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Unseen Presence Conclave - Ranger

Unseen Presence Conclave - for Martial Ranger

Conclave of Rangers that gain use of Warlock Spell slots  
         
  The hunters of charge from an unseen power, be it a hero from another timeline or a diety or a fiend. The power given to you is auspicious for the Ranger you will become.  

Unseen Presence Features

 
Ranger
Class Level Features
3rd Pact Magic, Unseen Pact Function, Unseen Traditions, Eldritch Adept
7th Unseen Tongue
11th Boon of the Wilds
15th Duty even in death

Unseen Presence Pact Magic

  When you reach 3rd level, you strike a bargain with an otherworldly being of your choice: the Imprisoned, the Eidolon, the First Vampire, the Archlich or the Fiend, each detailed in the Tyrant's and Hellions (allowed 3rd party sourcebook), the Eidolon in the Galder's Gazetter (allowed 3rd party sourcebook), the Fire Vampire from Grim Hollow's Player Guide (allowed 3rd party sourcebook) and the Archlich in Dark Arts Player's Companion (allowed 3rd party sourcebook) or finally the Fiend from the Player's Handbook. Your choice augments some of your order features.     Spell Slots.   The Haruspex Magic Spellcasting table shows how many spell slots you have to cast your ranger spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell Ensnaring Strike and have a 1st-level and a 2nd-level spell slot available, you can cast Ensnaring Strike using either slot.   Spells Known of 1st-Level and Higher.   You know three 1st-level ranger spells of your choice from the ranger spell list.   The Spells Known column of the Unseen Presence Spell-casting table shows when you learn more ranger spells of 1st level or higher. Each spell must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level. Whenever you gain a level in this class, you can replace one of the ranger spells you know with another spell of your choice from the ranger spell list. The new spell must be of a level for which you have spell slots.   Spellcasting Ability.   When you reach 3rd level, you can augment your combat techniques with the ability to cast spells. See chapter 10 of the PHB for the general rules of spellcasting and chapter 11 of the Player’s Handbook for the Warlock spell list.   Cantrips.   You learn two cantrips of your choice from the warlock spell list. You learn an additional warlock cantrip of your choice at 10th level.   Spell Slots.   The Unseen Presence Spellcasting table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You do not regain any pact magic spell slots upon completing a short or long rest. You can spend 1 minute entreating your patron for aid to regain all your expended spell slots from your Pact Magic feature. You may use this feature three times before completing a long rest.   For example, when you are 13th level, you have two 4th-level spell slots. To cast the 1st-level spell witch bolt, you must spend one of those slots, and you cast it as a 4th-level spell.   Spells Known of 1st Level and Higher.   At 3rd level, you know two 1st-level spells of your choice from the warlock spell list.   The Spells Known column of the Profane Soul table shows when you learn more warlock spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what’s shown in the table’s Slot Level column for your level. When you reach 11th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level.   Additionally, when you gain a level in this class and conclave, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.   Spellcasting Ability.   Your Wisdom modifier functions as your spellcasting ability modifier. In addition, you use your Wisdom modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.     Spell save DC = 8 + your proficiency bonus + your Wisdom modifier   Spell attack modifier = your proficiency bonus + your Wisdom modifier    

Unseen Traditions

Beginning at 3rd level, your hunt begins with the power of your patron. While you are engaged in combat you gain the following pact features to enhance your prowess.   The Imprisoned.   Once per turn when you hit with a weapon or spell attack, you can change the damage dealt by that attack to radiant damage. Additionally your Hunters Mark will always be Radiant Damage.   The Eidolon.   As part of your first attack during combat, you may partially summon your Eidolon. You can use your onus action to command to attack using either of the optional attacks. Creatures you decide in range will be attacked at the end of you turn by either use the Phantasmal Swipe or Phantasmal Blast attacks from the Eidolon summoned at your position as if above you. They will repeat that command until you are unconscious, they have no target in range, you can no longer see the target or you take the bonus action to command them to stop.   The First Vampire.   When you use the Attack action or cast a spell, you can freely use one extra attack on the same turn to make a melee spell attack against a creature within 5 feet of you. Your attack deals necrotic damage equal to 1d4 + your Wisdom ability modifier on a hit. If it hits you regain half the damage (rounded down) amount of hit points equal to the total damage dealt.   The Archlich.   When you score a critical hit against a creature while using the weapon, that creature is frightened of you until the end of your next turn.   The Fiend.   Whenever you target a creature with a curse style spell (i.e Hunter's mark, Hex, Bestow Curse or Curse Of Blades), your next attack against the cursed creature deals additional damage equal double to your proficiency modifier.    

Unseen Pact Function

With your pact of the Unseen Presence you can now access the Eldritch Blast feature that Warlocks received here.   Additionally you gain the following spells based on your Unseen Presence pact, gaining them at 3rd, 9th and 14th levels in the class.
Spell
Level
Imprisoned Eidolon First Vampire Archlich Fiend
1st Cure Wounds, Blazing Beacon Command, Bless or Bane False Life, Bane Inflict Wounds, Ray of Sickness Cruorwhip(Dark Arts Player's Guide), Hellish Rebuke
3rd Spirit Guardians Haste Gaseous Form (inky travel) Maim (Dark Arts Player's guide) Curse Of Blades (Valders' Spire)
5th Investiture of Venom (Grim Hollow's Player guide) Martial Steel Wind Strike (Kibbles Casting Compendium) Dominate Person Cone of cold Deglove Creature (Kibbles Casting Compendium)

Eldritch Adept

Learning the lore of your pact, you learn one Eldritch Invocation option of your choice from the warlock class. Your spellcasting ability for the invocation is Wisdom. If the invocation has a prerequisite of any kind, you cannot pick it. You can take Invocations from Players Handbook or the Tasha's Cauldron of Everything Else 2 option made available to warlocks.   More info on the warlock rework page here.      

Unseen Tongues

Starting at 7th level, you gain a feature of your chosen Pact and when you use your action to cast a cantrip or Eldritch Blast, you can immediately make one weapon attack as a bonus action.   Your dark patron grants you the rare use of a dangerous arcane spell based on your pact.     The Imprisoned.   You can cast healing spirit once without expending a spell slot. You can’t do so again until you finish a long rest.   The Eidolon.   You can cast Cordon of Arrows once without expending a spell slot. You can’t do so again until you finish a long rest.   The First Vampire.   You can cast Misty Step once without expending a spell slot. You can’t do so again until you finish a long rest. The Archlich.   You can cast Blindness/Deafness once without expending a spell slot. You can’t do so again until you finish a long rest.   The Fiend.   You can cast scorching ray once without expending a spell slot. You can’t do so again until you finish a long rest.    

Boon of the Wilds

  Starting at 11th level, being part of the Unseen Presence Conclave you gain the following effects:     Diluted Mysticism:   Once a day, whenever a creature you can see within 60 feet of you casts a spell, you can force that creature to succeed on a Wisdom saving throw or the spell fails.     Cursed Profanity:   Once per day, If an enemy rolls a 13 on the d20 dice against you with a melee or ranged weapon attack, you can use your reaction to make it fail as if it was a natural 1.    

Duty even in death

Starting at 15th level, when you are reduced to 0 hit points or die from another creature, you can use your reaction to have your spirit possess your body to avenge yourself. You make a melee weapon attack against the creature that killed you. If the attack hits, it is a critical hit, and you gain hit points equal to the amount of damage you dealt. Once you use this feature, you cannot use it again until you finish a long rest.

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