Ranger
Base Class: Ranger

Sacred Wardens are devoted servants of a divine whose talents as a ranger serve them uniquely within their role as a sacred warrior. These wardens give a binding oath to serve the deity of their faith, studying their deity's tenets and laws rigorously and enacting them within the confines of their oath. Sacred Wardens gain access to paladin spellcasting options and a number of divine boons from their sacred oath.

Sacred Warden Features

Ranger Level Feature
3rd Sacred Warden Magic, Divine Aspirant, Warden's Oath, Warden's Oath Powers (x2), Channel Divinity
7th Sacred Vitality, Warden's Oath Power
11th Sacred Font, Warden's Oath Power
15th Sacred Zeal, Warden's Oath Power

Sacred Warden Magic

Starting at 3rd level, you gain access to a selection of Paladin Spells too add to your spell list. You gain 2 Cleric Cantrips and 2 1st Level Paladin Spells of your choosing upon choosing this Archetype. You gain an additional Paladin Spell of any level you possess spell slots for every 2 levels after 3rd (5th, 7th, 9th, etc), and gain an additional Cleric Cantrip at 11th and 19th level. The spells granted from this feature count as Ranger Spells for you, but do not count against your maximum number of spells known.

Divine Aspirant

At 3rd level, you develop a connection with a deific Benefactor whose alignment does not oppose your own and have become studied in the religious aspects of this deity, granting you proficiency in Intelligence (Religion) and Charisma Saving Throws. You may also develop bonds with additional deities and extraplanar entities as the nature of your oath grows with you.

Beginning at 5th level, you gain the ability to cast Augury without consuming a spell slot or material components once, regaining the ability to cast this spell upon completing a long rest.

Beginning at 15th level, you gain the ability to cast Commune without consuming a spell slot or material components once, regaining the ability to cast this spell upon completing a long rest.

Warden's Oath

When you choose this Archetype at 3rd level, you swear a sacred oath which binds you to the service of your cause forever, and binds you initially to a deity or other extraplanar being of comparable power who supports this cause (though the deity or extraplanar being you serve may change in time). This oath gives you divine powers relevant to carrying out the mission you have sworn yourself to at 3rd, 7th, 11th, and 15th level, and determines the nature of your channel divinity class feature.

Channel Divinity

Your oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it.

When you use your Channel Divinity, you choose which option to use. You must then finish a short or long rest to use your Channel Divinity again.

Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your paladin spell save DC.

Sacred Vitality

Beginning at 7th Level, the divine power flowing through you grants you immunity to poison and disease.

Sacred Font

Beginning at 11th Level, you manifest the ability to employ the divine magic flowing through you to fuel your spellcasting abilities. You may recite your sacred oath as a bonus action to regain one spell slot of a level no higher than half your proficiency bonus, rounded up.

Sacred Zeal

By 15th Level, you have served your oath so fervidly that it has manifest pervasive boons to you. You become immune to becoming [Tooltip Not Found], as well as to effects that would magically put you to sleep.

Sacred Warden Magic

Starting at 3rd level, you gain access to the access to an array of divine magic granted by your divine benefactors. You gain two Cleric Cantrips and two 1st Level Paladin Spells at 3rd level, gaining an additional Paladin Spell every 2 levels thereafter and an additional Cleric Cantrip at 11th and 19th level. these spells count as Ranger Spells for you, but do not count against the number of spells you can know.

Divine Aspirant

At 3rd level, you develop a connection with a deific Benefactor whose alignment does not oppose your own and have become studied in the religious aspects of this deity, granting you proficiency in Intelligence (Religion) and Charisma Saving Throws. You may also develop bonds with additional deities and extraplanar entities as the nature of your oath grows with you.

Beginning at 5th level, you gain the ability to cast Augury without consuming a spell slot or material components once, regaining the ability to cast this spell upon completing a long rest.

Beginning at 15th level, you gain the ability to cast Commune without consuming a spell slot or material components once, regaining the ability to cast this spell upon completing a long rest.

Warden's Oath

At 3rd level, you you swear a sacred oath to a deity, extraplanar entity, fiend, or other mystic benefactor that binds you to your word, your oath, for eternity and places you in the service of this benefactor immediately, though that part may change if your oath so demands. This oath grants access to the ability to channel divinity in a fashion that manifests based on your oath, and causes you to progressively gain access to divine powers which will further your cause. Below are the oaths that a Sacred Warden can swear:

Oath of the Avenger

The Oath of the Avenger is an oath to right the heinous wrongs committed against you, your people, your faith, or some other group that has been persecuted or harmed unjustly. This vow takes many forms, but ultimately seeks justice in ways that may not perfectly align with laws of mortals or even of the divine you service. This may make you exempt from judgment for the actions you have to take in the eyes of your divine, but it does not inherently protect you from judgment in local courts, so those who take this oath are generally quite good at avoiding law enforcement and covering their tracks.

Ranger Level Feature
3rd Channel Divinity - Righteous Fury, Avenger's Intuition, Avenging Blow
7th Vow of Retribution
11th Named Foe
15th Final Retribution

Channel Divinity - Righteous Fury
Starting at 3rd Level, when you swear the Oath of the Avenger, you gain the ability to channel divinity to empower and embolden yourself and your allies against those you face in the name of righting wrongs and subduing the guilty. As an action, you present your holy symbol and recite your warden's oath. When you do this, you emit a righteous drive to enact your vengeance on those who oppose you, granting you and each ally within 30 feet of you advantage on all attack rolls and saving throws against being charmed or frightened made until the end of your next turn.

You can use this feature once at 3rd level, twice at 7th level, thrice at 11th level, four times at 15th level, and 5 times at 19th level, regaining all uses upon completing a long rest. You may expend additional uses of this feature each time you use it to grant it 1 additional round of duration for each additional use expended.

Avenger's Intuition
Devoting themselves to righting the wrongs untouched by enforcers of law, the Avenger has learned to rely quite heavily on their intuition to guide them in their pursuit of delivering retribution to those who have earned it. Avengers gain proficiency in Wisdom (Insight).

Avenging Blow
At 3rd level, when you swear the Oath of the Avenger, you gain the ability to deliver a powerful blow fueled by divine power. Any time you or an ally you can see is dealt damage by a creature that you can see, you may declare your Avenging Blow against the creature who dealt the damage. If you are within melee reach or short range of a weapon you are currently wielding of the targeted creature, you may immediately make one attack against that creature as part of this reaction. The next time you deal damage to the targeted creature, within the next hour, you deal an additional 1d6 Radiant Damage to that creature and count your attack as Magical for the sake of overcoming resistances and immunities. You can use this feature a number of times equal to your proficiency bonus, regaining all uses upon completing a long rest.

The bonus radiant damage dealt by this feature increases to 1d8 at 7th level, 1d10 at 11th level, and to 1d12 at 15th level.

Vow of Retribution
Beginning at 7th Level, your Warden's Oath of the Avenger grants you the ability to perform a sacred vow against those who wrong others. Upon hearing a testimony of or witnessing wrongs committed against an individual or group by one affected by those wrongs, you may give the afflicted this sacred vow to avenge them. This vow forms a sacred contract between the afflicted and yourself, granting you a +1 bonus to all Ability Checks, Attacks, and Saving Throws made against the wrongdoers until your vow is fulfilled. This includes checks made to track gather information on the target wrongdoers. You may only maintain one Vow of Retribution at a time.

At 15th Level, your vow grants you greater power, granting you a +2 bonus instead of a +1 bonus.

Named Foe
Beginning at 11th Level, your Warden's Oath grants you the power to make a sacred declaration of retribution against an individual you know the name of. This declaration requires you to know the full name or title of the individual, the individual's face or significant distinguishing features of the individual, and the wrongs committed by them. You become aware of a named foe's presence any time they are within 1 mile of you, knowing their distance and direction so long as they remain within that range. All attacks you make against the named target deal 1d8 additional Radiant Damage until the target dies, is defeated, or atones for the wrongs they committed to become a named foe. You become immediately aware of any of these stipulations for the vow ending being met. You may maintain a number of Named Foes equal to your Charisma Modifier at a time.

This damage increases to 1d10 at 15th level and to 1d12 at 19th level.

Final Retribution
By 15th Level, you gain the ability to deliver a final end to those you fell with your Avenging Blow or Named Foe. Any time you deal damage to a creature with your Avenging Blow or to a Named Foe, you may use a bonus action to instill a curse of final retribution upon that creature. While under the effects of this curse, the creature cannot benefit regain hit points from any mundane or magical source nor can they be revived or resurrected by any means short of a Wish spell. This effect persists until the curse is removed.

Oath of the Crusader

The oath of the crusader is an oath of war. You have bound yourself to the military service of your divine's faith, and have sworn yourself to pursue victory in their name against whatever foe you are pitted against. This oath grants you divine prowess in battle and the ability to deliver devastating wounds to those who oppose you.

RANGER LEVEL FEATURE
3rd Channel Divinity - Blessed Assault, Discern Allegiance, Crusader's Smite
7th Crusader's Ward
11th Crusader's Prowess
15th Call of the Crusade

Channel Divinity - Blessed Assault
Starting at 3rd Level, when you swear the Oath of the Crusade, you gain the ability to invoke the sacred blessing of your oath to empower your allies in combat. As an action, you present your holy symbol and recite your oath, causing your weapons and armor as well as those of each ally you choose within 30 feet of you begin to glow with sacred light. This grants you and the affected allies a +1 sacred bonus to all weapon and spell attack rolls, a +1 sacred bonus to Armor Class, and causes any weapon or spell attack made to inflict an additional 1d4 Radiant Damage until the end of your next turn.

