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 often 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, ruin, 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 an 80 mile radius of your Sanctuary, you are considered to be within favored terrain.

You may choose a new Sanctuary by selecting a new location, and spending 5 days studying and ranging the land within a 30 mile radius of the location. When you do this, your previous Sanctuary ceases to be your Sanctuary, and is replaced by the new location.

Ambush

Starting at 3rd level, those who threaten your people have forfeit their right to fair combat. If you are hidden when you roll Initiative, you deal an extra 1d6 damage whenever you hit a creature with a weapon attack for the next 1 minute.

At 11th level, this damage bonus changes to 1d8 + your Wisdom modifier.

Guerrilla Warfare

Beginning at 7th level, when a creature hits or misses you with an attack, you can use your reaction to move up to half your movement speed and Hide. When you Hide using this feature, you may Hide even when you are only lightly obscured.

Ghost in the Fog

Starting at 11th level, you gain Proficiency in the Stealth skill if you don't already have it. When you make a Stealth check, your proficiency bonus is doubled.

Unseen Terror

At 15th level, if you are hidden when you hit a creature with a weapon attack, you may attempt to frighten the target. The target must make a Wisdom saving throw against your Spell Save DC. On a failed save, it is frightened of you until the end of your next turn.

You may use this feature a number of times equal to your Wisdom Modifier + 1. You regain expended uses when you finish a long rest.

Created with The Homebrewery