Remove these ads. Join the Worldbuilders Guild

Death Ranger


Hit Points

Hit Dice: d10 per Death Ranger level
Hit Points at first Level: 10 plus your constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) plus your constitution modifer per Death Ranger level after 1st.

Proficiences

Armor: Light and Medium
Weapons: Simple, Martial
Tools: None
Saving Throws: Strength and Constitution
Skills: Choose three from Athletics, Insight, Investigation, Perception, Stealth, and Survival.

Overview & Creation

The Death Ranger is a tragic hero, an individual whose “gifts” come about only after deep, personal loss. In most instances, this loss owes itself to a violent cause, though backgrounds may vary. Within days to a few weeks of this loss, the Death Ranger experiences their first encounter with the spiritual world, interacting with lingering spirits whose desire for justice and revenge binds them to the mortal world. The Death Ranger dedicates their talents to aiding these wandering souls, putting them to rest. The Death Ranger communicates with these spirits regularly, often resulting in their seeming aloof and disconnected. The Death Ranger usually means well, but their troubled pasts and constant bombardment of desperate spirits causes them to be out of touch with social norms.   Religious Death Rangers typically follow Vhal, though some choose to continue to give credence to gods from their former lives. They cannot be of evil alignment and thus cannot follow gods of evil alignments or those associated with the darker side of death. As they level up, they eventually receive the ability to harness magic granted from the unseen world of spirits, channeling a divine based magic that grants them to access from a few specific clerical schools. This class comes with tight restrictions, binding them into the service of wronged spirits (never evil) that will haunt him until death, lest their constant demands eventually drive the Death Ranger insane should he or she refuse their call. Spirits have a way of turning up at the most inopportune times as well—you’ve been warned.


Class Features

Level Prof Features TRB Cantrips Known Spells Known Spell Slots Slot Level
1 +2 Sense Evil, Target +3 2 2 2 1
2 +2 Fighting Style +3 2 2 2 1
3 +2 Archetype +3 2 3 2 1
4 +2 Ability Score Improvement +3 3 3 2 1
5 +3 Extra Attack +4 3 4 3 2
6 +3 Archetype Feature +4 3 4 3 2
7 +3 Secrets of the Dead +4 3 5 3 2
8 +3 Ability Score Improvement +4 3 5 3 2
9 +4 Archetype Feature +6 3 6 4 3
10 +4 Vision +6 4 6 4 3
11 +4 Speak for Dead +6 4 7 4 3
12 +4 Ability Score Improvement +6 4 7 4 3
13 +5 Archetype Feature +7 4 8 5 4
14 +5 Bane of Evil +7 4 8 5 4
15 +5 Archetype Feature +7 4 9 5 4
16 +5 Ability Score Improvement +7 4 9 5 4
17 +6 Foresight +9 4 10 6 5
18 +6 Archetype Feature +9 4 10 6 5
19 +6 Ability Score Improvement +9 4 11 6 5
20 +6 Revival +9 4 11 6 5
 

Sense Evil

Similar to the spell Detect Evil and Good, the Death Ranger is able to sense the presence of evil entities. The Death Ranger can sense if an aberration, fey, fiend, or undead creature is within 30 feet of himself if the creature is evily aligned. If the alignment system is in use, the Death Ranger gains an advtange on insight checks when trying to determine if a person is of an evil nature.  

Target Replacement Bonus (TRB)

The spirits compel the Death Ranger to take down the cause of their demise through any means necessary. The target is the primary cause of the spirit's downfall; this does not apply to underlings or henchmen of a specific villain, but could be applied to "right-hand men" or other important lieutenants (DM discretion). Fueled by their hatred and rage, the Death Ranger's proficiency bonus when dealing with his target (attacks, saving throws, abilities used in relation to the target) is replaced by the target bonus table.  

Fighting Styles

Choose one of the following. You cannot take a fighting style more than once.  

Archery

You can +2 bonus to attack rolls with ranged weapons  

Close Quarters Shooter

When making a ranged attack while withing 5ft of a hostile creature, you don’t have disadvantage. Ranged attacks ignore half cover and three quarters cover against targets within 30ft. You also gain +1 bonus to attack rolls on ranged attacks.  

