dauntless/content/Classes/Ranger/Calling of the Haunted Warden.md
2026-03-08 21:51:42 -06:00

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It is no secret the wilds are dangerous and that many an intrepid adventurer has met an untimely end while exploring them. Haunted wardens are rangers who have come face to face with the restless spirit of one of those lost wanderers. Somehow during the course of this meeting, the yearning phantom tethers its spirit to the wardens in order to put its unfinished business to rest. Even after its final wishes are met, or in the tragic instance they cant come to fruition, your companion remains with you until you meet your end, both as a constant confidante and a reminder that the veil between life and death is thin indeed.

Haunted Warden Progression
Ranger Level Features
3rd Hunted Warden Calling Spells, Beyond the Pale, Spirit Usher
7th Merge Spirit
11th Guardian Geist
15th True Psychopomp

Hunted Warden Calling Spells

3rd-Level Haunted Warden Feature 

You gain calling spells at the ranger levels listed in the Haunted Warden Calling Spells table. See the Ranger Subclass class feature for how these spells work

Haunted Warden Calling Spells
Ranger Level Spells
3rd False Life
5th Invisibility
9th Speak with Dead
13th Death Ward
17th Dispel Evil and Good

Beyond the Pale 

3rd-Level Haunted Warden Feature 

You can use a bonus action to see into the Ethereal Plane for 1 minute. Ethereal creatures and objects appear ghostly and translucent. 

You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.

Spirit Usher 

3rd-Level Haunted Warden Feature 

You gain an undead spirit that anchors itself to you and accompanies you on your journeys. The spirit is friendly to you and your companions and obeys your commands. See the spirits game statistics in the Spirit Usher stat block, which uses your proficiency bonus (PB) in several places. 

You determine the spirits appearance, name, and personality. You should choose a personality trait, ideal, bond, and flaw for it, and you should work with your GM to decide on a background story for the spirit that fits the campaign.

In combat, the spirit shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you dont issue any commands, it takes the Dodge action and uses its move to avoid danger. If you are incapacitated, the spirit can take any action of its choice, not just Dodge.

When it joins with you, the spirit learns three cantrips it can cast at will, which you select from the following lists. At the end of a long rest, you can change which cantrips the spirit knows. 

  • Choose one of chill touch, ray of frost, sacred flame, or vicious mockery. Use your level when determining the damage of the chosen cantrip.
  • Choose one of druidcraft, prestidigitation, or thaumaturgy.
  • Choose one of dancing lights, message, or minor illusion.

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Merge Spirit 

7th-Level Haunted Warden Feature 

You can use an action to cause your spirit usher to join its essence with you for 1 minute. While merged, you gain the spirit ushers Ethereal Sight trait and can interact with creatures and objects on both the Ethereal and Material Planes. In addition, while you are merged, you become less substantial and gain the spirit ushers damage resistances and damage immunities. 

Once you use this feature, you shouldnt use it again until you finish a short or long rest. Each time you use it again, you suffer one level of exhaustion.

Guardian Geist

11th-Level Haunted Warden Feature 

When you take damage that would reduce you to 0 hit points, you can use your reaction to call out to your spirit usher. If you do, your spirit usher teleports to an unoccupied space within 5 feet of you and takes half the damage dealt to you, potentially preventing your death. 

In addition, when your spirit usher dies, you have advantage on attack rolls until the end of your next turn.

True Psychopomp 

15th-Level Haunted Warden Feature 

You can use your Merge Sprit feature as a bonus action instead of an action. When you and your spirit usher merge forms, you gain its Incorporeal Movement trait and Etherealness action, and you are considered to be undead for the purposes of determining whether or not spells or other magical effects can affect you.