You can use this feature once at 3rd level, twice at 7th level, thrice at 11th level, four times at 15th level, and five times at 19th level, regaining all uses on completing a long rest. You may expend additional uses of this feature when you use it to grant it 1 additional round of duration per additional use expended.

Discern Allegiance
As part of a Crusader's Oath, they are conscripted into a war. This war could be between nations, planes, or any other manner of conflicting groups of substantial number. In this conscription, a Crusader must be on at least one side of the conflict, though they can switch sides with the consent of the entity to which their oath was made without becoming an oathbreaker.

A Crusader may invoke their sacred bond with their oath as a bonus action to discern whether a being or group of beings they can see within 60 feet of themselves are aligned with their side or sides of the crusade to which they are sworn. Doing so will tell the Crusader if they are friendly to the Crusader's cause, hostile to the Crusader's Cause, or unaffiliated with the cause in alliance or in opposition, but no further details of the chosen creature or creatures' allegiances.

Creatures who are not directly affiliated with the Crusader's Cause or directly acting against it, but whose actions support one side or the other will still appear as unaffiliated to the Crusader, as they are not directly involved nor participating in the cause. However, one whose indirect involvement stems from the desire to participate directly will still show as hostile or friendly, based on which side their participation is intended to aid, regardless of which side it is actively aiding.

A nondetection spell or similar effect that prevents detection by magical means will hide a creature's allegiance from the Crusader using this, both their friendliness and their hostility.

Crusader's Smite
At 3rd level, when you swear the Oath of the Crusader, you gain the ability to deliver a powerful blow to your foes. Whenever you make a weapon attack against a target, you may channel your sacred power into the attack, granting you advantage on your attack roll and causing the attack to deal 1d6 additional Force Damage on a successful hit. Further, your attack's physical damage counts as magical for the sake of overcoming resistances and immunities when this feature is used. You can use this function a number of times equal to your proficiency bonus, and regain all uses on completing a long rest.

This feature's bonus damage increases to 1d8 at 7th level, to 1d10 at 11th level, and to 1d12 at 15th level.

Crusader's Ward
Beginning at 7th Level, your Warden's Oath of the Crusade grants you the ability to grant a holy ward to yourself or an ally. As a reaction to you or an ally you can see within 60 feet being the target of an attack or a damage dealing spell, you grant a sacred ward to the chosen target. Your target receives temporary hit points equal to your Ranger Level + your Charisma Modifier. These temporary hit points are granted before damage is calculated and last for 1 minute, all remaining temporary hit points being removed at the end of this minute. You may use this feature a number of times equal to your Proficiency Bonus, regaining all uses upon completing a long rest.

Crusader's Prowess
Beginning at 11th Level, your Warden's Oath grants you sacred prowess in combat. As a bonus action, you can grant yourself a sacred boon to your combat abilities, granting you one additional attack per action, a +1d4 bonus to your weapon and spell attack rolls, and +1d4 additional force damage with any weapon or spell attack you make. This bonus persists for 1 minute.

You may use this feature a number of times equal to your Charisma Modifier, regaining all uses upon completing a long rest. Whenever this ability's duration would end, you may choose to expend an additional use of this ability as a free action to extend its duration by 1 minute without consuming an additional bonus action.

Call of the Crusade
By 15th Level, you have become an elite crusader, able to invoke your sacred abilities to empower all who fight beside you. As an action, you may grant yourself and each ally you choose within 60 feet of yourself a number of Temporary Hit Points equal to 10 + your Charisma Modifier, as well as a +1 bonus to attack rolls, damage rolls, and AC for 1 minute. All creatures affected by this treat all unarmed and weapon attacks as magical for the sake of overcoming resistances and immunities. After using this ability, you cannot use it again until you complete a long rest.

Oath of the Dirge Warden

The Dirge Warden's path is one born of a singular enmity towards undeath. These Sacred Wardens have seen the havoc caused by the undead, and seek to put an eternal end to it no matter the cost. Specialized in finding and dispatching undead, these dedicated rangers take up sacred vows to gain divine boons to help them in their seemingly endless hunt.

RANGER LEVEL FEATURE
3rd Channel Divinity - Turn Undead, Sense Undeath, Smite Undead
7th Disjunct Undead
11th Consecrate Dead
15th Bane of the Unliving

Channel Divinity - Turn Undead
Starting at 3rd Level, when you swear the Oath of the Dirge Warden you gain the ability to channel sacred energy to combat the undead. As an action, you present your holy symbol and recite your Warden's Oath, causing sacred light to spill forth in a flash. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.

Beginning at 5th level, any undead that fails this save whose challenge rating is 1/2 or lower is immediately destroyed, rather than being turned. At 8th level, undead of CR 1 or lower are destroyed upon failing this save. At 11th level, undead of CR 2 and lower are destroyed when they fail this save. At 14th level, undead up to CR 3 are destroyed when failing this save. By 17th level, undead of CR 4 and lower are immediately destroyed if they fail this save.

 You can use this feature once at 3rd level, twice at 7th level, thrice at 11th level, four times at 15th level, and five times at 19th level, regaining all uses on completing a long rest.

Sense Undeath
Beginning at 3rd Level, your Warden's Oath grants you the ability to magically detect and identify the undead. As a bonus action, you can extend your senses with your sacred power, allowing you to immediately become aware of the direction, distance, type of undead, and exact number of all undead within 300 feet of you so long as they are not under the effects of nondetection or similar effects which prevent detection by magical means. You are aware of what kind of undead each undead you detect is, but not of their individual identity. As an example, while you would know that you are sensing a wight when using this feature, you wouldn't know that the wight was Colonel Jenkins reanimated as a wight. You can use this feature at will. 

Smite Undead
At 3rd level, when you swear the Oath of the Dirge Warden, your devotion to ending the undead plague upon the material plane manifests itself in the ability to inflict devastating damage to undead. Whenever you make a weapon or spell attack against an undead, you may invoke your sacred power to cause an additional 2d4 radiant damage to that undead on a successful hit. Alternatively, you may use this feature to touch a living creature and restore half as many hit points to that creature as you would have dealt damage to an undead. You can use this feature a number of times equal to your Proficiency Bonus, regaining all uses upon completing a long rest.

This feature's damage increases to 2d6 + CHA at 7th level, to 2d8 + CHA at 11th level, to 2d10 + CHA at 15th level, and to 2d12 + CHA at 19th level.

Disjunct Undead
At 7th level, you gain the ability to utterly destroy an undead with a touch by channeling your sacred power through your being. As a bonus action, you channel this sacred power through your being, causing positive energy to steam off of your body for the next minute or until this feature's effect takes place. The next time you touch an undead, strike an undead with a melee attack, or are stricken by a melee attack from an undead within the next minute, the positive floods into that undead and it must make a Charisma Saving Throw against your Ranger Spell Save DC, taking radiant damage equal to 2d10 + your Ranger Level on a failed save, or half as much on a successful one. If the the CR of an undead that fails this save is equal to or lower than 1/2 your Ranger Level, rounded down, it is instantly destroyed, instead. You may use this feature a number of times equal to your proficiency bonus, and regain all uses upon finishing a long rest.

Any undead reduced to 0 hit points by this ability or destroyed by it has its entire body burned away in sacred fire, completely eradicating the corpse and preventing it from being raised as an undead or resurrected by any means short of a wish spell.

This feature's rolled damage increases to 3d10 at 11th level, 4d10 at 15th level, and to 5d10 at 19th level.

Consecrate Dead
Beginning at 11th Level, you have become unusually versed in the art of identifying undeath and protecting the dead from becoming such. As an action, you can hold your holy symbol and recite your Oath of the Dirge Warden, causing brilliant light to sweep across a 60 foot radius centered on you in a wave. Each corpse within this area becomes consecrated and cannot be raised as an undead for 7 days, while all undead within this area must make a Wisdom Saving Throw. Any undead that fails this saving throw suffers 3d10 Radiant damage and are stunned until the end of their next turn, while those that succeed the save suffer half as much damage and aren't stunned. After you use this feature, you cannot use it again until you complete a long rest.

Upon reaching 15th level, you can use this feature twice and it deals 4d10 damage to undead. At 19th level, you can use it thrice and it deals 5d10 damage to undead.