Defense

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

Dueling

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

Two Weapon Fighting

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

Death Ranger Archetype

At 3rd level, you choose an archetype defines your interactions with the spirits and will set you upon your path to avenge these lost souls. Your choice grants features at 3rd level, and again at 6th, 9th, and 13th, 15th and 18th level. The Death Ranger may choose from The Bloody Avenger, The Last Defender, or The Spectral Assassin.  

Ability Score Increase

When you reach 4th level, and again at 8th, 12th, 14th, 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.  

Extra Attack

Beginning at 5th level, you can Attack twice, instead of once, whenever you take the Attack action on Your Turn.  

Secrets of the Dead

At 7th level, the Death Ranger can call upon the spirits to lend him aid with trying to use knowledge based skills. Upon doing so, the Death Ranger has an advantage on the next intelligence or wisdom ability skill check they make. This can only be used once per long rest. At level 13 it is twice, and level 19 three times.  

Vision

Starting at level 10, the Death Ranger can call upon lingering spirits to guide his understanding of events that took place in his or her present location. The events he seeks must have been violent in nature--if not, the ability fails. If there were violent events in the past, and the Death Ranger may make a Wisdom based Ability check, adding his wisdom modifier and his or her profciency bonus. If the ability does not meet or exceed a DC of 15, the Death Ranger gains nothing. If it meets or exceeds 15, he or she gains fragments of the memories. If their check meets or exceeds twenty, they get a clear picture of past events. If this vision relates to their target, use the target bonus instead.   The Death Ranger may only do this once per long rest. At level 19, he or she may do it twice.  

Speak for Dead

At 11th level, the Death Ranger may voluntarily allow a spirit to briefly inhabit his body and speak freely to share information with other party members or someone they wish to speak with. This ability lasts for one minute plus one minute for each level beyond 11, to a max of 10 minutes.   A note for DMs and Players: This can happen to Death Rangers without their consent by particularly strong and eager spirits. This should not occur as a means to inhibit a player but rather create role-play opportunities or adventure hooks.  

Bane of Evil

Upon reaching 14th level, the Death Ranger can project an aura of power that is the harmful to those with evil hearts. Creatures of particularly strong evil presence (Fiends, Celestials, Fey, Undead) within a 20' radius of the Death Ranger must make a Wisdom saving throw against his or her spell casting DC. Those who fail must flee the Death Ranger for as long as the aura remains active, a maximum of a number of rounds equal to their wisdom modifier (minimum of 1). At the end of each round, they gain a new save. Any evil entitity that stays within this 20ft radius of the Death Ranger has a disadvantage on their attacks for and attacks made against them have advantage. The Death Ranger can only use this ability once per long rest.  

Foresight

Once reaching 17th level, the Death Ranger cannot be surprised, and when using perception in relation to tracking their target, they have advantage.  

Revival

The Death Ranger of 20th level may use their most potent gift to grant a restless spirit a temporary body. The body is translucent and clearly not a living person. It is immune to damage from bludgeoning, slashing, and piercing damage from nonmagical sources and resistant to damage of those sources which are magical. The spirt comes back with equipment it might have used in life (i.e., wearing armor and carrying a long sword). Its Armor Class, regardless of its appearance, is always 15 plus the Death Ranger's wisdom modifier. Its ability checks are all +2 and its proficiency bonus is +4. It wields its weapon with proficiency and has proficiency in any skills it would have had while alive. Its hit points are equal to 2/3 the Death Ranger's, rounded up.   If the spirit previously had no combat abilities, it can make one attack per round doing 1d8+4 damage. If it had superior abilities in its previous life, use those stats instead. This spirit lasts a number of days equal to the Death Ranger's Wisdom Ability Modifier +1 (minimum of 1). The Death Ranger can only use this ability once per week.
 


Starting Equipment

You start with the following equipment: (a) Chain mail, or (b) Leather armor, or (c) Scale Male (a) Melee weapon + Shield or (b) Two Melee weapons (a) A bow with 12 sheath arrows or (b) A light crossbow and 12 bolts (a) An Explorer's Pack or (b) A Dungeoneer's Pack


Spellcasting

Through their strange relationship with the ethereal plane and the spirits caught between life and death, the Death Ranger has acquired the ability to cast a small number of spells. The list of spells a Death Ranger can choose from are mostly sourced from the Cleric list. Death Rangers start with two free cantrips and two first level spells. Spells cast by Death Rangers should be flavored differently by the player/DM to reflect their ghostly origins. While clerics might shed radiant light or in some other way manifest the essence of their God's dominion, Death Ranger spells often entail subtle signs of spirits, fog/mist, mysterious whispers, or a feeling of cold and dread.  

