatures of the chosen type. Additionally, you have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.

When you gain this feature, you also learn one language of your choice, typically one spoken by your favored enemy or creatures associated with it. However, you are free to pick any language you wish to learn.

## **Natural Explorer**

You are a master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits:

* You ignore difficult terrain.
* You have advantage on initiative rolls.
* On your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted.

In addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more:

* Difficult terrain doesn’t slow your group’s travel.
* Your group can’t become lost except by magical means.
* Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
* If you are traveling alone, you can move stealthily at a normal pace.
* When you forage, you find twice as much food as you normally would.
* While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.

## **Spirit Companion**

At 2nd level, you receive a Spirit Companion. Spirit Rangers gain a spirit companion and the ability to invoke its magical power. Your spirit companion grants you one benefit you can call on, with more benefits gained at higher levels. You regain your ability to call on your spirit companion in this way when you finish a short or long rest. Once per day as a bonus action, you can command your spirit companion to materialize as a living creature, determined by the ranger path you choose. Your spirit companion manifests as an animal for 1 minute or until your concentration is broken (as if you are concentrating on a spell). You can also dismiss it as a bonus action. The manifested creature gains a bonus to attack rolls and saving throws equal to your Wisdom modifier. It uses the hit points in the animal’s stat block or half your hit point maximum, whichever is higher. The manifested creature takes its turn on your initiative and acts immediately after you. You control its actions, even if you are unconscious or otherwise unable to act.

*[See: List of Potential Spirit Companions]*

## **Fighting Style**

At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

### **Archery**

You gain a +2 bonus to attack rolls you make with ranged weapons.

### **Close Quarters Shooter**

When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. You have a +1 bonus to attack rolls on ranged attacks.

### **Defense**

While you are wearing armor, you gain a +1 bonus to AC.

### **Dueling**

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

### **Mariner**

As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to armor class.

### **Two-Weapon Fighting**

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

### **Blind Fighting**

Being unable to see a creature doesn’t impose disadvantage on your attack rolls against it, provided the creature isn’t hidden from you.

### **Thrown Weapon Fighting**

You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +1 bonus to the damage roll.

### **Unarmed Fighting**

Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier. If you strike with two free hands, the d6 becomes a d8. When you successfully start a grapple, you can deal 1d4 bludgeoning damage to the grappled creature. Until the grapple ends, you can also deal this damage to the creature whenever you hit it with a melee attack.

## Spirit Ranger Paths

Starting at 2nd level, your supernatural connection to nature and the wild takes you along one of three different ranger paths: the Protector, the Seeker, or the Stalker:

* **Protector** By following the path of the Guardian, you protect the natural world from creatures that would despoil it, even as you engage with the common folk who rely upon nature’s bounty to survive. You patrol the pathways through the wilds, keeping them clear of bandits and rampaging monsters, even as you keep careful watch on how civilized realms interact with the wilderness. Those who take more than their fair share—clear-cutting forests or hunting for sport rather than survival—risk your wrath.

#### Protector’s Shroud - Your companion spirit helps to protect you and the creatures closest to you. As a bonus action, you invoke your spirit companion and choose yourself or an ally you can see. The chosen creature gains temporary hit points equal to 2d6 + your Wisdom modifier.

* **Seeker** By taking up the Seeker path, you are drawn into the unknown wilds far from civilization in search of lost treasures, forgotten evil, and sites of primal magic. You understand that the trackless wilderness can harbor many secrets. Some of those secrets—such as a lonely oasis providing water to a desert realm—must be protected. Others—such as an ancient idol infused with the foul magic of the demon worshippers who crafted it—must be destroyed before their evil awakens once more.

#### Seeker’s Eye- Your companion spirit lends its sharp combat senses to you and your companions. As a bonus action, you invoke your spirit companion and choose a creature you can see. Until the end of your next turn, all attacks made against the chosen creature have advantage.

* **Stalker** As a ranger of the Stalker path, you prowl the wilderness in search of aberrations, fiends, and other monsters that must be slain before they wreak havoc on the natural world. You are the power of nature’s vengeance made manifest, and anything that poses a threat to nature is your target. When a powerful creature such as a dragon threatens a region, a ranger of the Stalker path leads the hunt that will take it down. Like others of your kind, you do not rest until your quarry is dead and the natural world is safe.

## **Magical Skills**

Starting at 3rd level, your training enables you to apply your Magical Skills. Your ability to use these talents is determined by your supply of talent points. Your Ranger level determines the number of points you have, as shown in the Talent Points column of the Ranger table.

You can spend these points to fuel various ranger talents.

When you spend a talent point, it is unavailable until you finish a short or long rest. Some of your talents require your target to make a saving throw to resist the talent's effects. The saving throw DC is calculated as follows:

**Talent save DC** = 8 + your proficiency bonus + your Wisdom modifier

*[See: Spirit Ranger: Magical Skills]*

## **Primeval Awareness**

Beginning at 3rd level, your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you.

You have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beast as an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.

You cannot use this ability against a creature that you have attacked within the past 10 minutes.

Additionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending 1 uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures’ general direction and distance (in miles) from you.

If there are multiple groups of your favored enemies within range, you learn this information for each group.

## **Ability Score Improvement**

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

## Skirmish's Stealth

Beginning at 4th level, you combine speed and stealth in combat to make yourself hard to pin down. You are difficult to detect even if you attack or otherwise take actions that would normally reveal your presence. At the start of your turn, pick a creature you are hidden from. You remain hidden from that creature during your turn, regardless of your actions or the actions of other creatures. As a bonus action at the end of your turn, you can make a Dexterity (Stealth) check to hide again if you fulfill the conditions needed to hide. Otherwise, creatures are aware of you at the end of your turn.

## **Coordinated Attack**

Beginning at 5th level, you and your spirit companion form a more potent fighting team. When you use the Attack action on your turn, if your companion can see you, it can use its reaction to make a melee attack.

## **Greater Favored Enemy**

At 6th level, you are ready to hunt even deadlier game. Choose a type of greater favored enemy: abominations, golems, awakened darkspawn, or dragons. You gain all the benefits against this chosen enemy that you normally gain against your favored enemy, including an additional language. Your bonus to damage rolls against all your favored enemies increases to +4. Additionally, you have advantage on saving throws against the spells and abilities used by a greater favored enemy.

## Spirit Companion Armor Class

At 6th level, you are more attuned to your Spirit Companion, who now gains your Armor Class.

## Attuned to Each other

At 7th level, you may invoke the power of your Spirit Companion (Guardian's Shroud, Seeker's Eye or Stalker's Fangs) twice between short or long rests.

With Guardian's Shroud, the chosen creature now gains temporary hit points equal to 2d8 + your Wisdom modifier.

With Stalker's Fangs, the target of the attack now takes extra slashing damage equal to 2d8 + your Wisdom modifier.

You may summon your Spirit Companion to manifest as an animal for 1 minute twice between long rests. When it hits with an attack, it adds your Wisdom modifier to its damage.

Living creatures of the same type as your Spirit Companion are friendly toward you. They will not attack you or your allies. They will only stay near you up to 1 hour and you can communicate with each other, as in the Speak With Animals spell. They are likely to render aid, if asked. You have a great affinity for this creature type. If it is injured, up to 1d10 berries you have become Goodberries, as in the Ranger spell of the same name, but only when eaten by this creature type. The berries may be fresh or dried. If you already have this skill from second level, it performs as it always has.

## **Fleet of Foot**

Beginning at 8th level, you can use the Dash action as a bonus action on your turn.

## Ambuscade

At 9th level, when you roll initiative, you gain a special turn that takes place before other creatures can act. On this turn, you can use your action to take either the Attack or Hide action. If more than one creature in an encounter has this feature, they all act first in order of initiative, then the regular initiative order begins. If you would normally be surprised at the start of an encounter, you are not surprised but you do not gain this extra turn.

## **Hide in Plain Sight**

Starting at 10th level, you can remain perfectly still for long periods of time to set up ambushes.

When you attempt to hide on your turn, you can opt to not move on that turn. If you avoid moving, creatures that attempt to detect you take a −10 penalty to their Wisdom (Perception) checks until the start of your next turn. You lose this benefit if you move or fall prone, either voluntarily or because of some external effect. You are still automatically detected if any effect or action causes you to no longer be hidden.

If you are still hidden on your next turn, you can continue to remain motionless and gain this benefit until you are detected.

## Bestial Fury

At 11th level, when you invoke the power of your Spirit Companion, the effect may be extended to a second creature. You may summon your Spirit Companion to manifest as an animal for 1 minute three times between long rests. If it does not have multiattack, it gains an extra attack.

## **Vanish**

Starting at 14th level, you can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.

## Corporeal Companion

You have come full circle. You perceive that when the spiritual and material are combined, true balance can be achieved.

At 15th level, you may summon your Spirit Companion as often and for as long as you wish. If you dismiss it or lose concentration, it will vanish for an hour before it can be summoned again. If your Spirit Companion falls to zero hit points, it will vanish and may not be summoned again until after your next long rest.

You may now only invoke the Spirit Companion power while your Companion creature is manifested as a physical animal. The individual benefits are now as follows:

* Guardian's Shroud As a bonus action, up to 4 creatures gain temporary hit points or may have hit points restored equal to 1 quarter of their maximum hit points or 2d10 + your Wisdom modifier, whichever is higher. This may be used once between short or long rests.

* Seeker's Eye As a bonus action, choose up to 4 creatures you can see. Until the end of your next turn, all attacks made against the chosen creatures have advantage. This may be used once between short or long rests.

* Stalker's Fangs As a bonus action, choose up to 4 creatures you can see. The next time [within 10 minutes] the chosen creatures hit with a weapon attack, the target of the attack takes extra slashing damage equal to 2d10 + your Wisdom modifier. This may be used once between short or long rests.

## **Feral Senses**

At 18th level, you gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.

You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.

## **Foe Slayer**

At 20th level, you become an unparalleled hunter of your enemies. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against one of your favored enemies. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.