Dusk Warden - Ranger Subclass
Dusk Wardens are specialized Rangers that seek to remove the unnatural creatures that thrive in the darkest parts of the world. Training vigorously to hunt and understand these creatures that most would rather avoid. Lone warriors that began their training in their youth, they rely on their strength almost as much as their agility and experience.
History
The elven society began experiencing attacks from the Land of Shadows. They found that they were grossly overwhelmed by the creatures and monsters that patrolled the lands. The elven first guard came up with a solution. Using alchemy and magic, They would train the new guard in ways of combating these creatures. The Night Guard was born. Throughout the generations, the Night Guard continued to grow and their patrols of the lands provided a sense of security to all peoples. Due to the shortened life span of the Night Guard, they are to train a successor in order to keep the order alive. Though originally selected from the Elven communities, which was a high honor to the family, some of the members began training those outside of those communities. The Night Guard became known as Dusk Wardens. An organization that included members of all sentient races with one common purpose... "Protect the world from the dark."
Features
Level 3 - Warden Spells
Many spells are useful for dealing with the darkness that thrives in the world, these are just a few that are exceptionally useful.
Upon selecting this subclass, The following spells become Ranger spells for you, and use your spellcasting modifier to cast.
- Level 1 spells - Thunderwave, Burning Hands, Command, Bane, Hellish Rebuke, Shield, False Life, Detect Evil and Good
- Level 2 Spells - Calm Emotions, Hold Person, Scorching Ray, Magic Weapon, Web, Enhance Ability, Shadow Blade
- Level 3 Spells - Bestow Curse, Haste, Fire Shield, Stoneskin, Hypnotic Pattern, Elemental Weapon, Slow, Vampiric Touch
- Level 4 Spells - Banishment, Resilient Sphere, Fire Shield, Stone Shape
- Level 5 Spells - Dispel Evil and Good, Telekinesis, Mislead
You can select 2 of these spells that don’t count toward your class limit of known spells. The spell you choose must be a level for which you have spell slots.
Choose another two spells at 5th, 9th, 13th and 17th level.
Level 3 - Alchemical Savant
- You have studied various components that will aid your in your quest to rid the world of the creatures that thrive on darkness. Through the use of alchemy, you can create potions, oils, bombs, and many other useful tools. Alchemy has become a way of life, so much so that you constantly collect ingredients.
At Level 3, You gain proficiency with Alchemist's Supplies, If you already have proficiency, you can double your proficiency bonus. - During your rests, you fire up your alchemy lab to craft some acidic oil from the reagents that you’ve inherently gathered. This specialized oil doesn’t last very long, and doesn’t damage your blade, but it sure does a number on the creatures that most would rather avoid.
Once per short rest, you can apply blade oil to a weapon or 10 ammunition as a bonus action, which lasts for 1 minute. The oil adds your Wisdom modifier in acid damage to the weapon.
You gain one additional use of the oil at level 7 and 15.
Level 3 - Specialty Training
Through my rigorous training, my mentor taught me how to wear my armor so that it doesn't impede my movement, and a specific way of moving within the armor to avoid detection. The wrong sound at the wrong time could mean the end.
At Level 3, choose one of the following options, you gain the other option at level 11
- Chain Mail armor is considered a Medium Armor, You are able to add up to +2 of your DEX mod to your AC, and Stealth checks do not impose disadvantage.
or
- When you attack with a versatile weapon, you can use your Dexterity modifier instead of your Strength modifier for its attack and damage rolls
Level 7 - Hardy
After so long of playing around with natural toxins, my body has built up an immunity to so many things. And the darkness that I hunt doesn’t scare me as easily, not anymore.
At Level 7, you gain Immunity to Disease, Resistant to Poison, and have on advantage on checks and saves versus the Frightened Condition
Level 11 - Sword & Sorcery
The chemicals that I’ve put into my body... or perhaps it's my extensive training, either way... have increased my reflexes, granting me the ability to cast a complex spell and follow it up with a quick attack.
Starting at Level 11, When you use your action to cast a spell, you may use your bonus action to make a weapon attack.
Level 15 - Spellslinger
At Level 15, Your skills with magic have improved, granting you the ability to cast the following spells as a bonus action, if you know them. You can do this a number of times equal to your Wisdom Modifier. Regain this feature after a short rest.
- Thunderwave
- Burning Hands
- Scorching Ray
- Calm Emotions
- Web
- Vampiric Touch
- Daylight
- Protection from Energy