Ward of Amaras (5e Subclass)

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Ward of Amaras[edit]

Ranger Conclave

While some rangers swear to protect nature at all costs, others choose the opposite path. These rangers choose to trust nature in all of her processes, including revitalization through destruction and seek to refresh the world anew by rendering the current world desolate. These rangers hone skills of necromancy and decay to bring about their dream of a new world.

Amaran Initiate

Starting at 3rd level, you gain some knowledge of necromancy. You learn the chill touch cantrip. In addition, you gain amaran initiate spells at the ranger levels listed:

Amaran Initiate Spells
Ranger Level Spells
3rd false life
5th blindness/deafness
9th bestow curse
13th blight
17th danse macabre
Lingering Necrosis

Having delved into the necromantic arts, you have learned to imbue your weapons with a vampiric magic, siphoning their life to bolster your own. At 3rd level, once per turn when you hit a creature with an attack, you cause additional 1d4 necrotic damage.

If you are under half your maximum number of hit points, whenever you cause this necrotic damage, you regain a number of hit points equal to the number rolled on the d4. The lingering necrosis additional damage die becomes a d6 at 11th level.

Amaran Adept

At 7th level, you are able to channel strong levels of negative energy. You can a spell of the necromancy school from any spell list, without spending a spell slot or using material components, from 2nd-level or lower.

When you do so, you can't use this feature again until you finish a short or a long rest.

Septic Aura

At 11th level, the level of decay surrounding the ranger is tangible in the form of poisonous spores floating around him. Any creature that start its turn within 10-foot radius or move there for the first time must make a Constitution save against the ranger's spell DC or be poisoned until the end of your next turn. You can suppress or activate this aura as a bonus action.

In addition, you can use your Action to enhance the power of this aura, causing 2d8 poison or necrotic damage (your choice) to any creature that fails the saving throw until the start of your next turn.

Master of Amaras

At 15th level, you can cast circle of death once, without spending spell slots.

In addition to the normal effects of the spell, you gain a number of temporary hit points equal to half the damage rolled on the dice (not the damage caused to each enemy).

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