Spell Slots

  The Death Ranger table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your Death Ranger spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a long rest.   For example, when you are 5th level, you have three 2nd-level Spell Slots. To cast the 1st-level spell Cure Wounds, you must spend one of those slots, and you cast it as a 2nd level spell.  

Spells Known of 1st Level and Higher

  At 1st level, you know two 1st-level Spells of your choice from the Death Ranger spell list.   You learn a new Death Ranger spell every time you gain a level from 2 through 9, as well as at every other level through level 19. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new Death Ranger spell, which can be 1st, 2nd, or 3rd level.   Additionally, when you gain a level in this class, you can choose one of the Death Ranger spells you know and replace it with another spell from the Death Ranger spell list, which also must be of a level for which you have spell slots.  

Spellcasting Ability

  Wisdom is your Spellcasting ability for your Death Ranger Spells, since your magic draws on your affinity to the spiritual world. You use your Wisdom whenever a spell refers to your Spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a Death Ranger spell you cast and when making an attack roll with one.   Spell save DC = 8 + your proficiency bonus + your Wisdom modifier. Spell Attack modifier = your proficiency bonus + your Wisdom modifier.   If you are casting a spell against your target (targeting or for setting save DC), replace your proficiency bonus with the Target table.    

Spell List

  Cantrips (0 Level)
  • Blade Ward
  • Chill Touch
  • Guidance
  • Light
  • Resistance
  • Spare the Dying
  • Toll of the Dead
  • True strike
  • 1st Level
  • Absorb Elements
  • Alarm
  • Cause Fear
  • Comprehend Languages
  • Cure Wounds
  • Detect Evil and Good
  • Hunter's Mark
  • Inflict Wounds
  • Protection from Evil and Good
  • Sanctuary
  • 2nd Level
  • Augury
  • Darkness
  • Lesser Restoration
  • Find Traps
  • Healing Spirit
  • Locate Objects
  • Pass Without Trace
  • Ray of Enfeeblement
  • Warding Bond
  • 3rd Level  
  • Beacon of Hope
  • Bestow Curse
  • Clairvoyance
  • Dispel Magic
  • Life transference
  • Remove Curse
  • Speak With Dead
  • Tongues
  • 4th Level
  • Death Ward
  • Divination
  • Freedom of Movement
  • Locate Creature
  • Sickening Radiance
  • Stone Skin
  • 5th Level
  • Commune
  • Dispel Evil and Good
  • Greater Restoration
  • Legend Lore
  • Mass Cure Wounds
  • Scrying

  • Subclass Options

    The Bloody Avenger

    The bloody avenger channels the anger of the spirits to fuel his pursuit. The greater the challenge, the harder he fights. Only until either the enemies of the spirits, or himself, have stopped breathing will he rest his weapons.  

    Frenzy

    Starting at level three, when The Bloody Avenger battles against three or more evil foes, or the target of his spirits, he goes into a frenzied state. The Avenger makes damage rolls with advantage and the enemey makes damage rolls with disadvantage. Against his target, the avenger makes his first attack each round with advantage, and the target makes their attacks against him with disadvantage.  

    Tenacious

    Starting at level 6, while in a frenzied state, The Bloody Avenger gains temporary hitpoints equal to their level plus their constitution modifer.  

    Unyielding

    As of level 9, The Bloody Avenger has become weathered and seasoned. They make all constitution checks and saving throws with advantage.  

    Elusive

    Starting at level 13, The Bloody Avenger may use their reaction to negate a cause an successful attack roll to miss instead of hit. This feature cannot be used again until The Bloody Avenger has had a short rest.  

    Formidable

    Starting at level 15, when using the attack action while in a frenzied state, the Bloody Avenger makes three attacks instead of two.  

    Counter Attack

    Starting at 18th level, The Bloody Avenger may use their reaction to reduce the damage taken by a melee attack by half, and then redirect that damage back onto the opponent which caused it. This does not effect damage caused by magical forces (i.e., fire damage) but does include damage bonuses due to weapon enhancements.  

    The Last Defender

    Unlike most Death Rangers, the Last Defender "plays well" with others, working with companions and allies to avenge those who were wronged, ensuring their compatriots will see the mission through to the end should they fall in the process.  

