Base Class: Ranger
Pilgrims travel far and wide in a boundless search for spiritual enlightenment, ascendancy or redemption. Depending on the nature of the voyage you find yourself, you acquire wisdom and divine magic along the way.
Divine Objective
Following a pilgrimage might not be a physical journey, but a spiritual or mental one. The objective you search for can be one of the following and influences what your pilgrimage will teach you. When you choose this archetype at 3rd level, choose one of the below pilgrimages to embark on.
Pilgrimage of Ascendancy
You seek to better yourself and to strengthen your spirit. You will rise to any challenge to be deemed worthy. You can never have disadvantage on attack rolls against your favoured enemy.
Pilgrimage of Enlightenment
You search widely for answers, lost wisdom, and guiding light. You gain blindsight within a range of 120ft whilst in your favoured terrain.
Pilgrimage of Redemption
You commit to confronting the darkness within you, despite all your fears. You learn the resistance cantrip and can cast it as a bonus action.
Greater Hunter's Mark
Starting at 3rd level, if you cast the hunter's mark spell, other members of your party can also deal extra damage to your quarry. The number of additional creatures that can benefit from the spell is equal to half your ranger level, rounded down. Each additional creature must be within 60ft and be able to hear you cast the spell.
Those that are granted the spell's benefits deal an extra 1d6 damage on hitting your quarry with a weapon attack. The other features of the spell only apply to you.
Unyielding
You have an unparalleled motivation to reach your destination unhindered. Starting when you choose this archetype at 3rd level, if you are reduced to zero hit points but aren't killed outright, make a Constitution saving throw. The DC is equal to the damage you have taken beyond that which reduced you to zero hit points. On a successful save, you are instead reduced to 1 hit point, and you remain conscious and stable.
If the attacker that reduced you to zero hit points is your favoured enemy, you can make the saving throw with advantage.
Once you use this feature, you can’t use it again until you finish a long rest.
Spiritual Spells
Your unique approach to magic has granted you the ability to cast certain spells. At 3rd, 7th, 11th, and 15th level you gain access to additional spells, as your understanding of magic increases. The spells you learn are based on your chosen pilgrimage.
You do not need to expend a spell slot to cast a spiritual spell. However, once you cast a spiritual spell, you can't cast it again until you finish a short or long rest.
Pilgrimage of Ascendancy
| Ranger Level | Spell |
|---|---|
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3rd |
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7th |
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11th |
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15th |
Pilgrimage of Enlightenment
| Ranger Level | Spell |
|---|---|
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3rd |
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7th |
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11th |
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15th |
Pilgrimage of Redemption
| Ranger Level | Spell |
|---|---|
|
3rd |
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7th |
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11th |
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15th |
Divine Health
By 7th level, the divine magic flowing through you makes you immune to disease and poison. Additionally, you grant nonhostile creatures within 10ft of you advantage on saving throws against disease and poison.
Divine Restoration
Beginning at 11th level, your increased connection with divine magic grants you the ability to cast more often.
Whenever you finish a short rest, roll 1d6. You can replenish a number spell slots for which the slot levels add up to no more than the number shown on the dice. For example, upon rolling a 2, you could replenish a 2nd level slot or two 1st level slots.
At 15th level, the roll increases to 1d8.
Channel Divinity
Starting at 15th level, your long journey has taught you how to channel divine energy to fuel magical effects. When you use your Channel Divinity, your chosen pilgrimage determines its effect. You must then finish a short or long rest to use your Channel Divinity again.
Poach Life
Prerequisite: Pilgrimage of Redemption
As an action, you attempt to take half of any creature's current hit points. If they fail a Constitution saving throw, they lose half of their current hit points, and you gain an equal number of temporary hit points, which last until your next long rest. Alternatively, you can transfer these temporary hit points to another creature within range.
Undead and constructs can lose hit points to this feature, but you cannot gain any temporary hit points from them.
Prayer of Movement
Prerequisite: Pilgrimage of Ascendancy
You have begun to ascend past the need for tiresome travel. As an action, you slightly levitate, and travel overland to any location within 50 miles, taking a point of bludgeoning damage for every mile travelled. With a successful Dexterity saving throw, you instead take half damage. The DC is determined by the GM, between 10 if you travel over completely flat plains, and 20 for jagged mountains or valleys.
Prayer of Truth
Prerequisite: Pilgrimage of Enlightenment
You have achieved enlightenment comparable to that of a supreme wizard. As an action, you begin to peer into the border ethereal. You gain truesight for 10 minutes.
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