Dusk Warden (5e Subclass)

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Dusk Warden[edit]

Ranger Subclass

Born of circumstance or raised with a cause you find yourself warden of all the things that go bump in the night. A slayer of monsters, beasts, and creatures praying on the common folk. You are the measure of balance needed to detour the more intelligent of fiends from bold and blatant oppression of a weaker prey. Some would say you are close to being one of the things you hunt, and that you tread to close to a fine line. Others call you hero, or find your animalistic presence one of intrigue. None the less your existence is one of never staying in one place to long. Always searching for way to redeem the aberration you have become.

The Dusk Warden is a protector of the night, a vigilant hunter born from circumstance or driven by a personal cause. In the shadows, they track the creatures of nightmare and balance the world between light and darkness. The Dusk Warden stands as a necessary force—sometimes misunderstood, often feared—but always a defender of those who cannot defend themselves against the things that lurk in the dark. Their actions straddle the fine line between predator and protector, pushing them to the edge of their humanity.

Mark of the Night

Starting at 3rd level, you learn to track creatures that thrive in the dark. You gain darkvision up to a range of 60 feet, or increase your darkvisino by 60 feet. You can also sense the presence of creatures within 60 feet of you that have darkvision or are otherwise connected to shadows, illusions, or the night. You cannot discern the specific identity of these creatures, only their presence.

Additionally, you can mark a creature as a target for the hunt. As a bonus action, choose a creature within 30 feet of you that you can see. For the next hour or until you use this feature again, you have advantage on attack rolls against this creature, and it cannot hide from you as long as it is within 60 feet.

Hunter’s Instinct

Also at 3rd level, the bond between you and the beasts you hunt becomes primal. You gain an enhanced awareness of the creatures you stalk, tapping into your instincts. You can now add your Wisdom modifier to your initiative rolls.

Veil of the Predator

At 7th level, you become more attuned to the creatures of darkness, gaining the ability to conceal yourself like one of them. When you are in dim light or darkness, you can use your bonus action to become invisible for 1 minute. This effect ends early if you attack or cast a spell. Once you use this feature, you cannot use it again until you finish a short or long rest.

Additionally, you gain the ability to move through difficult terrain covered by natural or magical darkness as though it were normal terrain.

Night’s Fury

The darkness becomes your ally, and your attacks become sharper and more deadly as the moonlight glints off your weapons. When attacking a creature at night or in dim light or darkness, you can deal an additional 1d6 necrotic damage. This damage increases to 2d6 when you reach 15th level.

Hunter’s Gloom

At 15th level, you can become the embodiment of shadow itself, blending seamlessly into the darkness. As an action, you can envelop yourself in an aura of shadow and fear, giving you the following benefits for 1 minute:

  • You gain resistance to damage from creatures that rely on sight to attack you.
  • Enemies within 10 feet of you that rely on sight for perception must succeed on a Wisdom saving throw or be frightened of you until the effect ends.

Once you use this feature, you cannot use it again until you finish a long rest.

Additionally, when fighting fiends or undead, you gain resistance to necrotic and psychic damage.

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