5e:Nightstalker/Ranger

From Rlyehwiki
< 5e:Nightstalker
Revision as of 05:42, 1 September 2020 by Rlyehable (talk | contribs) (Created page with "<div class="grid-container-std"> <div class="bctop">{{backto|{{SRD5|Ranger}}}}</div> <div class="notice">{{wip}}</div> <div class="badge">{{Author |author_name=Rlyehable |syst...")
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to navigation Jump to search
Work in Progress
Rlyehable  +

User Creation
Source: Rlyehable
Date Created: 2020-08-24
Status: 1st Draft


Nightstalker is a sacred oath of the Ranger class.

Nightstalker

Nightstalker rangers are trained to seek out and exterminate these creatures of enmity.

Nightstalker Features

Paladin Level Features  
3rd Enmity, Esoteric Knowledge 
7th ____ 
15th Iron Resolve, Turn Creatures of Enmity 
20th ____

 

Enmity

When you choose this subclass at 3rd level, you have enmity with a certain type of creature. Choose one of the following types: aberrations, celestials, constructs, dragons, fey, fiends, shapechangers, or undead. These are creatures of enmity.

You also learn to speak, read, and write one of the following languages: Abyssal, Celestial, Deep Speech, Draconic, Infernal, or Sylvan.

You may gain enmity with an additional type every 3rd level hereafter (4th, 7th, 10th, 13th, 16th, and 19th). You do not gain additional languages at these levels. 

Esoteric Knowledge

Beginning at 3rd level, your esoteric knowledge grants you advantage on Intelligence and Wisdom skill checks that are related to creatures of enmity

____

Starting at 7th level, 

Iron Resolve

Beginning at 11th level, you gain proficiency is Wisdom saving throw. If you already have proficiency in this, you gain proficiency in your choice of either Intelligence or Charisma saving throws. 

Turn Creatures of Enmity

Starting at 15th you gain the ability to turn creatures of enmity. As an action, you present your holy symbol or item that is a bane to the creature (wolf's bane, cold iron, silver, etc.) and verbally censure the creature of enmity. Each creature of enmity that can see or hear you within 30 feet of you must make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier). If the creature fails its saving throw, it is turned. This lasts for 1 minute, or until it takes any damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the dodge action.

Once a nightstalker uses this feature, he/she may not use it again until he/she finishes a short or long rest

____

At 15th level,


Sources and Notes


Back to Main PageDnD5eClassRanger
  CC-BY-SA
CC-BY-SA

This is article is covered by the Creative Commons Attribution Sharealike License.