Dark Ranger (Necro Ranger)

Dark Ranger Credits: Credit to TheLunarFirefly for the wonderful screenshots! Special Thanks to Ninjoma for the custom Dragon Animations. Another thanks to Sumradagnoth8 for help getting the dragon to move right, and fixes. Not all who walk among the withered trees and crumbling bones of the wild are agents of cruelty. Some rangers find purpose in the shadowed cycles of the natural world where decay feeds the soil, disease culls the weak, and winter’s chill grants the land its rest. These ranger

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Dark Ranger

Credits:

Credit to TheLunarFirefly for the wonderful screenshots!

Special Thanks to Ninjoma for the custom Dragon Animations.

Another thanks to Sumradagnoth8 for help getting the dragon to move right, and fixes.

Not all who walk among the withered trees and crumbling bones of the wild are agents of cruelty. Some rangers find purpose in the shadowed cycles of the natural world where decay feeds the soil, disease culls the weak, and winter’s chill grants the land its rest. These rangers are keepers of the quiet balance, understanding that rot and ruin are as vital as growth and bloom.

Dark Rangers wield necromantic arts not to dominate the dead, but to guide them, ensuring the fallen return to the earth, or rise briefly as guardians of sacred places. They commune with carrion birds, fungi, and blackened roots, seeing beauty in what others call corruption. Their arrows may drip with pestilence, not out of malice, but as a hunter’s tool no different than flame or steel.

To the Dark Ranger, death is not an ending, but a season in the endless turning wheel of nature. Their presence unsettles those who cling only to life and light, yet in the wild places where plague and frost creep, they are both shepherd and sentinel.

**Features: **

  • **Custom Starting Gear **
  • Custom-built starting weapons

 

 

Level 1:

Black Arrow:

Video of Black Arrow

Beginning at 1st level, you gain 3 Black Arrow charges, allowing you to cast various versions of Black Arrow, each taking up a separate charge. You gain an additional charge at Dark Ranger levels 4 and 10.

  • Black Arrow: Minor - (1: Charge) Ranged Weapon Attack + deals 2 * Darkranger level Necrotic damage.
  • Black Arrow: Moderate - (2: Charges) Ranged Weapon Attack + deals 3 Darkranger level Necrotic Damage.*
  • Black Arrow: Major - (3: Charges) Ranged Weapon Attack + deals 4 Darkranger level Necrotic Damage.*

Cull the Weak

Beginning at 1st level, you gain an advantage on all attack rolls made upon an enemy who is below 50% health, as well your critical strike roll requirement is reduced by 1 every 3 levels until 9.

**

Supernatural Predator**

Beginning at the 1st level, you can pick one of the following passives.

  • Point Blank: Removes disadvantage in melee range for ranged weapons
  • Deathly Sense: Gain max darkvision distance.
  • Haunting Movement: 2 + Gain your Dark Ranger level divided by 2 in movement speed.
  • Restless Perception: Gain advantage on perception checks.
  •  

Starting at level 6, you unlock additional options:

  • Elusive Death: Gain advantage on death rolls.
  • Resistant Necrosis: Gain resistance to necrotic damage.
  • Spectral Presence: Gain advantage on stealth checks

You can choose one additional passive at levels 3, 6, 10

Level 2

Fighting Style

At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options.

  • Archery
  • Defense
  • Dueling
  • Two-Weapon Fighting

 

 

Level 3

Dark Ranger Subclasses

At 3rd level, you choose an archetype that you strive to emulate.

** **

Level 5

Extra Attack

Begging at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. 

**Level 8

Land's Stride**

Starting at level 8, Difficult Terrain no longer slows you down. 

Level 10

Hide in Plain Sight

Starting at level 10, become Invisible and gain +a 10 bonus to Stealth Checks as long as you stand still.

Level 11

Savage Attacker Feat 

Level 12

Feat 

Spells:

**(Note: Spells are gained and earned at the same levels and amounts normal rangers get them) **

**

Starting Spells**

Cantrap: Chilling Touch, Toll the Bell

Level 1 Spells

Longstrider

Enhance Leap

Fog Cloud

False life

Inflict wound 

Mark of Putrefictation - Debuffs Necro Resist

Hunters Mark

Ray of Sickness

**

Level 2 Spells**

Darkness

Corpse skin (Gives AC / Poison Resist)

Darkvision

Pass without Trace

Silence

Blindness

Ray of Enfeeblement

Wither and Bloom

Level 3 Spells

Wailing Arrow (2d6 necrotic damage to those in range and an aoe silence on dex save)

Bestow Curse

Speak with the dead

Vampiric touch

Lesser Blight (blight with less damage)

Sub Classes

Wraith Touched

Your dark hunter has made a pact with a wraith and now shares your body.

Level 3:

**Two - Minds: **- You gain advantage on fear and charm rolls

** Wraith Stalk: Gain +3 initiative and stealth bonus, surprise attacks will also frightened the target for 3 turns.**

**Level 5: **

Wraith Shot: Consume one of your spell slots to enhance a ranged bow attack with cold damage: a level 1 spell slot is 1d6 damage cold, a level 2 is 2d6, a level 3 is 3d6. Can also freeze water and interact with things like ray of frost does. Also a Freeze shot added which acts like sleet storm for more utility.

