Swords & Sorceries: The Death Speaker Conclave for 5E Rangers (Patreon)
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Among the oldest of our heroic tales is the story of Odysseus, the scheming Greek warrior of the Trojan war who spent years finding his way home under Poseidon's curse. Odysseus was a sailor who survived years on the sea despite the wrath of the sea god. He sailed out of mortal seas to the shores of Hades to make sacrifices and question the dead. He blinded and tricked Poseidon's son, Polyphemus the Cyclops. That mix of underworld inspiration and underhanded trickery appeals to me powerfully as a possible RPG character. That's what I had in mind with the Death Speaker, a kind of ranger I would very much like to play, particularly in Swords & Sorceries. The death speaker conclave is © Shane Ivey.
Death speakers know rites to commune not only with nature but with the spirits of the dead. They are famous explorers and masters of ambush, honing their skills by supernatural inspiration and by dedication. Wily and cunning, death speakers have sent countless enemies to the underworld. And, sometimes, they have conjured the slain back to earth for their wisdom and secrets.
DEATH SPEAKER MAGIC
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Death Speaker Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.
DEATH SPEAKER SPELLS
- 3rd-Level ranger: detect evil and good
- 5th-level ranger: augury
- 9th-level ranger: speak with dead
- 13th-level ranger: divination
- 17th-level ranger: commune
CUNNING AMBUSH
At 3rd level, you have learned to strike swiftest from hiding. You add your Wisdom modifier to your attack and damage rolls against surprised creatures. In the first round of combat, after you use your action to attack a creature that is surprised, you may immediately make another attack against the same creature.
INSPIRING EXPLORER
At 3rd level, you gain proficiency with any two of the following skills, tools, or vehicles: Deception, Intimidation, Persuasion, navigator’s tools, land vehicles, or water vehicles. In addition, when a companion within 30 feet of you uses a skill, tool, or vehicle with which you are proficient, you may use your reaction to add your proficiency bonus to their roll.
EXTRA ATTACK
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
ADAPTABLE FOE
At 7th level, when you spend an hour studying a creature or construct that cannot sense you, you can add its type to your list of favored enemies for one hour. Once you use this feature, you can’t use it again until you finish a long rest.
DEADLY SURPRISE
At 11th level, you have mastered the art of the ambush. When you attack a creature that is surprised, you can use your bonus action for ruthless aim. This has two effects. First, you gain advantage with your next attack roll. Second, if that attack hits it is a critical hit.
WHISPERS OF THE DEAD
At 15th level, unseen spirits warn you of threats. When a creature makes an attack roll against you and doesn't have advantage on the roll, you can use your reaction to impose disadvantage on it. You must use this feature before you know the outcome of the attack roll.