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# Dusk Warden - Ranger Subclass *The Dusk Wardens originated in the elven communities, their primary purpose was to protect the communities from the dangers that appear in the dark. Over the years, the Dusk Wardens began experimenting in Alchemical skills to improve the survivability of their job. With these improvements, the Wardens learned that they no longer needed to travel as a group to take out the abominations that prefer the darkness. They became solo protectors, primarily working alone or with their apprentice. Being selected for apprenticeship is a high honor but a difficult task for the delicate elves, less than 1 in 5 would survive the training.
When the first Human Dusk Warden, Prindle, was taken on as an apprentice, it almost seemed to be considered a joke amongst the Silinari. But the jokes turned to praise when, as an apprentice, he slays a Fiend that took out half a dozen experienced Wardens. The survivability of a human as a Dusk Warden caused the elves to change their views on how they would select their apprentices. They started taking on human apprentices, only after they found their elven successor. A little better suited to the task than the elves, the survivability of a human apprentice was better than 1 in 3. After training, the Human would go out into the world, confront the darknesses found, and train their own successor.*
Ranger Subclass | Dusk Warden
## Features ### 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 conclave, 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* You can select 1 of these spells that doesn’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 spell at 5th, 7th, 9th, 11th, and 13th level. \columnbreak ### 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 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 - Armor Specialty *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, Chain Mail armor is considered a Medium Armor, You are able to add up to +2 of your DEX mod to your AC, and Wisdom (Stealth) checks do not impose disadvantage.
\pagebreak ### 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 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 - Spellsinger At Level 15, Your skills with magic have improved, granting you the ability to cast the following spells as a bonus action. 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* \columnbreak
Ranger Subclass | Dusk Warden