Bane of the Unliving
By 15th Level, you have become the antithesis of undeath, and your oath has manifest itself in one final way, allowing you to become the bane of the unliving. As a bonus action, you can channel a substantial surge of sacred energy through your being, causing the energy to emanate from your eyes and mouth as a faintly glowing spectral fog, smoke, or similar vapor. For the next 1 minute, the following effects occur within a 60 foot radius centered on you:

  • All undead within the area of effect must make a Wisdom Saving Throw against your Ranger Spell Save DC at the start of each of their turns they begin within the area, any time they make a melee attack against you, or any time they are affected by your Smite Undead feature.
  • Undead within this area suffer 1d10 Radiant Damage any time they fail a Wisdom Saving Throw imposed upon them by this feature or by Turn Undead.
  • Any undead that fails a Wisdom Saving Throw imposed by this feature whose CR is less than 1/2 your Proficiency Bonus, rounded up, is instantly destroyed.
  • Your Turn Undead feature's radius is increased to 150 feet when used while Bane of the Unliving is active.
  • Any time you use Smite Undead and reduce the target undead's hit points to 0 or the undead is destroyed as a result of the smite's bonus effect from bane of the undead, you regain the expended use of Smite Undead you used.
  • Any time you use Smite Undead to heal a living creature, it also removes the poisoned condition and any nonmagical diseases that creature is suffering.
  • You are aware of the distance, direction, and type of each undead within Bane of the Undead's area so long as it is active without having to use a bonus action to Sense Undeath.

After you use this feature, you cannot use it again until you complete a long rest.

Oath of the Enlightened

Unlike other oaths of the Sacred Warden, those who follow the path of the enlightened tend to favor swearing their oath to cosmic powers that are not inherently divine. Old ones, eldritch beings, and great ancient spirits more commonly hear their oath and honor it, as the Oath of the Enlightened is an oath to find secrets, pursue truths, and keep knowledge that had once been lost or misused safe in all ways. Enlightened Wardens, as a result, serves a more scholarly role than others and subsequently find themselves adventuring in order to discover artifacts and mysteries rather than to do battle or defend the powerless.  Enlightened Wardens are also apt to switch entities they carry their oath out for, based on whoever has knowledge for them to gain from, and can retain their oath to numerous entities simultaneously so long as the respective entities' oaths would not conflict with one another.

RANGER LEVEL FEATURE
3rd Channel Divinity - Reveal Hidden, Knowledge of the Ancients, Limited Truesight
7th Request Guidance
11th Account of the Enlightened
15th Speak Only Truths

Channel Divinity - Reveal Hidden
Starting at 3rd level, when you swear the Oath of the Enlightened, you gain the ability to channel divinity to reveal all that is hidden before you. As an action you can present an icon or holy symbol of one of your benefactors, you emit a wave of faintly glowing fog which rapidly washes across a 30 foot radius sphere centered on you. This fog clings to all hidden entrances, such as secret doors or sources of flowing air, as well as the openings and release points of all traps, all pressure plates, and all invisible objects and creatures within its area. For the next 10 minutes, the fog remains over each affected object, opening, mechanism, and entity, emitting a faint glow which renders them easily visible. Invisible creatures and objects lose all benefits of being invisible for this duration, and while the exact location of mechanisms that operate traps are not necessarily revealed, the points of the traps' release points are, and creatures have advantage on all checks to avoid or disarm them as a result.

If the location you are in is one that you were sent to by the benefactor whose icon you used to channel divinity, objects, writing, and other features of the location that are relevant to the reason you were sent to this location are also illuminated by this fog, and glow slightly more brightly.

You can use this feature once at 3rd level, twice at 7th level, thrice at 11th level, four times at 15th level, and five times at 19th level, regaining all uses upon finishing a long rest.

Knowledge of the Ancients
At 3rd level, when you choose the Oath of the Enlightened, you are gifted a surge of knowledge from your your benefactor, granting you one rare or dead language that you can now speak, read, and write as fluently as a native speaker of it and knowledge of at least one location where this language was historically used. You can receive additional languages from the same or different benefactors as you continue your quest for knowledge, and most will have something they want done with whatever languages or knowledges they provide you.

In addition to this, you may call upon ancient knowledge by being in a location with an ancient history. You gain the ability to cast Legend Lore without expending material components or a spell slot, but only while in an ancient location and only in regards to said location. You regain the ability to cast this spell after completing a long rest.

Limited Truesight
At 3rd level when you take the Oath of the Enlightened, you receive a powerful boon from your oath. You gain Truesight to a range of 10 feet.

Request Guidance
Beginning at 7th Level, your Warden's Oath allows you to call upon your benefactor more directly. By spending 1 minute meditating with an icon or holy symbol of your benefactor, you can call upon them for up to a 10 minute conversation. When beginning this conversation, you ask a question you seek the answer to. The benefactor or the agent of them that you contact is inclined to answer truthfully, but does not have to be forthcoming in their response. For example, they may say "The answers you seek will be revealed atop the fang of yore." While this may be a truthful response, if you do not know what the fang of yore is, this will only give you a potential lead to investigate. After the benefactor's response or that of their representative, you may have dialogue with them to attempt to glean additional information regarding your question, establish an exchange for a more direct answer, or hold any other conversation you see fit for up to the full 10 minute duration. Once this duration ends, the connection is severed.

You can use this feature once per day at 7th level, twice per day at 13th level, and thrice per day at 19th level, and regain all uses upon completing a long rest.

Account of the Enlightened
Beginning at 11th Level, you gain the ability to share your gained knowledge expediently with others. As an action, you can grant a number of creatures up to your Charisma Modifier visions, memories, or detailed information regarding any knowledge you have received, places you have seen, a conversation you have had, or visions granted by your benefactors or spells, giving them a full and accurate account as though they had personally experienced whatever you choose to share. You can do this a number of times equal to your proficiency bonus, regaining all uses upon completing a short or long rest.

Speak Only Truths
By 15th Level, you gain the power to enforce truth in those you speak with. Any time you ask a question, you may channel your sacred power to cause up to a maximum number of creatures equal to your Charisma Modifier to whom you presented the question to make a Charisma Saving Throw against your Ranger Spell Save DC. Any creature that fails this save cannot answer questions you ask untruthfully for 10 minutes, but they are not compelled to answer should they choose not to. You can use this feature a number of times equal to your proficiency bonus, regaining all uses upon completing a short or long rest.

Oath of the Fiend Hunter

Demons, devils, and otherworldly horrors of all forms are foe to the fiend hunter. A dedicated hunter of the infernal and abyssal, and a staunch warrior who stands in the face of such horrors claiming the material plane, the fiend hunter makes it their duty to root out and destroy the fell abominations that lurk just beyond the material plane and keep them from establishing a foothold within it. These wardens stand as inquisitors, holy warriors, and bounty hunters for those who accept their oath. It is far from uncommon for a Fiend Hunter Warden to give their oath to numerous beings in tandem, as their enemies have no shortage of opposition, and every ally against the forces of evil is welcome. 

RANGER LEVEL FEATURE
3rd Channel Divinity - Holy Nova, Sense Fiendish Influence, Smite Evil
7th Holy Ward
11th Condemning Light
15th Holy Judgment

Channel Divinity - Holy Nova
Starting at 3rd level, when you swear the Oath of the Fiend Hunter you have vowed to hunt down and banish or eradicate any fiend or evil force that threatens the mortal plane. As an action, you may produce any holy symbol and invoke your oath to release a nova of brilliant holy energies that extends 30 feet from you, generating 150 feet of bright light and an additional 150 feet of dim light until the end of your turn. Each fiend and undead within this sphere must make a Constitution Saving Throw against your spell save DC, being blinded for 1 minute and suffering 1d6 Radiant damage on a failed save or half as much damage and not being blinded on a successful one. Fiends take double damage from this effect and have disadvantage on their saving throws against it. This is a magical effect, and magic resistance does affect it.

Beginning at 5th level, this nova causes Fiends of a CR less than 1/2 your Proficiency Bonus (rounded down) to make an additional Charisma Saving Throw against your spell save DC, being banished on a failed save. They must still make their CON save, and are still blinded if they fail it. This means if they fail both saves they are banished to their native plane while blinded and after taking full damage.

This feature's base damage increases to 2d6 at 7th level, 3d6 at 11th level, 4d6 at 15th level, and 5d6 at 19th level.

You can use this ability once at 3rd level, twice at 7th level, thrice at 11th level, four times at 15th level, and five times at 19th level. You regain all uses of this feature upon completing a long rest.

Sense Fiendish Influence
Beginning at 3rd Level, your Warden's Oath grants you the ability to magically detect and identify the presence of fiends and the workings of fiendish magic. As a bonus action, you can extend your senses with your sacred power, allowing you to immediately become aware of the direction, distance, type of fiend, and exact number of all fiends within 300 feet of you so long as they are not under the effects of nondetection or similar effects which prevent detection by magical means. In addition to this, you become instantly aware of any fiendish spells or powers at play on any creature you can see, such as a charm effect originating from a succubus. You are aware of what kind of fiend each fiend you detect is, but not of their individual identity. For example, if a demon prince were within 300 feet of you, you would only know it was a demon prince, not which one, through the effects of this feature. You can use this feature at will.

Smite Evil
At 3rd level, when you choose the Oath of the Fiend Hunter, you have vowed to strike down the forces of evil, primarily of fiendish origin, but also any others who may jeopardize the world with their influences. Any time you would deal damage to a creature with a melee weapon or spell attack, you may invoke your sacred power to deliver a smiting surge. If the creature is of Evil Alignment, they suffer 1d4 additional Radiant Damage from the attack, which is doubled if they are a fiend. If the creature is of any other alignment, this deals no damage. You become aware of a creature's alignment upon using this feature against a creature. You may use this feature a number of times equal to your Proficiency Bonus, regaining all uses upon finishing a long rest.

