Ranger: Fugue Sentinel

by Jober7

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Ranger: Fugue Sentinel

As a Fugue Sentinel, you stand at the border between the Fugue and the Material Plane. You are a guide and a hunter. Partnering with a spirit from the Fugue, you help restless spirits find peace in order to reach the afterlife and hunt down those that would interfere in a creatures life after death.

Fugue Sentinel Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Fugue Sentinel Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.

Fugue Sentinel Spells
Ranger Level Spells
3rd detect evil and good
5th gentle response
9th life transference XGtE
13th shadow of moilXGte
17th dawn

Fugue Hunter

At 3rd level, you magically attract a Fugue Hunter, a spirit charged with hunting the undead, that looks like Medium or smaller creature of your choice. The spirit is intangible and remains in your space, circling or floating around you.

You and the spirit work together in your dealings with the undead, you the guide and your spirit the hunter. You gain proficiency in one of the following skills of your choice: Nature, Religion, Survival or History

Hunting Grounds

At 3rd level, you can designate an area as your Hunting Ground, thinning the boundaries between life and death and allowing your Fugue Hunter to fight by your side.

As a bonus action, you can choose a point you can see within 30 feet of you. The area within a 30ft radius of that point becomes your Hunting Ground for 1 minute or until you use this feature again. Once per turn, when you hit a creature within the area with a weapon attack you can deal an extra 1d6 necrotic damage to that creature, as you direct your Fugue Hunter to strike with you. This damage ignores any resistances or immunities if the target is undead.

Additionally, you can take the search action as a bonus action while in your Hunting Ground

The radius of this ability increases by an additional 15 feet when you reach level 11.

Credits

Made By: Jober7
Artwork By: Riot Games

Spirit Step

At 7th level, you learn to flit around the battle like the spirits which you guide and hunt. As a reaction to a creature ending its turn within 5 feet of you, you can move up to 10 feet without provoking attacks of opportunity.

Dance of Death

At 11th level, If you use your Spirit Step feature while within your Hunting Ground you can make one attack before or after the movement as part of the same reaction.

Parting Inquiry

At 11th level, you have become adept at interacting with the recently departed.

You know the speak with the dead spell. You can cast it without expending a spell slot and without material components if the target died within your Hunting Ground. If cast in this way you may only ask one question, but the animating spirit will attempt to answer the question honestly and to the best of its abilities.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.

The Harrowing

At 15th level, you and your fugue hunter have grown in strength, allowing your hunter to harass those you hunt. Creatures damaged by your Hunting Grounds feature treat the area inside of your Hunting Ground as difficult terrain and cannot take attacks of opportunity until the start of its next turn. If the creature is undead it must expend 15 feet of movement for every 5 foot it moves instead of 10.

 

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