Ranger: Grim Harbinger

Ranger Conclave


Grim harbingers wander places touched by death, serving as both a watcher of the dead and the herald of doom for those whose lives are running out. At their side is a guardian spirit and omen of death known as a grim, a constant companion that aids in performing their shared, grave duty.


Level 3

You learn an additional spell whenever you reach certain levels in this class. Each spell counts as a ranger spell for you, and don't count against the number of ranger spells you know.

Ranger levelSpell
3rdbane
5thhold person
9thfear
13thintrusive despair
17thdream

As a bonus action, you may target a creature you can see within 90ft. of you, and magically seal its doom for 1 hour. Once per turn, whenever you hit the doomed target with an attack, it takes an extra 1d6 necrotic damage. Additionally, a ghostly creature called the Grim appears in an unoccupied space within 30ft. of the target. Grims most often appear as black, spectral hounds, but you may choose an appearance appropriate to its stat block. The grim is friendly to you and any number of creatures of your choice, and it obeys your commands. It vanishes if you or the doomed creature dies, when it is reduced to 0 hitpoints, or whenever you use this feature again. You may use this feature a number of times equal to your WIS (minimum of 1) per short rest. You may use a spell slot of any level to use this feature without expending a use.

In combat, the grim acts during your turn. It may move and use its reaction on its own, but the only action it may take is the dodge action, unless, as a bonus action, you command it to take an action. You may also command it as part of the bonus action you take to summon it. Alternatively, when you take the attack action on your turn, you may forego one attack to command the grim to take its ominous rend action. If you are incapacitated, the grim acts on its own, and is not limited to the dodge action.

Grim

Source: The Crooked Moon

Medium undead, true neutral


The grim is summoned as part of the Grim Harbinger Ranger Conclave.

Hitpoints


5 + 5 * your ranger level. The grim has a number of hit dice (1d8) equal to your ranger level.

Armor Class


13 + your WIS

Speed


40ft.

Senses


60ft. darkvision
Passive Perception 10


STR


16 (+3)

DEX


16 (+3)

CON


14 (+2)

INT


14 (+2)

WIS


10 (+0)

CHA


10 (+0)


Damage Vulnerabilities


None

Damage Resistances


None

Damage Immunities


necrotic

Condition Immunities


frightened, grappled, petrified, poisoned, prone, restrained


Skill Proficiencies


None

Saving Throw Proficiencies


None

Proficiency Bonus


Equal to yours.

Challenge Rating


N/A (0 XP)

Traits


Languages

The grim understands the languages you speak, but cannot speak.

Incorporeal Movement

The grim may move through other creatures and objects as if they were difficult terrain. The grim takes 1d10 force damage if it ends its turn inside a solid object.

Shared Fate

The grim may add your proficiency to any ability check or saving throw it makes.


Actions


Ominous Rend

Melee Weapon Attack: your spell attack modifier to hit, reach 5ft., one target you can see. Hit: 1d6 + your WIS necrotic damage. If the target is a creature, it is frightened of the grim until the start of your next turn.


Reactions


Baleful Howl

Whenever a creature moves out of the grim's reach, the target must succeed on a WIS saving throw against your spell save DC, or have its speed reduced to 0 until the end of its turn.



Level 6

Your control over doom grows stronger, granting the following benefits:

  • Graveyard Hunter. The grim's ominous red action deals an extra 1d6 necrotic damage on a hit.

  • Mortal Reminder. Whenever you deal damage to a creature doomed by your omen of doom feature, you may change the damage type to necrotic.

  • Mounting Dread. You and the grim may ignore a target's resistance to necrotic damage.


Level 11

You draw deeper strength from the grave. You gain the following benefits:

  • Ghastly Hound. The grim gains resistance to bludgeoning, piercing, and slashing damage.

  • Grave Fortitude. You gain resistance to necrotic damage.

  • Inescapable Fate. Whenever the target of your omen of doom feature succeeds on a saving throw, you may use your reaction to force it to reroll with disadvantage, and use the new roll. You may use this feature once every time you use your omen of death feature.


Level 17

The strength of you omen of doom reaches its peak, granting the following benefits while it is active:

  • Jaws of Doom. The grim's ominous rend action deals an extra 1d6 necrotic damage, for a total of 2d6 extra necrotic damage.

  • Marked for Death. Whenever you use your omen of doom feature, you may force the target to succeed on a CHA saving throw, or gain vulnerability to damage dealt by the grim, and to the extra damage you deal with your omen of doom feature. You may use this feature once per long rest. You may use a spell slot of 4th level or higher to use this feature without expending a use.


Source: The Crooked Moon