**Riposite: **Consume 1 Riposte charge to use reactive action to counter attack with extra 1d8 damage when a enemy within melee range misses you. 2 Initital Charges

**level 7: **

Wraith Step:** Basically works like misty step but with bonus action.

**Morgul: While obsecured you deal 1d6 extra necrotic damage and chance to inflict Morgul Corruption with melee strikes.

Additional Riposite Charge

level 9:

Greater Brand: Humanoids and beast can be dominated for 10 turns with wis save with no extra saves for the entire ten turns. Also  you have advantage to this if they are frightened.

**Additional Riposite Charge

**

level 11:

**Two For One: Upon getting a kiling blow you gain an extra action and movement, you also unlock "Spectral Strike" which allows you to teleport to a victim and deal 3d6 Cold Damage to them, you do not have to use this ability though.

Additional Riposite Charge**

**Necromycos

**

Level 3:

**Cantrip: **Bursting Sinew

Resistance To Poison

Symbiosis: Once per long rest you can form a symbiotic relationship with a party member, they will gain advantage on all attack rolls, but you will recieve all damage they take instead of them. 

**Level 5: 

Fungal Infestation:**

Raises a mildewed, mould-encrusted zombie from a corpse, you can do this infinite number of times, however you are limited to only 1. 

Brittle Lung: When the zombie is struck by a melee attack it releases spores with a 13 con save, upon being infected by these person suffers silence and disadvantage on attack rolls for 2 turns.

**

level 7: **

Mycelial Brand: A concentration free hunters mark that does not consume a spell slot. Only usable once in combat, however you can reapply after the target is dead. Does 1d8 Extra damage.

**Level 9

Spell:** Animate Dead

**Symbiotic Awareness: **Both parties gain 2 ac from their symbiotic relationship allowing each other to be more awarere of their surroundings.

**Level 11:

Symbiotic Hunt:** The party member who you share symbiosis with can now use the effects of your Mycelial Brand as well.

**Plague Bringer

**

**Level 3:

**

**Spells: **Poison Spray: Ray of Sickness

Your plagues deal extra damage if they have hunters mark

**Plagues:

**

Murder of crows

You gain a murder of crows that fights on your side. Once per round, the swarm can assist you in one of three ways after you attack an enemy: it can attack and deal additional ⁠piercing damage, blind your enemy, or teleport you to a safer location

Well of Souls

You gain a well of locus that fights on your side. Once per round, the well can assist you in one of three ways after you attack an enemy: it can attack and deal additional ⁠Necrotic damage,  your enemy can be feared, or teleport you to a safer location

Swarm of flies

You gain a swarm of flies  that fights on your side. Once per round, the swarm can assist you in one of three ways after you attack an enemy: it can attack and deal additional ⁠psychic damage, prevent your enemy from healing , or teleport you to a safer location

**Level 5: 

Gain always prepared spell: Web **

**

level 7: 

**

**Miasmic Tide: **lets you fly to a certain spot

**Level 9

**Additional tide charges +1

Gain always prepared spell Gaseous Form

**Level 11:

Epidemic: **Your plagues grow stronger and now deal 1d8 damage, and your special attacks gain 1 extra feature plus teleporting also grants +2ac for the rest of the round.

Cloakwood Warden:

Level 3:

Dark Rangers Companion:

Level 5

Companions bond:

Your dark rangers companion receive a bonus to  Armor Class and damage equal to its Proficieny Bonus. As well as upgraded hit points and abilities

Level 7

Exceptional Training:

Your summoned companions can now Dash, Disengage, and help as a bonus action.

Level 8:

Companions get more HP

Level 11:

Beastial Fury

All pets gain an extra attack, hit points and abilities.


Dark Ranger Companions

Undead Dog

Level 3:

**Bite

Lunging Attacking

Pack Tactics**

**Level 5:

**Infectious Bite

**Level 11:

**Lupine Slash

Needle Blight

1d6 Ranged Needle Attack

Damage Shield - When struct by a melee attack deals damage to attacker

Cursed Vines - Leaves behind cursed vines that causes damage when it dies

Vine Burst - At level 5, 2d6 area needle attack

**Grave Spider

**Level 3:

Venomous Bite

Web

Web Walker

Dark Vision

level 5:

Cocoon

Level 11:

Bursting Brood

Eight Leg Waltz

**Vine Blight

**Level 3:

1d6 bludge attack

Taunt

level 5:

Ability Spreads vines around you

Level 11:

Constrict the target locking them in place

Cursed Raven

Level 3:

Beak Attack

Fly

Rend Vision

Level 5:

Bad Omen

Level 11:

On Black Wings

Raven Sight

**Displacer Beast

**Level 3:

1d4 piercing and 1d4 bludnging attack

Create Illusion

Jump

**level 5: **

Teleport with someone

level 11:

Ambush: Always crit if caught anenemy by surprise.