The damage die of this feature increases to 1d6 at 7th level, 1d8 at 11th level, 1d10 at 15th level, and to 1d12 at 19th level.

Holy Ward
Beginning at 7th Level, your Sacred Oath allows you to grant a holy ward to those in jeopardy of succumbing to the influence of fiends or being harmed by them. As a reaction, you grant yourself or a creature within 60 feet of you that you can see a holy ward that lasts for 1 minute, until destroyed, or until dispelled, whichever comes first. This ward grants the creature advantage on all Intelligence, Wisdom, and Charisma Saving Throws and a number of Temporary Hit Points equal to your Ranger Level + your Charisma Modifier. This ward ends early if the creature exhausts their temporary hit points.

You can use this feature a number of times equal to your Proficiency Bonus, regaining all uses upon completing a long rest.

Condemning Light
Beginning at 11th Level, you gain the means to harness a powerful surge of holy energy to banish fiends and wound their cohorts. As an action, you generate a cone of holy light that extends 60 feet from you. generating bright light within its area and dim light for an additional 60 feet in all directions. Any creature of Evil Alignment within the 60 foot suffers 5d6 Radiant Damage and must make a Constitution Saving Throw against your Ranger Spell Save DC, being blinded and stunned until the end of their next turn on a failed save. Fiends suffer double damage from this effect and must make an additional Charisma Saving Throw, being banished if they fail their Charisma Save.

You can use this feature once at 11th level, twice at 15th level, and thrice at 19th level, regaining all uses upon completing a long rest.

Holy Judgment
By 15th Level, you have become a veteran fiend hunter, and can deliver holy judgment upon fiends. As an action, select one fiend you can see within 60 feet of you, causing a flare of holy energy to erupt from them. The target fiend and any fiend within 10 feet of them must make a Charisma Saving Throw against your Ranger Spell Save DC. Each fiend that fails this saving throw suffers 10d10 Radiant Damage and is stunned until the end of their next turn, while those that succeed their save suffer half this damage and are not stunned. After using this feature, you cannot use it again until you complete a long rest.

Oath of the Healer

The Oath of the Healer and treat those is one for the benevolent and who have seen the afflictions that can plague this world. Healer Wardens serve their oath by protecting, healing, and curing the people of the world, seeking prosperity for the world at large. Their benefactors will often guide them to places afflicted by plague, war, or other strife to help whoever they can in their journeys. It is not uncommon for those who make this sacred oath to serve multiple deities and non deific figures as their benefactors, as none deserve to suffer in their eyes.

RANGER LEVEL FEATURE
3rd Channel Divinity - Preserve Life, Lay on Hands, Aura of Life (5 ft.)
7th Sense Disease and Poison, Aura of Life (10 ft.)
11th Surge of Life, Aura of Life (20 ft.)
15th Restore Life, Aura of Life (30 ft.)

Channel Divinity - Preserve Life
Starting at 3rd level, when you swear the Oath of the Healer, you gain the ability to channel divinity in order to heal those in need. As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your Ranger level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum, but can stabilize creatures that are dying. You can’t use this feature on an undead or a construct.

You can use this ability once at 3rd level, twice at 7th level, thrice at 11th level, four times at 15th level, and five times at 19th level. You regain all uses of this feature upon completing a long rest.

Lay on Hands
At 3rd level when you take the Oath of the Healer, you have dedicated your life to healing the wounded and cleansing disease. Your sacred touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your 5 times your Ranger Level.

As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.

Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.

This feature has no effect on undead and constructs.

Aura of Life
At 3rd level, when you choose the Oath of the Healer, your very essence is infused with the sacred energies of life, causing you and those around you to have their life force reinforced. You and each non-undead, non-construct creature within 5 feet of you has advantage on Constitution Saving Throws. At 7th level, this effect extends to 10 feet. At 11th level, it extends to 20 feet. At 15th level, it extends to 30 feet.

Sense Disease and Poison
At 7th level, your Sacred Oath makes you attuned to detecting disease and poisons within the world. As a bonus action, you can sense whether an object, substance, or creature within 60 feet of you that you can see contains or is afflicted by disease or poison. You can use this feature at will.

Surge of Life
Beginning at 11th Level, you gain the ability to channel an impressive surge of healing energies to cure and heal one you touch. As an action, you may touch a creature to restore 2d6 hit points to a creature and cure that creature of the poisoned, paralyzed, and stunned conditions. In addition to this, you remove 1 level of exhaustion from that creature.

This feature's effect restores 2d10 hit points at 15th level and 2d12 hit points at 19th level.

You may use this feature once at 11th level, twice at 15th level, and thrice at 19th level, regaining all uses upon completing a long rest. 

Restore Life
By 15th Level, you have become capable of restoring life even in the face of death. You may cast revivify, lesser restoration, and greater restoration one time, each without consuming material components, regaining the ability to cast both spells after finishing a long rest.

Oath of Justiciar

Sworn to the laws of mortals and divines, the Oath of the Justiciar can only be made by one of Lawful Alignment and demands the enforcement of law above all else. Those who choose this path use their talents as a ranger to serve as a bounty hunter, investigator, or enforcer of the laws of whatever land they find themselves in, and generally tend to serve nations and military forces.

RANGER LEVEL FEATURE
3rd Channel Divinity - Order's Demand, Justiciar's Interrogation, Detaining Smite
7th Justiciar's Protection
11th Justiciar's Deputization
15th Justiciar's Sentence

Channel Divinity - Order's Demand
Starting at 3rd level, when you swear the Oath of the Justiciar, your ties to order and law give you sacred authority. As an action, you present your holy symbol, and each creature of your choice that can see or hear you within 30 feet of you must succeed on a Wisdom saving throw or be charmed by you until the end of your next turn or until the charmed creature takes any damage. You can also cause any of the charmed creatures to drop what they are holding when they fail the saving throw.

You can use this ability once at 3rd level, twice at 7th level, thrice at 11th level, four times at 15th level, and five times at 19th level. You regain all uses of this feature upon completing a long rest.

Justiciar's Interrogation
At 3rd level when you take the Oath of the Justiciar, you have gained sacred authority that allows you to demand truth to those you question. As an action, you may ask a question to a single creature you can see within 30 feet of you. That creature must make a Wisdom Saving Throw against your Ranger Spell Save DC. If that creature fails, it cannot answer any question you ask them dishonestly for the next 10 minutes, including the question used to enact this effect, however, it does not compel them to answer if they choose not to. Creatures immune to being charmed automatically succeed this save. You can use this feature a number of times equal to your Proficiency Bonus, regaining all uses upon completing a long rest.

Detaining Smite
At 3rd level, when you choose the Oath of the Justiciar, you gain the ability to channel your sacred power into a detaining force on any you strike. Any time you successfully hit a creature within 60 feet of you with a weapon attack or spell attack, you can invoke this sacred power to cause that creature to make a Charisma Saving Throw against your Ranger Spell Save DC. If they fail this save, they are restrained and [Tooltip Not Found] by glowing bands of sacred energy that constrict them almost entirely. This effect lasts for 10 minutes. You can use this feature a number of times equal to your proficiency bonus, regaining all uses upon completing a long rest.

Justiciar's Protection
Beginning at 7th Level, your Sacred Oath extends to your duty to protect those within the letter of the law. As a bonus action, you can give your word to protect one creature that can hear you within 60 feet of you. This oath causes all attacks made against that creature to have disadvantage and grants them advantage on all saving throws for 1 minute. You can use this feature a number of times equal to your proficiency bonus, regaining all uses upon finishing a long rest.

Justiciar's Deputization
Beginning at 11th Level, you have gained the ability to grant a portion of your authority to others who would aid you in fulfilling your duty. As an action, you may deputize one creature that you can see within 30 feet of you that can hear you. That creature gains the ability to use your Detaining Smite, Justiciar's Interrogation, and Justiciar's Protection for the next 24 hours. Each time they use one of these features, it is expended from your maximum number of uses and you are instantly aware of the the direction they are from you and the exact distance they are from you so long as they are on the same plane of existence as you for 1 minute. You are also aware of the fact that they used one of your abilities, and which one they used, but not what they used it on nor why, through this effect. You can maintain a maximum number of Justiciar's Deputies equal to your Charisma Modifier at a time.

Justiciar's Sentence
By 15th Level, your Warden's Oath grants you the ability to declare a sentence of judgment on a creature whose crimes you are aware of and have evidence of. As an action, choose one creature that you can see that can hear you and declare the crimes you or an authority you serve finds them guilty of as well as the sentence for their crimes. The creature must make a Charisma Saving Throw against your Ranger Spell Save DC, or succumbs to the effects of their sentence. The creature Below are the sentences you can declare:

Sentenced to Corporal Punishment. You have deemed the creature's crimes worthy of corporal punishment. The creature suffers vulnerability to all types of damage for the next hour. If the creature is resistant to a damage type, they lose that resistance, and if it is immune to a damage type, their immunity is reduced to resistance. The first time that creature would be reduced to 0 hit points during this time, they are instead reduced to 1 hit point and become incapacitated.

Sentenced to Death. You have deemed the creature's crimes worthy of death, the most severe of sentences. If the creature fails its saving throw and is of a CR equal to or less than half your Ranger Level (Rounded Down), it is immediately killed. If the creature's CR is above your Ranger Level, it suffers 10d10 Necrotic Damage and suffers disadvantage on all saving throws for the next hour if this did not kill it. A creature that succeeds their save receives half this damage and does not suffer disadvantage.

