Ranger Conclave - Undead Slayer

Rangers who adhere to the conclave of the Undead Slayers may do so for a number of reason. For some, it's deeply personal. For others, philosophical - undead violate the natural order and cycle of life and death, and hunting them helps to restore the cycle back to what it should be.

Regardless of why they have chosen to follow the path, an Undead Slayer utilises their skills and tools to bring an end to their sworn foe. Their most notable facets are their

Undead Slayer Spells

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Gloom Stalker Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

Level Spells
3rd Shield of Faith
5th Branding Smite
9th Speak with Dead
13th Death Ward
17th Hallow

Tools of the Slayer

When you pledge yourself to this conclave at 3rd level you gain knowledge to create a number of magical oils that, when applied to your weapon or 20 pieces of ammunition, grant it special features sourced from the undead that you hunt or especially targeted against them. At the end of a long rest you can make a number of oils equal to your proficiency bonus, which can be applied to your weapons or 20 pieces of ammunition as an action. These oils last until the end of your next long rest, delivering their effect on a successful hit, however you can only apply one type of oil to a weapon or piece of ammunition at a time.

Once you reach 13th level in this class you learn how to mix two oil types together. This mixture counts as two oils for your allotment. For instance, a level 11 ranger with a proficiency bonus of +4 could make two mixtures of two types of oils, or one mixture and two individual oils, or four individual oils. When both oils in a mixture provoke a saving throw, roll only once and combine the effects.

All oils deal an additional 1d4 radiant damage on hit, increasing to 2d4 at 11th level. Mixing two oils does not increase this damage. Oils that provoke saving throws use your spell DC.

  • Lichbane Oil - Creatures hit by this oil who are concentrating on a spell have a Concentration saving throw DC equal to 10+the Radiant damage, assuming this is not greater than the DC would normally be. At 11th level, the DC is equal to 14+the Radiant damage. Undead creatures have disadvantage on this concentration saving throw.
  • Vampire's Bite Oil - If you successfully hit with this oil, you gain temporary hit points equal to your Wisdom Modifier. From 11th level, if you are below half health you also gain hit points equal to your Wisdom Modifier. If you hit an undead creature, you double this oil's effects.
  • Mummyrot Oil - If you hit with this oil the affected creature must succeed on a constitution saving throw or have their maxium hit points reduced by half of the damage dealt. From 11th level, it is reduced by the full damage dealt. Undead creatures have disadvantage on this saving throw.
  • Shadowshatter Oil - Creatures hit by this oil must succeed on a constitution saving throw or suffer a -1d4 to their next attack roll. From 11th level, this increases to -2d4. Undead creatures also have disadvantage on their next attack on a failed save.
  • Brittle Bone Oil - Creatures hit by this oil have -1 to AC until the start of your next turn. This increases to -2 at 11th level. You have advantage on attacks against Undead creatures with weapons or ammunition using this oil.
  • Ghoulspit Oil - Creatures hit by this oil must succeed on a constitution saving throw or be unable to take reactions until the start of your next turn. At 11th level, creatures who fail the saving throw can also choose to either Move or take an Action on their turn, but not both. Undead creatures have disadvantage on this saving throw.

Bane of the Risen

From 7th level you are more experienced in the tricks that the undead use against you. You gain proficiency in either Constitution or Wisdom saving throws to better combat their potent abilities. In addition, you have advantage on saving throws against Frightened or Charm effects from Undead creatures.

Subjugating Chain

Some undead - especially the vile vampire - are smart enough to flee when they are in danger. At 11th level you learn how to enchant a length of chain with powers designed to stop this from happening. As an action you can make a melee attack roll against creature within 30' of you, using either your strength or dexterity modifier for the attack roll. If you hit, the chain wraps around the creature, preventing it from moving more than 30' from you and dealing 2d6 radiant damage. Creatures such as Ghosts and Vampires are unable to use their incorporeal or mist forms to escape the magical chain. The chain prevents movement through objects, teleportation or shifting to other planes. Maintaining your grip on the chain requires the use of a free hand.

You may use your bonus action on each subsequent turn to deal an additional 2d6 radiant damage to the wrapped creature, and any damage the chain does can be 'nonlethal' at your discretion. Undead creatures take an additional 1d6 damage from both the initial hit and any subsequent turns.

While a creature is ensnared by you and it is at 30' distance, if you move further away from it you can drag the creature with you, however your movement speed while doing so is halved. The ensnared creature can spend an action on their turn to make an opposed Athletics check against you to escape the chain if they so desire.

You can use Subjugating Chain twice, refreshing on a short rest.

Slayer's Brand

When you reach 15th level, you brand yourself with a mystical mark of protection against the tools of the undead. Where the brand is located is up to you, but its effects are permanent regardless of whether or not it is visible.

While branded you gain a number of benefits, which are as follows:-

  • You are unable to be turned into or raised as an undead creature under any circumstances.
  • You gain immunity to the Paralyzed condition and diseases.
  • You automatically are aware of the location of any undead creature within 30' of you. They cannot successfully Hide from you, nor does being Invisible affect your perception of them.
  • You cannot be surprised, and you add your Proficiency bonus to your inititaive rolls.