    Aura of Vengeance

    Starting at level 3, the last defender can choose to burn a spell slot to give off a special aura that extends in a 15' radius. The Death Ranger and all non-evil allies who are bathed in this hoary light recive the benefits of a bless spell while any enemies who enter this area are under the effects of a bane spell, unless they make a save against the Death Ranger's spellcasting DC. If the enemy willingly enters this area after it is put into effect, they make the save with a disadvantage. This lasts for a number of rounds equal to the Death Ranger's wisdom modifier (minimum of 1).  

    Blinding Presence

    At level 6, as long as the Aura of Vengeance is active, the Death Ranger may use their reaction to give one attack against an alley within this aura a disadvantage on the attack by using the presence to create a blinding flash of light in the face of a would-be attacker. This may be activated after a hit is declared.  

    United Stand

    At level 9, when the aura is active, in addition to its previously stated benefits, recipients of the aura's effect now also gain temporary hitpoints equal to half the Death Ranger's level, rounded up, as well as a +1 to armor class against evil foes.  

    Special Touch

    Starting at level 13, while the Death Ranger maintains the aura, they may choose to use another spell slot to give all allies effected by the aura one of the following: the benefits of a lesser restoration spell, the benefits of a cure wounds spell (as a first level slot), or haste until the start of the Death Ranger's next turn (those effected are not stunned after the end of the effect). The Death Ranger can effect a number of targets equal to his or her wisdom modifier (minimum of 1).  

    Protective Foresight

    At 15th level, if an enemy were to target one of the Death Ranger's allies with a spell while the ally is in the Death Ranger's aura, the Death Ranger may burn a spell slot to use Counter Spell (cast at their slot level), making any required contested check with advantage. The spell must target an individual (area of effect spells do not target), and this can be used on a spell that targets more than just the person within the area of the aura. This ability can only be used once before requiring a short rest to recharge.  

    The Last Stand

    As of level 18, the aura takes on its post potent form. When the Death Ranger or allies effected by the aura land a critical hit, they do an additional 3d6 damage on top of the doubled damage. Each time someone lands a critical hit, all allies within the aura (including the Death Ranger) are healed for half as much of the bonus damage as the angry spirits supporting the death ranger take from the life force of evil and give it back to to those fighting for their cause.  

    The Spectral Assassin

    The Spectral Assassin is the silent stalker of evil, blending the skills of an assassin with the skills of a warrior to put down those who have wronged others. They are relentless stalkers and will track their quarry until the bitter end.  

    Silent Stalkers

    Starting at level 3, the Spectral Assassin has advantage on initiative rolls, gains expertise in Stealth, and the target of their spirits has a permanent hunter's mark that cannot be moved or removed.  

    Expert Killers

    At level 6, the Spectral Assassin has learned to better hone their killing techniques, adapting a weaker form of sneak attack. When using a finesse or ranged weapon and they have advantage against an opponent or ally adjacent to their foe, they gain a sneak attack that does an extra 1d6 damage. This increases to 2d6 at level 10, 3d6 at level 14, and 4d6 at level 18.  

    Unseen

    Beginning at level 9, The Spectral Assassin adds the spell Invisibility to their list of known spells for free. Furthermore, they may cast invisibility on themselves without using a spell slot. This feature cannot be used again until The Spectral Assassin has completed a long rest.  

    Mist Stalker

    At level 13, The Spectral Assassin has access to a short-range misty step as a bonus action that allows them to move up to 15 feet in order to flank or sneak up on unwary foes. If the Spectral Assassin moves to the space behind their enemy, they must roll a stealth check against the passive perception of their foe. If they exceed their foe's passive percepton score, they may make a sneak attack. This feature cannot be used again until The Spectral Assassin has completed a short rest. The Spectral Assassin may use this feature twice per short rest at level 20.  

    Improved Unseen

    As of level 15, the Spectral Assassin gains the wizard spell Greater Invisibility. They may use invisibility on their self for free twice per long rest OR use the Greater Invisibility Spell once.  

    Untracable

    As of level 18, The Spectral Assassin becomes all but undetectable. The Spectral Assassin has no odor and is under the effect of a permanent Pass Without Trace Spell. Furthermore, they cannot be magically tracked by any magic of less than 4th level. They have become a true spectre.


    Created by

    Twosocks42.

    Statblock Type

    Class Features

    Link/Embed