Sentenced to Exile. You have deemed the creature's crimes worthy of exile. The creature is banished to their native plane, or if the plane you are on is their native plane, to a plane of your choosing that the creature could reasonably survive the environment of.

Sentenced to Incarceration. You have deemed the creature's crimes worthy of incarceration. If the creature fails its save, it becomes restrained and paralyzed for 1 hour. If it succeeds its save, it is instead stunned until the end of its next turn and knocked prone.

Sentenced to Recompense. You have deemed the creature's crimes worthy of recompense, be this in the form of service or coin. The creature becomes charmed for 24 hours if it fails its save, during which time you must establish a form of recompense for them to provide in accordance with the wishes of their victims. If they fail to complete their issued and agreed upon repayment, abandons the effort, or commits an additional crime against those they've wronged to receive this sentence within the next year, you become immediately aware of their exact location, no matter the distance nor plane they are on, and can continue to sense their location for 1 month's time.

If you attempt to sentence a creature to a sentence that is too extreme for its cited crimes, of crimes that you have no evidence for, or of a crime that it did not commit in spite of evidence you have, you must make a Charisma Saving Throw against your own Ranger Spell Save DC. If you fail this save, you may choose for the sentence to take no effect, or to share in the sentence you issued with the sentenced. Whether you succeed or fail this save, you expend 2 uses of this feature instead of one under these conditions.

You can use this feature a number of times equal to your Charisma Modifier, regaining all uses upon completing a long rest.

Oath of the Avenger

The Oath of the Avenger is an oath to right the heinous wrongs committed against you, your people, your faith, or some other group that has been persecuted or harmed unjustly. This vow takes many forms, but ultimately seeks justice in ways that may not perfectly align with laws of mortals or even of the divine you service. This may make you exempt from judgment for the actions you have to take in the eyes of your divine, but it does not inherently protect you from judgment in local courts, so those who take this oath are generally quite good at avoiding law enforcement and covering their tracks.

RANGER LEVEL FEATURE
3rd Channel Divinity - Righteous Fury, Avenger's Intuition, Avenging Blow
7th Vow of Retribution
11th Named Foe
15th Final Retribution

Channel Divinity - Righteous Fury
Starting at 3rd Level, when you swear the Oath of the Avenger, you gain the ability to channel divinity to empower and embolden yourself and your allies against those you face in the name of righting wrongs and subduing the guilty. As an action, you present your holy symbol and declare your righteous cause, recite your warden's oath, or give warning to those who have obstructed you from your sworn task. When you do this, you emit a righteous drive to strike down those who oppose you, granting you and each ally within 30 feet of you advantage on all attack rolls and saving throws against being charmed or frightened made until the end of your next turn.

You can use this feature once at 3rd level, twice at 7th level, thrice at 11th level, four times at 15th level, and 5 times at 19th level, regaining all uses upon completing a long rest. You may expend additional uses of this feature each time you use it to grant it 1 additional round of duration for each additional use expended.

Avenger's Intuition
Devoting themselves to righting the wrongs untouched by enforcers of law, the Avenger has learned to rely quite heavily on their intuition to guide them in their pursuit of delivering retribution to those who have earned it. Avengers gain proficiency in Wisdom (Insight).

Avenging Blow
At 3rd level, when you swear the Oath of the Avenger, you gain the ability to deliver a powerful blow fueled by divine power. Any time you or an ally you can see is dealt damage by a creature that you can see, you may declare your Avenging Blow against the creature who dealt the damage. If you are within melee reach or short range of a weapon you are currently wielding of the targeted creature, you may immediately make one attack against that creature as part of this reaction. The next time you deal damage to the targeted creature, within the next hour, you deal an additional 1d6 Radiant Damage to that creature and count your attack as Magical for the sake of overcoming resistances and immunities. You can use this feature a number of times equal to your proficiency bonus, regaining all uses upon completing a long rest.

The bonus radiant damage dealt by this feature increases to 1d8 at 7th level, 1d10 at 11th level, and to 1d12 at 15th level.

Vow of Retribution
Beginning at 7th Level, your Warden's Oath of the Avenger grants you the ability to perform a sacred vow against those who wrong others. Upon hearing a testimony of or witnessing wrongs committed against an individual or group by one affected by those wrongs, you may give the afflicted this sacred vow to avenge them. This vow forms a sacred contract between the afflicted and yourself, granting you a +1 bonus to all Ability Checks, Attacks, and Saving Throws made against the wrongdoers until your vow is fulfilled. This includes checks made to track gather information on the target wrongdoers. You may only maintain one Vow of Retribution at a time.

At 15th Level, your vow grants you greater power, granting you a +2 bonus instead of a +1 bonus.

Named Foe
Beginning at 11th Level, your Warden's Oath grants you the power to make a sacred declaration of retribution against an individual you know the name of. This declaration requires you to know the full name or title of the individual, the individual's face or significant distinguishing features of the individual, and the wrongs committed by them. You become aware of a named foe's presence any time they are within 1 mile of you, knowing their distance and direction so long as they remain within that range. All attacks you make against the named target deal an additional 1d8 Radiant Damage until the target dies, is defeated, or atones for the wrongs they committed to become a named foe. You become immediately aware of any of these stipulations for the vow ending being met. You may maintain a number of Named Foes equal to your Charisma Modifier at a time.

This damage increases to 1d10 at 15th level and to 1d12 at 19th level.

Final Retribution
By 15th Level, you gain the ability to deliver a final end to those you fell with your Avenging Blow or Named Foe. Any time you deal damage to a creature with your Avenging Blow or to a Named Foe, you may use a bonus action to instill a curse of final retribution upon that creature. While under the effects of this curse, the creature cannot benefit regain hit points from any mundane or magical source nor can they be revived or resurrected by any means short of a Wish spell. This effect persists until the curse is removed.

Oath of the Crusader

The oath of the crusader is an oath of war. You have bound yourself to the military service of your divine's faith, and have sworn yourself to pursue victory in their name against whatever foe you are pitted against. This oath grants you divine prowess in battle and the ability to deliver devastating wounds to those who oppose you.

RANGER LEVEL FEATURE
3rd Channel Divinity - Blessed Assault, Discern Allegiance, Crusader's Smite
7th Crusader's Ward
11th Crusader's Prowess
15th Call of the Crusade

Channel Divinity - Blessed Assault
Starting at 3rd Level, when you swear the Oath of the Crusade, you gain the ability to invoke the sacred blessing of your oath to empower your allies in combat. As an action, you present your holy symbol and recite your oath, causing your weapons and armor as well as those of each ally you choose within 30 feet of you begin to glow with sacred light. This grants you and the affected allies a +1 sacred bonus to all weapon and spell attack rolls, a +1 sacred bonus to Armor Class, and causes any weapon or spell attack made to inflict an additional 1d4 Radiant Damage until the end of your next turn.

You can use this feature once at 3rd level, twice at 7th level, thrice at 11th level, four times at 15th level, and five times at 19th level, regaining all uses on completing a long rest. You may expend additional uses of this feature when you use it to grant it 1 additional round of duration per additional use expended.

Discern Allegiance
As part of a Crusader's Oath, they are conscripted into a war. This war could be between nations, planes, or any other manner of conflicting groups of substantial number. In this conscription, a Crusader must be on at least one side of the conflict, though they can switch sides with the consent of the entity to which their oath was made without becoming an oathbreaker.

A Crusader may invoke their sacred bond with their oath as a bonus action to discern whether a being or group of beings they can see within 60 feet of themselves are aligned with their side or sides of the crusade to which they are sworn. Doing so will tell the Crusader if they are friendly to the Crusader's cause, hostile to the Crusader's Cause, or unaffiliated with the cause in alliance or in opposition, but no further details of the chosen creature or creatures' allegiances.

Creatures who are not directly affiliated with the Crusader's Cause or directly acting against it, but whose actions support one side or the other will still appear as unaffiliated to the Crusader, as they are not directly involved nor participating in the cause. However, one whose indirect involvement stems from the desire to participate directly will still show as hostile or friendly, based on which side their participation is intended to aid, regardless of which side it is actively aiding.

A nondetection spell or similar effect that prevents detection by magical means will hide a creature's allegiance from the Crusader using this, both their friendliness and their hostility.

Crusader's Smite
At 3rd level, when you swear the Oath of the Crusader, you gain the ability to deliver a powerful blow to your foes. Whenever you make a weapon attack against a target, you may channel your sacred power into the attack, granting you advantage on your attack roll and causing the attack to deal 1d6 additional Force Damage on a successful hit. Further, your attack's physical damage counts as magical for the sake of overcoming resistances and immunities when this feature is used. You can use this function a number of times equal to your proficiency bonus, and regain all uses on completing a long rest.

This feature's bonus damage increases to 1d8 at 7th level, to 1d10 at 11th level, and to 1d12 at 15th level.

