Ranger Conclave: Penumbra Walker in Shadows of Evermore | World Anvil

Ranger Conclave: Penumbra Walker

One who enters the Penumbra Walker Conclave has spent their life near the shadows that have plagued the lands of Drellia since the Convergence. They have come to know the spirits that have arisen from the Convergence, and have begun to form a bond with them that has allowed them to travel the border of darkness and light as a Shadow Strider.    Penumbra Walker Magic Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Penumbra Walker Spell table. Each spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.  
Ranger Level Spell
3rd Guiding Bolt
5th Darkness
9th Phantom Steed
13th Shadow of Moil
17th Wall of Light
  Frigid Death At 3rd level, you have learned about the spirits that lurk within the shadows and how to emulate them. As an action, you bolster yourself with necromantic energy, for the next hour your hit point maximum increases by a number of hit points equal to twice your proficiency bonus, and you are immune to the effects of extreme cold. Once you have used this ability, you cannot use it again until you complete a long rest.   Penumbral Spirit Also at 3rd level, you can cast the spell find familiar without any material components. Your familiar appears more as a shadow; its form is wispy and slightly transparent. It has all of the same statistics as the animal form that you choose with two additions:
  • It can see through darkness, both magical and non-magical, up to 60 feet.
  • It has sunlight sensitivity: while in sunlight, it has disadvantage on Attack Rolls, as well as on Wisdom (Perception) checks that rely on sight.
Once you have used this feature, you cannot use it again until you have completed a long rest.   Sight of the True Path At 7th level you gain proficiency in Intelligence saves and proficiency in your choice of Wisdom (Perception), Wisdom (Survival), or Intelligence (Investigation) checks. If you are already proficient in Intelligence saves, you gain proficiency in your choice of Wisdom or Charisma saves instead.   Converging Reinforcements At 11th level, you have travelled so far through the shadows that you have become intimately familiar with the creatures that linger there, and you can call upon them for aid: you know the spell Summon Shadowspawn. It doesn't count against the number of ranger spells you know, and you can cast it without a material component. You can also cast it once without using a spell slot, and you regain the ability to do so when you finish a long rest. Whenever you start casting the spell, you can modify it so that it doesn't require concentration. If you do so, the spell's duration becomes 1 minute for that casting.   Penumbral Parry At 15th level, you know how to twist the shadows and the light to your defence. You can use your reaction to add your Wisdom modifier to your AC against one melee attack that would hit you. If the attack misses, you immediately do radiant or necrotic damage (your choice) against the attacker equal to your Wisdom modifier.

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