Undead Warden; A Ranger Archtype

by megatron841

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Undead Warden

(A Ranger Archtype)

The undead are an unnatural force. These rangers become use the power of the dead along with divine power to hunt these evil creatures to purge them from the farthest corners of the multiverse. Rangers who follow this path, work with clerics and holy beings to keep civilization for the necromantic energies that could harm civilization. However, they use these energies to achieve their goals.

Ability Table:

Level Ability
3rd Undead magic, Initiative bonus
7th Energy protection, Divine attacks
11th Vampiric smite
15th Soul protection, Soul snare
Undead warden magic:

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Undead Warden Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know. You can choose one of the spells from the per level you cannot have both, this selection is permanent.

Level Spell
3rd Protection from good and evil or False Life
5th Gentle Repose or Ray of Enfeeblement
9th Magic Circle or Speak with Dead
13th Sickening Radiance or Death Ward
17th Banishing Smite or Raise Dead

Initiative bonus:

Additionally, Your sense of your surrounding has given you the advantage, when rolling for initiative you gain an addition + Wisdom Bonus to the roll.

Energy protection

Starting at 7th level, The energies you use protect you from harm, Opportunity attacks against you are made with disadvantage. Additionally you gain resistance to radiant and necrotic damage. You are also immune to the fear condition.

Divine attacks

Additionally at 7th level, your attacks will deal an extra 1d4 + Wisdom bonus radiant or necrotic damage (your choice).

Vampiric smite

Starting at 11th level, your attacks can harness the energy of the dead to heal you. When you hit a creature with a melee weapon attack, you can expend one spell slot to deal necrotic or radiant damage (your choice) to the target, in addition to the weapon's damage. The extra damage is 1d6 for a 1st-level spell slot, plus 1d6 for each spell level higher than 1st, to a maximum of 5d6. The damage increases by 1d6 if the target is an undead, to a maximum of 6d6. After the damage is dealt you will regain temporary hit points equal to half the necrotic or radiant damage dealt, to a maximum of to a maximum of 50.

Soul protection

at 17th level, the souls you have released protect you, when you kill an undead you free its soul from the chains of undeath. These souls will follow you and protect you. If you should drop to 0 hit points you gain advantage for your death saving throws, and if you should be attacked the creature who attacked you will be forced to make a wisdom saving throw or take 8d8 Necrotic damage. On a successful save the creature will only take half damage. After you complete your death saving throws the souls will fade and new ones of your fallen enemies will replace them. They cannot be communed with in any other way, other than this. There is no limit to how many souls you can capture. This ability can be used once per long rest as long as you have at least one soul at your disposal.

Soul snare

At 17th level, your divine energy protects you in the afterlife. When you die you cannot be resurrected as an undead in an form.

 

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