Crusader's Ward
Beginning at 7th Level, your Warden's Oath of the Crusade grants you the ability to grant a holy ward to yourself or an ally. As a reaction to you or an ally you can see within 60 feet being the target of an attack or a damage dealing spell, you grant a sacred ward to the chosen target. Your target receives temporary hit points equal to your Ranger Level + your Charisma Modifier. These temporary hit points are granted before damage is calculated and last for 1 minute, all remaining temporary hit points being removed at the end of this minute. You may use this feature a number of times equal to your Proficiency Bonus, regaining all uses upon completing a long rest.

Crusader's Prowess
Beginning at 11th Level, your Warden's Oath grants you sacred prowess in combat. As a bonus action, you can grant yourself a sacred boon to your combat abilities, granting you one additional attack per action, a +1d4 bonus to your weapon and spell attack rolls, and +1d4 additional radiant damage with any weapon or spell attack you make. This bonus persists for 1 minute.

You may use this feature a number of times equal to your Charisma Modifier, regaining all uses upon completing a long rest. Whenever this ability's duration would end, you may choose to expend an additional use of this ability as a free action to extend its duration by 1 minute without consuming an additional bonus action.

Call of the Crusade
By 15th Level, you have become an elite crusader, able to invoke your sacred abilities to empower all who fight beside you. As an action, you may grant yourself and each ally you choose within 60 feet of yourself a number of Temporary Hit Points equal to 10 + your Charisma Modifier, as well as a +1 bonus to attack rolls, damage rolls, and AC for 1 minute. All creatures affected by this treat all unarmed and weapon attacks as magical for the sake of overcoming resistances and immunities. After using this ability, you cannot use it again until you complete a long rest.

Oath of the Dirge Warden

The Dirge Warden's path is one born of a singular enmity towards undeath. These Sacred Wardens have seen the havoc caused by the undead, and seek to put an eternal end to it no matter the cost. Specialized in finding and dispatching undead, these dedicated rangers take up sacred vows to gain divine boons to help them in their seemingly endless hunt.

RANGER LEVEL FEATURE
3rd Channel Divinity - Turn Undead, Sense Undeath, Smite Undead
7th Disjunct Undead
11th Consecrate Dead
15th Bane of the Unliving

Channel Divinity - Turn Undead
Starting at 3rd Level, when you swear the Oath of the Dirge Warden you gain the ability to channel sacred energy to combat the undead. As an action, you present your holy symbol and recite your Warden's Oath, causing sacred light to spill forth in a flash. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.

Beginning at 5th level, any undead that fails this save whose challenge rating is 1/2 or lower is immediately destroyed, rather than being turned. At 8th level, undead of CR 1 or lower are destroyed upon failing this save. At 11th level, undead of CR 2 and lower are destroyed when they fail this save. At 14th level, undead up to CR 3 are destroyed when failing this save. By 17th level, undead of CR 4 and lower are immediately destroyed if they fail this save.

 You can use this feature once at 3rd level, twice at 7th level, thrice at 11th level, four times at 15th level, and five times at 19th level, regaining all uses on completing a long rest.

Sense Undeath
Beginning at 3rd Level, your Warden's Oath grants you the ability to magically detect and identify the undead. As a bonus action, you can extend your senses with your sacred power, allowing you to immediately become aware of the direction, distance, type of undead, and exact number of all undead within 300 feet of you so long as they are not under the effects of nondetection or similar effects which prevent detection by magical means. You are aware of what kind of undead each undead you detect is, but not of their individual identity. As an example, while you would know that you are sensing a wight when using this feature, you wouldn't know that the wight was Colonel Jenkins reanimated as a wight. You can use this feature at will. 

Smite Undead
At 3rd level, when you swear the Oath of the Dirge Warden, your devotion to ending the undead plague upon the material plane manifests itself in the ability to inflict devastating damage to undead. Whenever you make a weapon or spell attack against an undead, you may invoke your sacred power to cause an additional 2d4 radiant damage to that undead on a successful hit. Alternatively, you may use this feature to touch a living creature and restore half as many hit points to that creature as you would have dealt damage to an undead. You can use this feature a number of times equal to your Proficiency Bonus, regaining all uses upon completing a long rest.

This feature's damage increases to 2d6 at 7th level, to 2d8 at 11th level, to 2d10 at 15th level, and to 2d12 at 19th level.

Disjunct Undead
At 7th level, you gain the ability to utterly destroy an undead with a touch by channeling your sacred power through your being. As a bonus action, you channel this sacred power through your being, causing positive energy to steam off of your body for the next minute or until this feature's effect takes place. The next time you touch an undead, strike an undead with a melee attack, or are stricken by a melee attack from an undead within the next minute, the positive floods into that undead and it must make a Charisma Saving Throw against your Ranger Spell Save DC, taking radiant damage equal to 2d10 + your Ranger Level on a failed save, or half as much on a successful one. If the the CR of an undead that fails this save is equal to or lower than 1/2 your Ranger Level, rounded down, it is instantly destroyed, instead. You may use this feature a number of times equal to your proficiency bonus, and regain all uses upon finishing a long rest.

Any undead reduced to 0 hit points by this ability or destroyed by it has its entire body burned away in sacred fire, completely eradicating the corpse and preventing it from being raised as an undead or resurrected by any means short of a wish spell.

This feature's rolled damage increases to 3d10 at 11th level, 4d10 at 15th level, and to 5d10 at 19th level.

Consecrate Dead
Beginning at 11th Level, you have become unusually versed in the art of identifying undeath and protecting the dead from becoming such. As an action, you can hold your holy symbol and recite your Oath of the Dirge Warden, causing brilliant light to sweep across a 60 foot radius centered on you in a wave. Each corpse within this area becomes consecrated and cannot be raised as an undead for 7 days, while all undead within this area must make a Wisdom Saving Throw. Any undead that fails this saving throw suffers 3d10 Radiant damage and is stunned until the start of their next turn, while those that succeed the save suffer half as much damage and aren't stunned. After you use this feature, you cannot use it again until you complete a long rest.

Upon reaching 15th level, you can use this feature twice and it deals 4d10 damage to undead. At 19th level, you can use it thrice and it deals 5d10 damage to undead.

Bane of the Unliving
By 15th Level, you have become the antithesis of undeath, and your oath has manifest itself in one final way, allowing you to become the bane of the unliving. As a bonus action, you can channel a substantial surge of sacred energy through your being, causing the energy to emanate from your eyes and mouth as a faintly glowing spectral fog, smoke, or similar vapor and wisps of this sacred energy flit in and out of existence within a 60 foot radius centered on you. For the next 1 minute, the following effects occur within a 60 foot radius centered on you:

  • All undead within the area of effect must make a Wisdom Saving Throw against your Ranger Spell Save DC at the start of each of their turns, any time they make a melee attack against you, any time they cast a spell, or any time they are affected by your Smite Undead feature.
  • Undead within this area suffer 1d10 Radiant Damage any time they fail a Wisdom Saving Throw imposed upon them by this feature or by Turn Undead.
  • Any undead that fails a Wisdom Saving Throw imposed by this feature whose CR is less than 1/2 your Proficiency Bonus, rounded up, is instantly destroyed.
  • Your Turn Undead feature's radius is increased to 150 feet when used while Bane of the Unliving is active.
  • Any time you use Smite Undead and reduce an undead's hit points to 0 or it is destroyed as a result, you regain the expended use of Smite Undead.
  • Any time you use Smite Undead to heal a living creature, it also removes the poisoned condition and any nonmagical diseases that creature is suffering from.
  • You are aware of the distance, direction, and type of each undead within Bane of the Undead's area so long as it is active without having to use a bonus action to Sense Undeath.

After you use this feature, you cannot use it again until you complete a long rest.

Oath of the Enlightened

Unlike other oaths of the Sacred Warden, those who follow the path of the enlightened tend to favor swearing their oath to cosmic powers that are not inherently divine. Old ones, eldritch beings, and great ancient spirits more commonly hear their oath and honor it, as the Oath of the Enlightened is an oath to find secrets, pursue truths, and keep knowledge that had once been lost or misused safe in all ways. Enlightened Wardens, as a result, serves a more scholarly role than others and subsequently find themselves adventuring in order to discover artifacts and mysteries rather than to do battle or defend the powerless.  Enlightened Wardens are also apt to switch entities they carry their oath out for, based on whoever has knowledge for them to gain from, and can retain their oath to numerous entities simultaneously so long as the respective entities' oaths would not conflict with one another.

RANGER LEVEL FEATURE
3rd Channel Divinity - Reveal Hidden, Knowledge of the Ancients, Limited Truesight
7th Request Guidance
11th Account of the Enlightened
15th Speak Only Truths

Channel Divinity - Reveal Hidden
Starting at 3rd level, when you swear the Oath of the Enlightened, you gain the ability to channel divinity to reveal all that is hidden before you. As an action you can present an icon or holy symbol of one of your benefactors, you emit a wave of faintly glowing fog which rapidly washes across a 30 foot radius sphere centered on you. This fog clings to all hidden entrances, such as secret doors or sources of flowing air, as well as the openings and release points of all traps, all pressure plates, and all invisible objects and creatures within its area. For the next 10 minutes, the fog remains over each affected object, opening, mechanism, and entity, emitting a faint glow which renders them easily visible. Invisible creatures and objects lose all benefits of being invisible for this duration, and while the exact location of mechanisms that operate traps are not necessarily revealed, the points of the traps' release points are, and creatures have advantage on all checks to avoid or disarm them as a result.

