You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius.
As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell's range.
As an action, you can unleash a wave of terror. Each creature of your choice within 30 feet of you that can see you must succeed on a Wisdom saving throw or have the frightened condition for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Your save DC for this trait is 8 + your proficiency bonus + your Wisdom modifier
Once you use this trait, you can't do so again until you finish a short or long rest.
As a bonus action, you can scrutinize a creature to spot its vulnerable points. The next time you deal damage to the creature before the start of your next turn, you ignore the creature's damage resistances, if any.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once) and you regain all expended uses when you finish a short or long rest. You can also expend a spell slot to use it again.
The Grim
medium Undead
AC: 13 + PB
HP: 5 + fix times ranger level (hit dice [d8] equal to your ranger level)
Speed: 40 ft
ST 16 (+3) Dex 14 (+2) Con 16 (+3) Int 12 (+1) Wis 14 (+2) Cha 15 (+2)
Saving throws Wis +2 plus PB, Cha +2 plus PB
Skills Perception +6, Stealth +6
Damage immunities: Necrotic
Condition immunities: Frightened, grappled, petrified, poisoned, prone, restrained
Senses: darkvision 60 ft, passive perception 16
Languages: Understands Grim Harbinger but can't speak
CR -- | Proficiency Bonus +3
As a bonus action, you can choose a creature you can see within 90 feet of you and magically seal the target's doom for 1 hour. Once during your turn when you hit the doomed target, it takes an extra 1d6 necrotic damage.
Additionally, a ghostly creature called the Grim appears in an unoccupied space within 30 ft of the target. The Grim is friendly to you and your companions, and it obeys your commands. It uses your proficiency bonus. Your grim is a ghostly, black boar.
In combat, the Grim shares your initiative count but it takes its turn immediately after yours. It can move and use its reaction on its own but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. Alternately, when you take the Attack action, you can give up one of your attacks to command the Grim to take an action. That action can be one in its stat block or some other action. If you have the incapacitated condition, the Grim can take any action of its choice, not just Dodge.
The Grim vanishes when Omen of Doom ends, when the Grim is reduced to 0 hit points, when you summon the Grim again, or when you die. Items are left behind.
The next time you hit a creature with a ranged weapon attack before the spell ends, this spell creates a rain of thorns that sprouts from your ranged weapon or ammunition. In addition to the normal effect of the attack, the target of the attack and each creature within 5 feet of it must make a Dexterity saving throw. A creature takes 1d10 piercing damage on a failed save, or half as much damage on a successful one.
At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st (to a maximum of 6d10).
You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1st.
A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.
Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.