Wraith/Ranger (5e Class)
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- 1 The Wraith Ranger
- 1.1 Creating a Wraith/Ranger
- 1.2 Class Features
- 1.2.1 Table: The Wraith/Ranger
- 1.2.2 Spirit Bow
- 1.2.3 Ranger Training
- 1.2.4 Undead Nature
- 1.2.5 Drain
- 1.2.6 Wraith Fall
- 1.2.7 Weapon Specialty
- 1.2.8 Shadow Step
- 1.2.9 Unearthly Swiftness
- 1.2.10 Wraith Jump
- 1.2.11 Roll
- 1.2.12 Ability Score Increase
- 1.2.13 Interrogation
- 1.2.14 Extra Attack
- 1.2.15 Brand
- 1.2.16 Wraith Stun
- 1.2.17 Dual Minds
- 1.2.18 Wraith World
- 1.2.19 Wraith Glaive
- 1.2.20 Hit Combo
- 1.2.21 Finishers
- 1.2.22 Ring of Power
- 1.2.23 Death Defiant
- 1.2.24 Unyielding Will
- 1.2.25 Spectral Journey
- 1.2.26 Bright Lord
- 1.3 Bow Specialization
- 1.4 Knife Specialization
- 1.5 Sword Specialization
- 1.6 Multiclassing
The Wraith Ranger
In some mysterious necromantic accident, experiment, or ritual, you perished. Your body's life was draining away until it bound with a spirit, either wandering or summoned. The spirit may or may not remember its time in life, and has its own reasons for joining with you. Does it regret a misdeed it did in life? Does it seek revenge? Does it seek knowledge, redemption, or to complete unfinished business? This is up to you. All that is for certain is that you are no longer the living being you once were.
Inspired by Shadow of Mordor and Shadow of War.
Creating a Wraith/Ranger
- Quick Build
You can make a Wraith/Ranger quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Wisdom. Second, choose the Soldier background.
As a Wraith/Ranger you gain the following class features.
- Hit Points
Armor: Light and Medium
Weapons: Simple melee, Martial melee
Tools: Jeweler's tools, Poisoner's kit
Saving Throws: Dexterity, Wisdom
Skills: Choose two from Acrobatics, Animal Handling, Arcana, Athletics, History, Insight, Intimidation, Nature, Perception, Stealth, Survival
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a longsword or (b) any martial melee weapon
- (a) a dungeoneer's pack or (b) an explorer's pack
- Leather armor, a broken longsword (same as shortsword), and a poisoner's kit
|1st||+2||Spirit Bow, Ranger Training, Undead Nature|
|2nd||+2||Drain, Wraith Fall, Weapon Specialty|
|3rd||+2||Shadow Step, Unearthly Swiftness, Wraith Jump|
|4th||+2||Ability Score Improvement, Roll, Interrogation|
|5th||+3||Brand, Extra Attack,|
|6th||+3||Weapon Specialty feature, Wraith Stun|
|7th||+3||Brand Beast, Dual Minds|
|8th||+3||Ability Score Improvement, Wraith World|
|9th||+4||Wraith Glaive, Brand Everything|
|10th||+4||Hit Combo, Finishers|
|11th||+4||Ring of Power, Weapon Specialty feature|
|12th||+4||Ability Score Improvement|
|15th||+5||Hit Combo Enhancement|
|16th||+5||Ability Score Improvement|
|17th||+6||Weapon Specialty feature|
|19th||+6||Ability Score Improvement|
You may summon a bow in your free hand as a free action. You are proficient with this bow, which has the two-handed and ranged (150/600 feet) properties, and deals 1d10 force damage. The arrow disappears after striking or missing a target. This bow does not use regular ammunition, and instead uses 1 charge of your Spirit Bow feature. You have 6 charges, and regain all charges over the course of a short or long rest. You cannot use this feature if the wraith does not occupy the same space as you.
You may use Dexterity instead of Strength for attack and damage rolls with simple or martial melee weapons that do not have either the special or heavy properties.
Additionally, you gain a climbing and swimming speed equal to your movement speed, are capable of moving stealthily at a normal pace when traveling, and have advantage on Wisdom (Survival) checks.
You no longer require food, water, or sleep, and you do not age. Instead of sleeping, you may perform light activity over the course of a long rest to gain the benefits of a long rest. Sprinting also does not tire you.
Additionally, you are both living and dead. When an effect would or would not have an effect on Undead, you may choose to be an Undead against that effect.
The wraith which is bound to you follows you around and is invisible to every creature other than you unless it has truesight or can see into the ethereal realm. The wraith has the same initiative count as you and can move in sync if they wish. The wraith may argue with you over a course of action or have their own ideas, but you ultimately decide where to go and what to do.
