Spirit Guide
  1. Notes

Spirit Guide

Homebrew Subclass (Ranger)

Ranger Subclass

A Spirit Guide Ranger walks the border between the Mortal World and the Ethereal Plane. They are able to interact directly with spirits, both those who roam freely and those bound within other creatures. The Spirit Guide possesses otherworldly powers and abilities.

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Ethereal Form 3rd-level Spirit Guide Feature

As a bonus action, you step into the spirit world and become semi-incorporeal as the spirits bolster you. For 1 minute, you gain the following benefits:

  • Ethereal Sight: You can see into the Ethereal Plane out to a range of 60 feet. Moreover, you can see normally in darkness, both magical and nonmagical, within the same distance.
  • Spectral Form: As an action, you can become invisible until you are no longer in your Ethereal Form, until you choose to become visible, or until you attack or cast a spell.
  • Spirit Strikes: Your weapon attacks deal Force damage instead of Bludgeoning, Piercing, or Slashing damage. Moreover, once per turn, when you hit a creature with a weapon attack, you can expose its spirit. If you do, the first attack made against that creature before the end of your next turn has advantage.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Guide of Spirits 3rd-level Spirit Guide Feature

Your connection with the spiritual world grants you exceptional insight and clarity that you can even extend to others. You gain the following benefits:

  • Guide: You learn the guidance cantrip, which is a Ranger spell for you.
  • Insightful: You gain proficiency in the Insight skill. If you already have this proficiency, you gain proficiency in another skill of your choice from the Ranger skill list. Your proficiency bonus is doubled for any ability check you make using Insight.

Lingering Spirit 7th-level Spirit Guide Feature

You have learned to separate your spirit from your body. When you start your turn incapacitated, regardless of whether you are paralyzed, stunned, unconscious, or even dead, you can manifest your spirit in an unoccupied space within 10 feet of you. The spirit carries ghostly, nonmagical versions of any objects you are wearing or carrying, including your weapons and clothing. It resembles an incorporeal version of you and has your knowledge, personality, and game statistics, except for the following:

  • The spirit is an Undead creature.
  • The spirit is considered to be in your Ethereal Form.
  • The spirit’s hit points and hit point maximum are equal to 3 × your level in this class.
  • The spirit’s AC is equal to 10 + your Dexterity modifier + your Wisdom modifier.
  • The spirit has immunity to Poison damage and resistance to Bludgeoning, Piercing, and Slashing damage from nonmagical attacks.
  • The spirit is immune to the Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, and Restrained conditions.
  • The spirit can move through other creatures and objects as if they were difficult terrain. It takes 1d10 force damage if it ends its turn inside an object.
  • The spirit can cast spells using your spell slots, ignoring material components that don’t have a cost.
  • The spirit takes its turn in combat immediately after yours, acting exactly as you would want it to. It shares its uses of limited features and spell slots with you.
  • The spirit remains for 1 minute or until it is reduced to 0 hit points, or you are no longer incapacitated. Once used, you can’t use this feature again until you finish a long rest.

Deepening Connection 11th-level Spirit Guide Feature

You gain the following additional benefits while in your Ethereal Form:

  • Truesight: You gain Truesight out to a range of 60 feet.
  • Ethereal Jaunt: As a bonus action or as a reaction when a creature you can see makes an attack roll against you, you can step into the Ethereal Plane as with the etherealness spell. You remain in the Ethereal Plane until the end of your next turn unless you use this feature again to remain there.
  • Improved Spirit Strikes: You can add your Wisdom modifier to the damage of your weapon attacks.

Master of Spirits 15th-level Spirit Guide Feature

You have become an expert at guiding spirits away from or toward their final destination. While you are conscious, friendly creatures within 30 feet of you have advantage on death saving throws, and weapon attack rolls against hostile creatures within 30 feet of you score a critical hit on a roll of 19 or 20.