Base Class: Ranger
Rangers who follow this path are those who have sworn to serve fealty to a divine being. These rangers serve to protect the holy sites of their worshipped deity, as well as explore the world in order to spread their faith. Zealots of Faith excel in urban environments and faithfully serve their deity to the upmost of their abilities. Rangers who become temple wardens gain proficiency in medium and heavy armor. Temple Wardens gain access Blessed Mark, Enlightened Path, and Devout Shot.
Level 3: Blessed Mark
You can call on the wisdom of your deity to reveal certain strengths and weaknesses of your target. While a creature is marked by your Hunter’s Mark, you learn whether that creature has any Immunities, Resistances, or Vulnerabilities, as well as what they are if the creature possess an Immunities, Resistances, or Vulnerabilities
Level 3: Enlightened Path
You gain one of the following feature options of your choice. Whenever you finish a Short or Long Rest, you can replace the chosen option with the other one.
Deliverance
Once on each of your turns when you make an attack with a weapon, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target, that is within the weapon’s range, and that you haven’t attacked this turn.
Target the Unworthy
Your tenacity can wear down even the most resilient foes. When you hit a creature with a weapon, the weapon deals an extra 1d8 damage to the target if it’s missing any of its Hit Points. You can deal this extra damage only once per turn.
Devout Shot
Preparing Devout Shot: When you gain this feature, you can learn three Devout Shot options of your choice from the Devout Shot options described below. Any time you gain a level within the class, you may choose to swap one Devout Shot option with a different one from this feature. When you reach certain levels in this class, you may learn additional Devout Shot options, as shown in the Devout Shot table.
Using Devout Shot: Once per turn when you make an attack with a ranged weapon you have proficiency with, you can apply one of your Devout Shot options to the attack. You decide to use the option when when you hit a creature and deal damage to them, unless the Devout Shot option does not involve an attack roll. You can use this feature four times, and regain all expended use when you finish a Short or Long rest. When you reach certain levels in the class, you may learn an additional use of Devout Shot, as shown in the Devout Shot table.
Devout Shot Die: Devout Shot options refer to your Devout Shot Die: Your Devout Die deal is a d6 and increases to d8 at level 7, to a d10 at level 10, and a d12 at level 18.
Saving Throw: If a Devout Shot requires a saving throw, the DC is equal to 8 plus your wisdom modifier plus your proficiency bonus.
Banishing Arrow
You use abjuration magic to try to temporarily banish your target to a harmless location in the Feywild. The creature hit by the arrow must also succeed on a Charisma saving throw or be banished. While banished in this way, its speed is 0, and it is incapacitated. At the end of its next turn, the target reappears in the space it vacated or in the nearest unoccupied space if that space is occupied.
After you reach 18th level in this class, a target also takes 2d6 force damage when the arrow hits it.
Beguiling Arrow
Your enchantment magic causes this arrow to temporarily beguile its target. The creature hit by the arrow takes an extra 2d6 psychic damage, and choose one of your allies within 30 feet of the target. The target must succeed on a Wisdom saving throw, or it is charmed by the chosen ally until the start of your next turn. This effect ends early if the chosen ally attacks the charmed target, deals damage to it, or forces it to make a saving throw.
The psychic damage increases to 4d6 when you reach 18th level in this class.
Bursting Arrow
You imbue your arrow with force energy drawn from the school of evocation. The arrow detonates after your attack. Immediately after the arrow hits the creature, the target and all other creatures within 10 feet of it take 2d6 force damage each.
The force damage increases to 4d6 when you reach 18th level in this class.
Enfeebling Arrow
You weave necromantic magic into your arrow. The creature hit by the arrow takes an extra 2d6 necrotic damage. The target must also succeed on a Constitution saving throw, or the damage dealt by its weapon attacks is halved until the start of your next turn.
The necrotic damage increases to 4d6 when you reach 18th level in this class.
Grasping Arrow
When this arrow strikes its target, conjuration magic creates grasping, poisonous brambles, which wrap around the target. The creature hit by the arrow takes an extra 2d6 poison damage, its speed is reduced by 10 feet, and it takes 2d6 slashing damage the first time on each turn it moves 1 foot or more without teleporting. The target or any creature that can reach it can use its action to remove the brambles with a successful Strength (Athletics) check against your Arcane Shot save DC. Otherwise, the brambles last for 1 minute or until you use this option again.
The poison damage and slashing damage both increase to 4d6 when you reach 18th level in this class.
Piercing Arrow
You use transmutation magic to give your arrow an ethereal quality. When you use this option, you don’t make an attack roll for the attack. Instead, the arrow fires forward in a line, which is 1 foot wide and 30 feet long, before disappearing. The arrow passes harmlessly through objects, ignoring cover. Each creature in that line must make a Dexterity saving throw. On a failed save, a creature takes damage as if it were hit by the arrow, plus an extra 1d6 piercing damage. On a successful save, a target takes half as much damage.
The piercing damage increases to 2d6 when you reach 18th level in this class.
Seeking Arrow
Using divination magic, you grant your arrow the ability to seek out your target, allowing the arrow to curve and twist its path in search of its prey. When you use this option, you don’t make an attack roll for the attack. Instead, choose one creature you have seen in the past minute. The arrow flies toward that creature, moving around corners if necessary and ignoring three-quarters cover and half cover. If the target is within the weapon’s range and there is a path large enough for the arrow to travel to the target, the target must make a Dexterity saving throw. On a failed save, it takes damage as if it were hit by the arrow, plus an extra 1d6 force damage, and you learn the target’s current location. On a successful save, the target takes half as much damage, and you don’t learn its location.
The force damage increases to 2d6 when you reach 18th level in this class.
Shadow Arrow
You weave illusion magic into your arrow, causing it to occlude your foe’s vision with shadows. The creature hit by the arrow takes an extra 2d6 psychic damage, and it must succeed on a Wisdom saving throw or be unable to see anything farther than 5 feet away until the start of your next turn.
The psychic damage increases to 4d6 when you reach 18th level in this class.
Level 7: Bulwark of Faith
You gain one of the following feature options of your choice. Whenever you finish a Short or Long Rest, you can replace the chosen option with the other one.
Dissuade Doubt
Opportunity Attacks have Disadvantage against you.
Penitence
When a creature hits you with an attack roll, that creature has Disadvantage on all other attack rolls against you this turn.
Level 11: Superior Enlightened Path
Once per turn, when you deal damage to a creature marked by your Hunter’s Mark, you can deal an additional 1d6 radiant or necrotic damage.
Level 15: Superior Bulwark of Faith
When you take damage, you can take a Reaction to give yourself Resistance to that damage and any other damage of the same type until the end of the current turn.
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