 

Death Stalker:

Level 3:

Spell: Disguise Self (Always Prepared)

Umbral Shroud:

Wrap yourself in shadows and become invisible if you are obscured.

Superior Darkvision:

Can see in the dark up to 25m

Dread Ambusher:

You specialize in taking out foes swiftly and ruthlessly. You gain a +3 bonus to initiative. On the first turn of combat, your movement speed increases by 3m and you can also make an extra weapon attack that deals 1d8 damage.

Dread Ambusher (melee)

On the first round of each combat ambush the target with an additional swift and percise attack (Per Combat)

Dread Ambusher (Ranged)

On first round of combat ambush target with an additional swift and percise attack (Per Combat)

Dread Ambusher(Hide)

Hide from enemies by succeeding at stealth checks. Stick to the dark and avoid enemy sightlines. Attacking or Casting will reveal your location.

Level 5:

Spell: Misty Step (Always Prepared)

Level 7:

Iron Mind:

You gain proficiency in wisdom and intelligence saving throws

level 9:

spell: Fear (Always Prepared)

level 11:

Stalkers Flurry

When you miss with a weapon attack you can make another for free.

 

 

Blighted Hunter:

Level 3:

Hunters Prey

You specialize in fighting specific threats. Choose one of the following

Colossus Slayer:

Once per turn, your weapon attack deals extra 1d8 damage if the target is below hit point max.

Giant Killer:

If a large or bigger creature attacks you, you can use your reaction to make a melee attack

Horde Breaker:

Target two creatures standing close toe ach other, attacking them in quick succession.

Level 7:

Defense Tactics:

Faced with enemies that can instill dread, attack in frenzied bursts and swarm in great numbers, rangers can develop cunning methods of defense. Choose 1 of the following.

Escape the Horde: 

Opprotunity attacks against you have disadvantage

Steel Will:

Advantage on saving throws against being frightened.

Multiattack Defence:

When an enemy attacks you, they suffer -4 penalty to additional attack rolls against you until the start of their next turn.

level 11:

Volley:

Fire a cascade of magical broadheads and bodkin arrows upon enemy foes

Whirlwind Attack:

Strike out at all nearby foes, making a seperate attack roll against each target

**Queens Guard

**Level 3:

**Cantrip: **Venomous Thorns (Deal 1 piercing to melee attackers for 10 turns with a chance of poisoning them.

**Eclipse Hunter: **

(Replaces Black Arrow)

Enter a focused state gaining resistance to phsyical damage, deal extra melee damage, and advantage on dexterity checks and saving throws. Cannot wear heavy armor.

Level 5

**Improved Dual Wielder:

**Gain a improved verison of the Dual Wielder feat that also grants an additional ac for dual wielding.

Level 7

**Fluid movement:

immune to opportunity attacks.**

Level 9

Murderous Rythem:

Upon killing a enemy upon your turn, gain an extra attack and 12 movement for that turn.

Level 11

Improve extra attack

Night Strider

Level 3

**Umbral sight:

while in shadows can see invis, also grants vision in magical darkness.

**

**Shadow clone:

once per turn your weapon attack summons a shadow clone to copy your attack.**

Level 5:

**Spell: shadow step

**Invoke Darkness:

Once per short rest you can invoke darkness in an area as a bonus action.(Works like the darkness spell)

**Level 7: **

**Shadow meld:

once per short rest Turn invisible and gain Advantage onAttack Rolls and imposes Disadvantage on enemy Attack Rolls. Attacking, casting spells, or entering a brightly lit area ends this condition.

**

Spell: shadow blade

**Level 9: **

Spell: Hunger of Hadar

Level 11:

**Hungering Shadows:

**Once per turn while in the shadows you may open a viel between the shadows and the shadowfell letting the creatures of the darks essence seep out and frightening anyone who is in a shadow.

Gravewing Warden

**Level 3

****Draco-Lich: **Summon a dracolich that grows in power and size with you as you level.

**Claw Swipe(Melee): **1d6 Piercing Damage (If target is resistant to necrotic damage, then their resistance is lowered)

**Flame Bolt (Ranged): **1d6 fire damage

**Festering: **empowers your weapons with necrotic energy and causes wounds to possibly fester, preventing healing.

**Ancient Knowledge: **Your bond allows you an extra level 1 spell slot at level 3, an extra level 2 spell slot at level 5, and an extra level 3 spell slot at level 9.

**

Level 7:

****Festering Claws: **Dragon can now enchant its Claws with its own necrotic energy of 1d6

**

Claw Swipe(Melee): **1d6 Piercing Damage (If target is resistant to necrotic damage, then their resistance is lowered).

**Withering Flame: **Now deals 1d6 fire, 1d6 necrotic

**Frightful Aura: **Can now once per long rest cause fear in enemies in the area if they do not resist.

Raven Shift: Ability to disguise yourself as a raven.

Level 11:

Necrotic Breath: Dracolich now once per longrest breath a 8d6 necrotic damage breath that deals damage in an area.

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来源与文件

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