They can stray up to 15 feet away from you without you dying. However, if the wraith does not occupy the same space as you you cannot use several features (which are labelled in their descriptions). If they move further than 15 feet away, then you begin to die. You make death saving throws every turn until you perish, and are unable to stabilize or regain hit points. You are still conscious during this time, however, and can crawl 10 feet as your move action. If the wraith re-synchronizes with you, you stop dying. In addition, if you wear the ring of power from the 11th level feature, then you can use all of the features that need it to be in the same space as you but you lose the ability to brand and dominate until the wraith rejoins you. In addition, you will not begin to die if the wraith strays farther than 15 feet.
Finally, whenever a feature of this class requires a creature to make a saving throw, the DC = 8 + your Wisdom modifier + your proficiency bonus.
As an action, you begin to channel a draining spell against a creature within 15 ft of you. If the target is more than 15 ft away from you, the channel ends. The creature cannot willingly move out of this area unless they succeed on a Strength saving throw. This channel lasts until the start of your next turn, or until you lose concentration (as if concentrating on a spell). If the drain ends at the start of your next turn, you regain a number of Spirit Bow charges equal to your proficiency bonus, you gain a hit die, and you deal 1d12 necrotic damage to the target. You may choose to either expend this hit die right away, rolling it and regaining a number of hit points equal to the number rolled + your Constitution modifier, or you may store it, and regain one of your missing hit dice.
This ability's damage increases by 1d12 at 5th level (2d12), 11th level (3d12), and 17th level (4d12).
You cannot use this feature if the wraith does not occupy the same space as you.
You have learned to use the wraith to absorb the impact from a fall. Beginning at 2nd level, you can use your reaction to reduce any falling damage you take by an amount equal to 5 times your level. You cannot use this feature if the wraith does not occupy the same space as you.
Starting at 2nd level, you specialize in three particular styles of combat and in using the wraith for that style of combat. This specialization grants you features at 2nd, 6th, 11th, and 17th level.
Starting at 3rd level, you can expend two charges of Spirit Bow as a bonus action to teleport behind an enemy you can see that is up to 150 ft away from you. Doing so does not break stealth. You end this teleport facing the target. You cannot use this feature if the wraith does not occupy the same space as you.
Starting at 3rd level, the wraith allows you to run at incredible speeds. When you Dash as an action, your speed increases by 10 ft until the end of your turn and you gain the ability to Dash as a bonus action until the end of your turn. You cannot use this feature if the wraith does not occupy the same space as you.
Starting at 3rd level, you can use the wraith to defy gravity. While you are in the middle of a jump, you may make a second jump mid-air, provided you have enough speed to do so. This second jump uses Wisdom instead of Strength. This jump does not reduce the amount of falling damage you take. You cannot use this feature if the wraith does not occupy the same space as you.
Starting at level 4, you are adept at dodging things you cannot block. You may use your reaction to roll when either targeted by a spell attack roll or forced to make a Dexterity saving throw to avoid or reduce damage. Doing so adds your proficiency bonus to either your AC against a spell attack roll, or to your Dexterity saving throw.
Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Beginning at 4th level, after you successfully complete a drain attack, you may, as an action, grab the target, and overwhelm their mind with your wraith's power. This grab automatically succeeds. Until the target breaks free of your grab, it is compelled to answer your questions, and to answer them truthfully. You may choose to have them make their Strength (Atheltics) or Dexterity (Acrobatics) check against your DC. So long as the creature speaks a language, you understand it while using this feature. Once you use this feature, you cannot do so again until you complete a either a short or a long rest. When you use this feature after completing a drain, you may choose to forgo the damage that your drain originally did. You cannot use this feature if the wraith does not occupy the same space as you.
Starting at 5th level, when you take the attack action on your turn, you may make a second attack as part of the Attack action.
Starting at 5th level, you are able to take control of creatures' minds. When you successfully Drain a humanoid, you may attempt to Brand it as an action, forcing the target to make a Wisdom saving throw. The target automatically succeeds if it is immune to being charmed. The target also automatically succeeds if you are in combat with it and it has more than a quarter of its hit points remaining. On a failed save, the creature is Branded. While the creature is Branded, it is considered charmed by you, and treats you as a good friend, and will follow you and do as you say, though it will not fight for you.
As an action, you may cast Dominate Person on one or more of your Branded targets, and they automatically fail the initial saving throw. This allows you to order them to fight for you. However, should they succeed at any point on the saving throw against Dominate Person, the Brand immediately ends. The Brand also ends when you or your companions do something deeply harmful to the creature, such as kill someone it loves or take something precious to it, when you are on different planes of existence, or when you choose to end it as a bonus action. You may have only have creatures under the effects of Dominate Person if their combined challenge rating is equal to or less than 1/4 of your level. Attempting to Dominate more humanoids ends your concentration on this spell.