If the location you are in is one that you were sent to by the benefactor whose icon you used to channel divinity, objects, writing, and other features of the location that are relevant to the reason you were sent to this location are also illuminated by this fog, and glow slightly more brightly.

You can use this ability once at 3rd level, twice at 7th level, thrice at 11th level, four times at 15th level, and five times at 19th level, regaining all uses upon finishing a long rest.

Knowledge of the Ancients
At 3rd level, when you choose the Oath of the Enlightened, you are gifted a surge of knowledge from your your benefactor, granting you one rare or dead language that you can now speak, read, and write as fluently as a native speaker of it and knowledge of at least one location where this language was historically used. You can receive additional languages from the same or different benefactors as you continue your quest for knowledge, and most will have something they want done with whatever languages or knowledges they provide you.

In addition to this, you may call upon ancient knowledge by being in a location with an ancient history. You gain the ability to cast Legend Lore without expending material components or a spell slot, but only while in an ancient location and only in regards to said location. You regain the ability to cast this spell after completing a long rest.

Limited Truesight
At 3rd level when you take the Oath of the Enlightened, you receive a powerful boon from your oath. You gain Truesight to a range of 10 feet.

Request Guidance
Beginning at 7th Level, your Warden's Oath allows you to call upon your benefactor more directly. By spending 1 minute meditating with an icon or holy symbol of your benefactor, you can call upon them for up to a 10 minute conversation. When beginning this conversation, you ask a question you seek the answer to. The benefactor or the agent of them that you contact is inclined to answer truthfully, but does not have to be forthcoming in their response. For example, they may say "The answers you seek will be revealed atop the fang of yore." While this may be a truthful response, if you do not know what the fang of yore is, this will only give you a potential lead to investigate. After the benefactor's response or that of their representative, you may have dialogue with them to attempt to glean additional information regarding your question, establish an exchange for a more direct answer, or hold any other conversation you see fit for up to the full 10 minute duration. Once this duration ends, the connection is severed.

You can use this feature once per day at 7th level, twice per day at 13th level, and thrice per day at 19th level, and regain all uses upon completing a long rest.

Account of the Enlightened
Beginning at 11th Level, you gain the ability to share your gained knowledge expediently with others. By concentrating for 1 minute on a specific thought or memory and recounting it to a number of creature up to your Charisma Modifier that are within 30 feet of you and can hear you, you can grant those creatures visions or memories of a specific event, vision, or conversation you experienced, or knowledge of a skill, location, or proficiency you possess. This gives them a full and accurate account from your perspective of whatever you conveyed as though they, themselves, were there.

If done to grant knowledge of a skill or practice you are proficient in, the creatures affected gain the chosen proficiency for 1 hour, and have advantage on any rolls that would be made with the skill or proficiency if they were already proficient.

If done to grant knowledge of a location, all checks made to navigate, explore, or investigate that location are made at advantage for 1 hour.

You may use this feature a number of times equal to your Proficiency Bonus, and you regain all uses upon completing a long rest.

Speak Only Truths
By 15th Level, you gain the power to enforce truth in those you speak with. Any time you ask a question, you may channel your sacred power to cause up to a maximum number of creatures equal to your Charisma Modifier to whom you presented the question to make a Charisma Saving Throw against your Ranger Spell Save DC. Any creature that fails this save cannot answer questions you ask untruthfully for 10 minutes, but they are not compelled to answer should they choose not to. You can use this feature a number of times equal to your proficiency bonus, regaining all uses upon completing a short or long rest.

Oath of the Fiend Hunter

Oath of the Fiend Hunter

Demons, devils, and otherworldly horrors of all forms are foe to the fiend hunter. A dedicated hunter of the infernal and abyssal, and a staunch warrior who stands in the face of such horrors claiming the material plane, the fiend hunter makes it their duty to root out and destroy the fell abominations that lurk just beyond the material plane and keep them from establishing a foothold within it. These wardens stand as inquisitors, holy warriors, and bounty hunters for those who accept their oath. It is far from uncommon for a Fiend Hunter Warden to give their oath to numerous beings in tandem, as their enemies have no shortage of opposition, and every ally against the forces of evil is welcome. 

RANGER LEVEL FEATURE
3rd Channel Divinity - Holy Nova, Sense Fiendish Influence, Smite Evil
7th Holy Ward
11th Condemning Light
15th Holy Judgment

Channel Divinity - Holy Nova
Starting at 3rd level, when you swear the Oath of the Fiend Hunter you have vowed to hunt down and banish or eradicate any fiend or evil force that threatens the mortal plane. As an action, you may produce any holy symbol and invoke your oath to release a nova of brilliant holy energies that extends 30 feet from you, generating 300 feet of bright light and an additional 300 feet of dim light until the end of your turn. Each fiend and undead within this sphere must make a Constitution Saving Throw against your spell save DC, being blinded for 1 minute and suffering 1d6 Radiant damage on a failed save or half as much damage and not being blinded on a successful one. Fiends take double damage from this effect and have disadvantage on their saving throws against it. This is a magical effect, and magic resistance does affect it.

Beginning at 5th level, this nova causes Fiends of a CR less than 1/2 your Proficiency Bonus (rounded down) to make an additional Charisma Saving Throw against your spell save DC, being banished on a failed save. They must still make their CON save, and are still blinded if they fail it. This means if they fail both saves they are banished to their native plane while blinded and after taking full damage.

This feature's base damage increases to 2d6 at 7th level, 3d6 at 11th level, 4d6 at 15th level, and 5d6 at 19th level.

You can use this ability once at 3rd level, twice at 7th level, thrice at 11th level, four times at 15th level, and five times at 19th level. You regain all uses of this feature upon completing a long rest.

Sense Fiendish Influence
Beginning at 3rd Level, your Warden's Oath grants you the ability to magically detect and identify the presence of fiends and the workings of fiendish magic. As a bonus action, you can extend your senses with your sacred power, allowing you to immediately become aware of the direction, distance, type of fiend, and exact number of all fiends within 300 feet of you so long as they are not under the effects of nondetection or similar effects which prevent detection by magical means. In addition to this, you become instantly aware of any fiendish spells or powers at play on any creature you can see, such as a charm effect originating from a succubus. You are aware of what kind of fiend each fiend you detect is, but not of their individual identity. For example, if a demon prince were within 300 feet of you, you would only know it was a demon prince, not which one, through the effects of this feature. You can use this feature at will.

Smite Evil
At 3rd level, when you choose the Oath of the Fiend Hunter, you have vowed to strike down the forces of evil, primarily of fiendish origin, but also any others who may jeopardize the world with their influences. Any time you would deal damage to a creature with a melee weapon or spell attack, you may invoke your sacred power to deliver a smiting surge. If the creature is of Evil Alignment, they suffer 1d4 additional Radiant Damage from the attack, which is doubled if they are a fiend. If the creature is of any other alignment, this deals no damage. You become aware of a creature's alignment upon using this feature against a creature. You may use this feature a number of times equal to your Proficiency Bonus, regaining all uses upon finishing a long rest.

The damage die of this feature increases to 1d6 at 7th level, 1d8 at 11th level, 1d10 at 15th level, and to 1d12 at 19th level.

Holy Ward
Beginning at 7th Level, your Sacred Oath allows you to grant a holy ward to those in jeopardy of succumbing to the influence of fiends or being harmed by them. As a reaction, you grant yourself or a creature within 60 feet of you that you can see a holy ward that lasts for 1 minute, until destroyed, or until dispelled, whichever comes first. This ward grants the creature advantage on all Intelligence, Wisdom, and Charisma Saving Throws and a number of Temporary Hit Points equal to your Ranger Level + your Charisma Modifier. This ward ends early if the creature exhausts their temporary hit points.

You can use this feature a number of times equal to your Proficiency Bonus, regaining all uses upon completing a long rest.

Condemning Light
Beginning at 11th Level, you gain the means to harness a powerful surge of holy energy to banish fiends and wound their cohorts. As an action, you generate a cone of holy light that extends 60 feet from you. generating bright light within its area and dim light for an additional 60 feet in all directions. Any creature of Evil Alignment within the 60 foot suffers 5d6 Radiant Damage and must make a Constitution Saving Throw against your Ranger Spell Save DC, being blinded and stunned until the end of their next turn on a failed save. Fiends suffer double damage from this effect and must make an additional Charisma Saving Throw, being banished if they fail their Charisma Save.

You can use this feature once at 11th level, twice at 15th level, and thrice at 19th level, regaining all uses upon completing a long rest.

Holy Judgment
By 15th Level, you have become a veteran fiend hunter, and can deliver holy judgment upon fiends. As an action, select one fiend you can see within 60 feet of you, causing a flare of holy energy to erupt from them. The target fiend and any fiend within 10 feet of them must make a Charisma Saving Throw against your Ranger Spell Save DC. Each fiend that fails this saving throw suffers 10d10 Radiant Damage and is stunned until the end of their next turn, while those that succeed their save suffer half this damage and are not stunned. After using this feature, you cannot use it again until you complete a long rest.

