Ghost

The Ghost archetype embodies the one who is the secret defender of the people, and the unseen slayer of those who would do them harm. Dedicating yourself to the art of bushfighting, this Ranger becomes a silent guardian, working to create safe havens for people in a world filled with terrible danger. Rangers who choose this path sometimes work alone, but sometimes these Rangers represent the guerrilla fighting forces and first line of defense for their nations.

Sanctuary

At 3rd level, you choose a city, town, fortification, or named landmark in the world. This place and the lands around it fall under your protection, as a Sanctuary for those who live within whether they know it or not. Whenever you are within a 100 mile radius of your Sanctuary, you are considered to be within favored terrain.

You choose an additional Sanctuary at 9th and 17th level.

In for the Kill

Starting at 3rd level, those who threaten your people deserve no mercy. You may cast Hunter's Mark at will, without expending a spell slot. When you cast Hunter's Mark using this feature, it does not require your concentration.

Guerrilla Warfare

Beginning at 7th level, you can use the Hide action as a bonus action on your turn.

Environmental Adept

Starting at 11th level, you can always find a way to turn the environment to your advantage. You can add your Wisdom modifier to the damage roll of an attack you make while you are in your favored terrain.

Ghost in the Fog

Starting at 14th level, you can attempt to Hide even when you are only lightly obscured.

Heart of Iron

At 15th level, when you start your turn with no more than half of your hitpoints left, you can gain temporary hit points equal to two times your Ranger level. You must finish a long rest before you can use this feature again.

Created with The Homebrewery