Ranger: Grim Harbinger
You form a bond with a symbol of doom, a spectral hound known as the grim. Your magic marks your foes and calls the grim down to harry your quarry unto the grave. As your bond with the grim grows, you become a relentless bearer of doom.
Level 3: Grim Harbinger Spells
When you reach a Ranger level specified in the Grim Harbinger Spells table, you thereafter always have the listed spell prepared.
Ranger Level | Spells |
---|---|
2 | Bane |
5 | Hold Person |
9 | Fear |
13 | Phantasmal Killer |
17 | Dream |
Level 3: Omen of Doom
As a Bonus Action, you target a creature you can see within 90 feet of you and magically seal the target's doom for 1 hour. Once per turn when you hit the doomed target with an attack, it takes an extra 1d6 Necrotic damage.
In addition, a ghostly creature called the Grim appears in an unoccupied space within 30 feet of the target.
In addition, a ghostly creature the Grim appears in an unoccupied space within 30 feet of the target. Grims most often appear as black, ghostly hounds, but you can choose its appearance appropriate to the stat block.
The Grim is friendly to you and your allies, and it obeys your commands. It vanishes if you die, when the doomed creature dies, when it is reduced to 0 Hit Points, or when you use this feature again.
The Crooked Moon
MOD | SAVE | ||
---|---|---|---|
STR | 16 | +3 | +3 |
DEX | 16 | +3 | +3 |
CON | 14 | +2 | +2 |
MOD | SAVE | ||
INT | 14 | +2 | +2 |
WIS | 10 | +0 | +0 |
CHA | 10 | +0 | +0 |
Traits
Incorporeal Movement
The Grim can move through other creatures and objects as if they were Difficult Terrain. The Grim taked 1d10 Force damage if it ends its turn inside an object.
Shared Fate
Add your Proficiency Bonus to any ability check or saving throw the Grim makes.
Actions
Ominous Rend
Melee Attack Roll: Bonus equals your spell attack modifier, reach 5ft. Hit: 1d6 + 3 plus your WIS modifier Necrotic damage and the target has the Frightened condition until the start of your next turn.
Reactions
Baleful Howl
Trigger: A creature moved out the Grim's reach. Response - Wisdom Saving Throw: Your spell save DC, the triggering creature. Failoure: The target's Speed is 0 until the end of the turn.
The Grim in Combat
In combat, the Grim acts during your your turn. It can move and use its Reaction on its own, but the only action it can take is the Dodge action unless your take a Bonus Action to command it to take in its stat block or some other action. You can also command it as part of the Bonus Action to use Omen of Doom, or you can sacrifice one of your attacks when you take the Attack action to command the Grim to take the Ominous Rend action. If you have the Incapacitated condition, the Grim acts on its own and is not limited to the Dodge action.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and your regain all expended uses when you finish a Short or Long Rest. You can also expend a spell slot restore an expended use (no action required).
Level 7: Harbinger of Doom
Your control over doom grows stronger, granting the following benefits.
Mortal Reminder
When you deal damage to a creature doomed by your Omen of Doom, you can change the damage type to Necrotic.
Graveyard Hunter
The Grim's Ominous Bite action deals an extra 1d6 damage on a hit.
Mounting Dread
When you or the Grim deal damage, it ignores Resistance to Necrotic damage.
Level 11: Grave Bond
You draw deeper strength from the grave. You gain the following benefits.
Ghastly Hound
The Grim gains Resistance to Bludgeoning, Piercing, and Slashing damage.
Inescapable Fate
When a creature under your Omen of Doom succeeds on a saving throw, you can take a Reaction to force the creature to reroll the save and use the new roll.
Grave Fortitude
You gain Resistance to Necrotic Damage.
Level 15: Sealed Fate
The strength of your Omen of Doom reaches its peak, granting the following benefits while its active.
Jaws of Doom
The Grim's Ominous Bite action deals an extra 1d6 damage (for a total of 2d6 extra damage).
Marked for Death
When you use Omen of Doom, you can force the target to succeed on a Charisma saving throw against your spell save DC or gain Vulnerability to Necrotic damage while it is doomed. Once you use this benefit, you can't use it again until you finish a Long Rest. You can also restore your use of it by expending a level 4+ spell slot (no action required).