Ranger Archetype

The ideal of the Ranger has many expressions. From the Hunter and Beast Master to the Darkstrider, Rangers are expert scouts and combatants within their domain.

Darkstrider

Darkstriders excel in their native environment of dark caves and lightless dungeons. Masters of ambushing their enemies and slipping away into the darkness, Darkstriders are at their best when they can strike without being seen.

Darkstrider Ambush

You have become adept at loosing attacks from unexpected and unseen locations. At 3rd level, when you hit a creature with a weapon attack and you are either lightly obscured or heavily obscured or your target is blinded, you can deal extra damage equal to your Wisdom modifier to that creature.

Nyctophile

At 3rd level, you gain Darkvision with a range of 60 feet. If you already have Darkvision, its range is instead increased by 30 feet. You also gain access to additional spells at 3rd, 5th, 9th, 13th and 17th level. You are always able to cast these spells and they do not count against your number of ranger spells known.

Additionally, you may cast these spells without expending a spell slot a number of times equal to your Wisdom modifier. You regain expended uses when you finish a long rest.

Darkstrider Spells

Ranger

Level Spell Gained

3rd Fog Cloud

5th Pass Without Trace

9th Meld Into Stone

13th Greater Invisibility

17th Wall Of Stone

One With The Darkness

At 7th level, you can no longer be surprised. Additionally, you may add your Wisdom modifier to your AC against the first attack made against you each round.

Death In The Dark

At 11th level, once per turn when you hit a creature with a weapon attack your attack deals maximum damage and the creature must make a Wisdom saving throw against your spell save DC. If the target fails, the creature is blinded until the end of your next turn.

Additionally, when you hit a creature that is blinded with a weapon attack, the creature's speed is halved and it can not take opportunity attacks against you until the start of your next turn.

Survivor Of The Underdark

At 15th level, you gain Blindsight out to 20 feet. Additionally, you gain one of the following benefits:

Evasion. When you are subjected to an effect, such as a red dragon’s fiery breath or a lightning bolt spell, that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Stalker's Dodge. If a creature attacks you and does not have advantage on the attack roll, you can use your reaction to grant it disadvantage on the attack roll. You must use this ability before you know the result of the attack.

Uncanny Dodge. When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.

Changelog

Lost ability to hide in dim light.

blindsight changed to flat 20' instead of 5 x Wis

removed second saving throw to prone blinded enemies, changed to slowing/immune to OAs.

added spells similar to the Deep Stalker, allowed to cast them without slots up to Wis mod per day to make up for the Ranger's limited number of spells known/slots.

Credits