When you first gain this feature, you may only Brand and dominate humanoids. At 7th level, you gain the ability to also Brand beasts, and cast Dominate Beast. At 9th level, you can Brand anything, and may cast Dominate Monster. All rules for casting Dominate Person apply to these spells as well.
You cannot use this feature if the wraith does not occupy the same space as you.
Starting at 6th level, you can use your Wraith to stun creatures, striking them and overwhelming their minds. As a bonus action, you may expend two charges of Spirit Bow to force the a creature within 5 ft of you to make a Dexterity saving throw. On a failed save, you strike them, and they are stunned until the end of your next turn.
Additionally, you can have your wraith make an attack as a bonus action against a stunned creature using a melee weapon in your possession. This attack deals force damage instead of physical damage, and does not possess any properties from magical weapons.
You cannot use this feature if the wraith does not occupy the same space as you.
Starting at 7th level, you can use your action to have the wraith end one effect on yourself that is causing you to be charmed or frightened.
Starting at 8th level, you may use the wraith to slip partway into the spectral world, gaining special vision. As an action, you may slip into the Wraith world. You continue to stay in the Wraith world until you lose concentration (as if concentrating on a spell). While in the Wraith World, you can see living creatures through walls for 120 ft, and can see into the Etherial realm for 120 ft. Additionally, you can interact with and attack creatures on the Etherial realm that you can see, as well as be attacked by said creatures. Finally, you may treat creatures and objects as difficult terrain while you stay in the Wraith World. You take 1d10 force damage at the end of your turn if you are inside of either a creature or object. You cannot use this feature if the wraith does not occupy the same space as you.
Starting at 9th level, you gain the ability to summon a spectral glaive and cut down numerous enemies with it. As an action, you summon a spectral glaive over the top of a melee weapon you are holding, and strike all creatures within range of you with it. This glaive takes on the properties of whatever melee weapon you are holding, with a few changes: this glaive cannot have the thrown property, this glaive gains the reach property, and this glaive cannot have the special property. Make an attack roll with this glaive against a target within your reach. On a hit, deal damage like you normally would, and all creatures within your reach, if the attack roll would hit them, take half of the damage you dealt to the target. The glaive disappears after you make this attack. You cannot use this feature if the wraith does not occupy the same space as you.
Starting at 10th level, you gain the ability to perform quick bursts of action in the middle of combat. You have a use of Hit Combo. You may use Hit Combo to perform a Finisher. You regain the use of this feature when you complete either a short or long rest. You also regain the use of this feature when you roll either a 19 or a 20 on an attack roll against a creature, as you strike expertly and create an opening in combat.
At 15th level, you regain the use of this on an 18-20 on an attack roll.
You know several techniques that you may perform in battle.
- Finisher: Combat Brand
As a bonus action, you initiate and immediately complete a Drain against a creature. You must be within melee to do so. You may then use Brand and/or Interrogate as a free action. You cannot use this finisher if the wraith does not occupy the same space as you.
- Finisher: Elven Light
As an action, you strike the ground and emit a blinding light. All creatures within 15 ft of you must make a Constitution saving throw. On a failure, they become Template:5e stunned until the end of your turn. On a success, they do not. On either a success or failure, all creatures within range become Template:5e blinded for one minute. They may a Constituion saving throw at the start of each of their turns, ending the blindness on a success. You cannot use this finisher if the wraith does not occupy the same space as you.
- Finisher: Execution
When you hit with a melee attack, you may expend your Hit Combo do deal a number of D8's equal to half your level (rounded up) extra damage. You cannot use this Finisher with the attack made by Assassinate.
Ring of Power
At 11th level, you ethereally craft a ring of power. This ring allows you greater control, and the ability to disappear from sight. Once you gain this ring, the combined challenge rating of creatures you can dominate increases to 1/2 your level. Additionally, while you wear the ring, you may use your action to become invisible until you attack or cast a spell. The ring has a number of uses of this feature equal to your Wisdom modifier. The ring recharges all uses of this feature at dawn.
Additionally, once you craft this ring, if you lose it, you can no longer Brand or Dominate creatures, and your Brand loses effect until you wear the ring. You infuse parts of your Wraith's soul into this ring, so seperation causes you to lose power. You may resummon this ring as a ritual performed over the course of a short rest.
Beginning at 13th level, your wraith works overtime to keep you alive. When you fall into death saves, your wraith leaves your body. Your Wraith may move up to 15 feet away from you (as always), and may only use the Drain action. On a successful Drain, you may immediately use the hit die gained from this feature, and the wraith re-enters your body.
At 14th level, your will is greater than that of most mortals. You can now Dominate a combined Challenge Rating up to your level, and you have advantage on Wisdom saving throws.