Oath of the Healer

The Oath of the Healer and treat those is one for the benevolent and who have seen the afflictions that can plague this world. Healer Wardens serve their oath by protecting, healing, and curing the people of the world, seeking prosperity for the world at large. Their benefactors will often guide them to places afflicted by plague, war, or other strife to help whoever they can in their journeys. It is not uncommon for those who make this sacred oath to serve multiple deities and non deific figures as their benefactors, as none deserve to suffer in their eyes.

RANGER LEVEL FEATURE
3rd Channel Divinity - Preserve Life, Lay on Hands, Aura of Life (5 ft.)
7th Sense Disease and Poison, Aura of Life (10 ft.)
11th Surge of Life, Aura of Life (20 ft.)
15th Restore Life, Aura of Life (30 ft.)

Channel Divinity - Preserve Life
Starting at 3rd level, when you swear the Oath of the Healer, you gain the ability to channel divinity in order to heal those in need. As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your Ranger level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum, but can stabilize creatures that are dying. You can’t use this feature on an undead or a construct.

You can use this ability once at 3rd level, twice at 7th level, thrice at 11th level, four times at 15th level, and five times at 19th level. You regain all uses of this feature upon completing a long rest.

Lay on Hands
At 3rd level when you take the Oath of the Healer, you have dedicated your life to healing the wounded and cleansing disease. Your sacred touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your 5 times your Ranger Level.

As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.

Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.

This feature has no effect on undead and constructs.

Aura of Life
At 3rd level, when you choose the Oath of the Healer, your very essence is infused with the sacred energies of life, causing you and those around you to have their life force reinforced. You and each non-undead, non-construct creature within 5 feet of you has advantage on Constitution Saving Throws. At 7th level, this effect extends to 10 feet. At 11th level, it extends to 20 feet. At 15th level, it extends to 30 feet.

Sense Disease and Poison
At 7th level, your Sacred Oath makes you attuned to detecting disease and poisons within the world. As a bonus action, you can sense whether an object, substance, or creature within 60 feet of you that you can see contains or is afflicted by disease or poison. You can use this feature at will.

Surge of Life
Beginning at 11th Level, you gain the ability to channel an impressive surge of healing energies to cure and heal one you touch. As an action, you may touch a creature to restore 2d6 hit points to a creature and cure that creature of the poisoned, paralyzed, and stunned conditions. In addition to this, you remove 1 level of exhaustion from that creature.

This feature's effect restores 2d8 hit points at 11th level, 2d10 hit points at 15th level, and 2d12 hit points at 19th level.

You may use this feature once at 11th level, twice at 15th level, and thrice at 19th level, regaining all uses upon completing a long rest. 

Restore Life
By 15th Level, you have become capable of restoring life even in the face of death. You may cast revivify, lesser restoration, and greater restoration one time, each without consuming material components, regaining the ability to cast both spells after finishing a long rest.

Oath of the Justiciar

Sworn to the laws of mortals and divines, the Oath of the Justiciar can only be made by one of Lawful Alignment and demands the enforcement of law above all else. Those who choose this path use their talents as a ranger to serve as a bounty hunter, investigator, or enforcer of the laws of whatever land they find themselves in, and generally tend to serve nations and military forces.

RANGER LEVEL FEATURE
3rd Channel Divinity - Order's Demand, Justiciar's Interrogation, Detaining Smite
7th Justiciar's Protection
11th Justiciar's Deputization
15th Justiciar's Sentence

Channel Divinity - Order's Demand
Starting at 3rd level, when you swear the Oath of the Justiciar, your ties to order and law give you sacred authority. As an action, you present your holy symbol, and each creature of your choice that can see or hear you within 30 feet of you must succeed on a Wisdom saving throw or be charmed by you until the end of your next turn or until the charmed creature takes any damage. You can also cause any of the charmed creatures to drop what they are holding when they fail the saving throw.

You can use this ability once at 3rd level, twice at 7th level, thrice at 11th level, four times at 15th level, and five times at 19th level. You regain all uses of this feature upon completing a long rest.

Justiciar's Interrogation
At 3rd level when you take the Oath of the Justiciar, you have gained sacred authority that allows you to demand truth to those you question. As an action, you may ask a question to a single creature you can see within 30 feet of you that can hear you. That creature must make a Wisdom Saving Throw against your Ranger Spell Save DC. If that creature fails, it cannot answer any question you ask them dishonestly for the next 10 minutes, including the question used to enact this effect, however, it does not compel them to answer if they choose not to. Creatures immune to being charmed automatically succeed this save. You can use this feature a number of times equal to your Proficiency Bonus, regaining all uses upon completing a long rest.

Detaining Smite
At 3rd level, when you choose the Oath of the Justiciar, you gain the ability to channel your sacred power into a detaining force on any you strike. Any time you successfully hit a creature within 60 feet of you with a weapon attack or spell attack, you can invoke this sacred power to cause that creature to make a Charisma Saving Throw against your Ranger Spell Save DC. If they fail this save, they are restrained and [Tooltip Not Found] by glowing bands of sacred energy that constrict them almost entirely. This effect lasts for 10 minutes. You can use this feature a number of times equal to your proficiency bonus, regaining all uses upon completing a long rest.

Justiciar's Protection
Beginning at 7th Level, your Sacred Oath extends to your duty to protect those within the letter of the law. As a bonus action, you can give your word to protect one creature that can hear you within 60 feet of you. This oath causes all attacks made against that creature to have disadvantage and grants them advantage on all saving throws for 1 minute. You can use this feature a number of times equal to your proficiency bonus, regaining all uses upon finishing a long rest.

Justiciar's Deputization
Beginning at 11th Level, you have gained the ability to grant a portion of your authority to others who would aid you in fulfilling your duty. As an action, you may deputize one creature that you can see within 30 feet of you that can hear you. That creature gains the ability to use your Detaining Smite, Justiciar's Interrogation, and Justiciar's Protection for the next 24 hours. Each time they use one of these features, it is expended from your maximum number of uses and you are instantly aware of the the direction they are from you and the exact distance they are from you so long as they are on the same plane of existence as you for 1 minute. You are also aware of the fact that they used one of your abilities, and which one they used, but not what they used it on nor why, through this effect. You can maintain a maximum number of Justiciar's Deputies equal to your Charisma Modifier at a time.

Justiciar's Sentence
By 15th Level, your Warden's Oath grants you the ability to declare a sentence of judgment on a creature whose crimes you are aware of and have evidence of. As an action, choose one creature that you can see that can hear you and declare the crimes you or an authority you serve finds them guilty of as well as the sentence for their crimes. The creature must make a Charisma Saving Throw against your Ranger Spell Save DC, or succumbs to the effects of their sentence. The creature Below are the sentences you can declare:

Sentenced to Corporal Punishment. You have deemed the creature's crimes worthy of corporal punishment. The creature suffers vulnerability to all types of damage for the next hour. If the creature is resistant to a damage type, they lose that resistance, and if it is immune to a damage type, their immunity is reduced to resistance. The first time that creature would be reduced to 0 hit points during this time, they are instead reduced to 1 hit point and become incapacitated.

Sentenced to Death. You have deemed the creature's crimes worthy of death, the most severe of sentences. If the creature fails its saving throw and is of a CR equal to or less than half your Ranger Level (Rounded Down), it is immediately killed. If the creature's CR is above your Ranger Level, it suffers 10d10 Necrotic Damage and suffers disadvantage on all saving throws for the next hour if this did not kill it. A creature that succeeds their save receives half this damage and does not suffer disadvantage.

Sentenced to Exile. You have deemed the creature's crimes worthy of exile. The creature is banished to their native plane, or if the plane you are on is their native plane, to a plane of your choosing that the creature could reasonably survive the environment of.

Sentenced to Incarceration. You have deemed the creature's crimes worthy of incarceration. If the creature fails its save, it becomes restrained and paralyzed for 1 hour. If it succeeds its save, it is instead stunned until the end of its next turn and knocked prone.

Sentenced to Recompense. You have deemed the creature's crimes worthy of recompense, be this in the form of service or coin. The creature becomes charmed for 24 hours if it fails its save, during which time you must establish a form of recompense for them to provide in accordance with the wishes of their victims. If they fail to complete their issued and agreed upon repayment, abandons the effort, or commits an additional crime against those they've wronged to receive this sentence within the next year, you become immediately aware of their exact location, no matter the distance nor plane they are on, and can continue to sense their location for 1 month's time.

If you attempt to sentence a creature to a sentence that is too extreme for its cited crimes, of crimes that you have no evidence for, or of a crime that it did not commit in spite of evidence you have, you must make a Charisma Saving Throw against your own Ranger Spell Save DC. If you fail this save, you may choose for the sentence to take no effect, or to share in the sentence you issued with the sentenced. Whether you succeed or fail this save, you expend 2 uses of this feature instead of one under these conditions.

You can use this feature a number of times equal to your Charisma Modifier, regaining all uses upon completing a long rest.

Sacred Vitality

At 7th level, the sacred energies flowing through you begin to empower your life force. You gain immunity to poison damage, the poisoned condition, and disease.

Sacred Font

At 11th Level, you manifest the ability to employ the divine magic flowing through you to fuel your spellcasting abilities. You may recite your sacred oath as a bonus action to regain one spell slot of a level no higher than half your proficiency bonus, rounded up.

Sacred Zeal

At 15th level, your sacred power further manifests within yourself, making you immune to becoming charmed, frightened, and to succumbing to magical sleep.

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