Ranger
Base Class: Ranger

A Crusader that uses their kinship with creatures of the sky to fight evil. Their ties with the community are generally loose at best, since they see much more urgency in the day-to-day events of the world. They often serve as forward scouts, watching the movement of evil armies and studying areas not easily reached by land. They are couriers, conveying messages across great distances much more quickly than would otherwise be possible without the use of magic.

Celestial Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Sky Warden spells table. The spell counts as a ranger spell for you, but doesn't but it doesn't count against the number of ranger spells you know. 

Greater Restoration is supposed to be Holy Weapon but I can't publish it if its Holy weapon.

Eyes of the Eagle

Starting at 3rd level, you gain the eyesight of the eagle. You can see up to 1 mile away with no difficulty, able to discern even fine details as though looking at something no more than 100 feet away from you. Additionally, dim light doesn't impose disadvantage on your Wisdom (Perception) checks.

Celestial Protector

At 3rd level, you learn the ancient methods for calling upon a celestial spirit. You summon a celestial protector once for free and must finish a long rest before doing so again. You can also summon the celestial protector by extending a spell slot of 1st level or higher. If you summon a second celestial protector, the first celestial protector disappears.

The celestial protector is friendly to you and your companions, and it obeys your commands. When you summon the celestial protector, you decide which type it is, choosing from an Owl, Eagle or Riding horse. On each of you turns, you can take a bonus action to command the celestial protector to attack. In combat, the celestial protector shares your initiative count. The only action it takes on its turn is the dodge action, unless you take a bonus action on your turn to command it to take one of the actions in its stat block or to take the Dash, Disengage or Help action.

If the celestial protector has died within the last hour, you can spend an action to revive it, provided you are within 5 feet of it and expend a spell slot of 1st level or higher. The celestial protector returns to life with all its hit points restored.

When you summon the celestial protector it has all the statistics of the monster stat block with these changes. It's type is celestial, Hit points are equal to five times your level in this class + your Wisdom modifier. Sky lords might - Add your proficiency bonus to the celestial protector's AC, attack rolls and damage rolls. While your celestial protector is within 1 mile of you, you can communicate telepathically with each other.

Spell Warding

By 7th level, ancient lies so heavily upon you that it forms a ward. You and your celestial protector have resistance to damage from spells.

Greater Celestial Protector

At 11th level, your command of spirits has grown. When you summon your celestial protector you can now summon a Giant Owl, Giant Eagle or Pegasus.

Share Spells

Beginning at 15th level, when you cast a spell targeting yourself, you can also affect your celestial protector with the spell if the celestial protector is within 30 feet of you.

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