At 18th level, you gain the ability to travel to Wraith worlds fully. You may cast Etherialness and Astral Projection without requiring material components. When you do so, you may only target yourself. You cannot use this feature if the wraith does not occupy the same space as you.
At 20th level, your power is absolute. You may Dominate an unlimited number of branded creatures, and at the start of combat, you regain all expended uses of Spirit Bow. Additionally, if you die, roll a d6. On a 4-6, you instead come back to life 24 hours later at a location of your choice.
You have gained the use of an ancient elven aiming techniques lost to time.
Starting at 2nd level, when you gain this feature, time slows down when you draw your bow and fire. You have advantage on attack rolls with your Spirit Bow, and you may make an additional attack as a bonus action.
- Pin in Place
You gain 2 extra elf shot charges, and gain two more at levels 11 and 17. Additionally, you may take careful aim to pin a target's foot in place and prevent them from moving. As an action, expend a charge of Spirit Bow and force a target creature within 600 ft of you to make a Dexterity saving throw. On a failed save, you deal 1d10 + your Dex modifier force damage, and the target's speed becomes 0, and cannot benefit from any bonuses to speed. The target may remove the arrow as an action, making a Strength (Athletics) check against your DC, ending the effect on a success. The arrow disappears after it is removed.
- Finisher: Arrow Finishers
Starting at 11th level, you have figured out how to use most Finishers at range. You may now use Finisher: Elven Light and Finisher: Exectution at range. When you Strike with an Spirit Bow, you may use Finisher: Execution on that shot. You may also shoot at the ground and emit Elvin Light as an action. Both features use up an Elven-Shot when you use them.
- Supernatural Aim
At 17th level, you never miss. Once per turn, when you miss with an attack roll, you may reroll the attack roll.
You work from the shadows, using the wraith to help you assassinate targets.
- Wraith Assassin
Starting at 2nd level, you are capable of Assassinating creatures from stealth. While you are stealthed, you may use an action to make an attack with a finesse weapon you are holding. On a hit, you deal a number of d6's equal to half your level (round up) extra damage. You may also assassinate from above without requiring stealth, instead leaping down at a target and stabbing them. You must be at least 5 ft above the target's head to do so. For every 10 ft you fall, you deal an additional d6 of damage. This feature does not reduce damage you take from falling.
As a bonus action when you hit with this attack, you may send out the Wraith to Assassinate either the same target or another target within 15 ft of your target. The Wraith gains any bonus damage you gain from falling, and their attack roll is the same as yours.
Additionally, you gain advantage on Dexterity (Stealth) checks if you move no more than half your speed on your turn.
- Dagger Throw
Starting at 6th level, you gain access to a spectral brace of daggers, which you can throw at creatures to knock them off-balance. As a bonus action, you may use one of these daggers to make an attack roll against a creature within 20 ft of you. You use Dexterity for this attack roll, and you have proficiency with this attack. This dagger disappears after hitting or missing a target. On a hit, the dagger knocks the target off balance, and until the end of your next turn, they cannot take reactions, have disadvantage on checks and saving throws to prevent falling prone, and you may Assassinate them without requiring stealth. Each dagger costs two charges of Spirit Bow.
- Stealth Brand
At 11th level, you learn how to speed up the Draining process against a target who does not resist. If you surprise a target, your Drain completes immediately, and you may Brand and/or Interrogate that target as a free action.
At 17th level, you have mastered the art of death. You have two uses of Hit Combo. You regain both over the course of a short or long rest, or when you roll an 18-20.
You are a master of the sword, capable of using it for incredible defense as well as offense.
- Improved Defense
Starting at 2nd level, you have become proficient at using the wraith's speed to block attacks with your weapon. As a reaction, when you are holding a melee weapon, you may add your profifiency bonus to your AC against a weapon attack. Additionally, the wraith within you will defend you to the best of its ability, granting you a second reaction per turn. You may use both reactions against the same trigger or against seperate triggers.
- Rain of Arrows
Starting at 6th level, successfully Countering or Rolling causes you to regain one Spirit Bow.
- Supernatural Defense
At 11th level, the Wraith actively defends you against all forms of harm or influence. When you fail a saving throw, you may expend Spirit Bow to add to your roll. For every charge of Spirit Bow your expend, you add your Wisdom modifier to the saving throw.
At 17th level, you are so effused with unearthly power that almost nothing can hold you back. You treat any roll of 9 or lower on a saving throw as having rolled a 10.
Prerequisites. To qualify for multiclassing into the Wraith/Ranger class, you must meet these prerequisites: Dexterity 13, Wisdom 13, and death and subsequent possession/resurrection by a wraith
Proficiencies. When you multiclass into the Wraith/Ranger class, you gain the following proficiencies: Simple melee, Martial melee, Light armor
I do not own any rights to Shadow of Mordor or Shadow of War. I only sought to use them as inspiration.