Base Class: Ranger
Faithbreaker Conclaves usually not evil convlaves, just want to purify corrupted ideals and faiths with their anti-divine forces. Faithbreakers usually hunts corrupted divine casters, corrupted divine warriors, corrupted champions or corrupted celestial creatures, while they are at hunting they manuplate their enemies with their anti-divine powers, and absorbing the celestial or divine powers for creating anti-divine energy source for themselves. Faithbreakers usually do not belive a deity or a god, just have their ideals and faith towards their path and conclave.
Faithbreaker Special Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Faithbreaker Special Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know, The Faithbreakers have a special magical training, your ranger spells cannot be counterspelled or dispeled by a cleric, paladin or a celstial powered creature.
| Faithbreaker Spells | |
|---|---|
| Ranger Level | Spells |
| 3rd | Shield of Faith |
| 5th | Zone of Truth |
| 9th | Dispel Magic |
| 13th | Blight |
| 17th | Dispel Evil and Good |
Sacred Awareness
Starting at 3rd level, the presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As a bonus action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial or celestial powered creature within 1 mile (or within up to 6 miles if you are in your favored terrain) of you that is not behind total cover. You know the type (cleric, paladin, celestial, fallen celestial...)of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, also this feature reveal the creatures’ location and number. You can use this ability as a Primal Awareness ranger class feature.
Faith Walker
The Faithbreakers usually blessed themselves with forgotten methods of protection from celestials and absorbing their powers, beginning at 3rd level, you gain resistance to radiant damage type also if you take radiant damage you can spend your reaction for restore one spell slot of your ranger spells, you can restore one spell slot for one turn and attack. You cannot use this ability if you out of spell slots. If you attack a divine powered creature you can deal extra force damage equal to twice of your wisdom modifier.
Restoration Debilitating
Starting at 7th level, when you make a weapon attack to a creature you can spend one spell slot of 1st for debilitating the target, the target must make a constitution saving throw against to your spell DC, if the target fails the saving throw it cannot restore hit points with spells, potions or other abilities for 1 minute of concentration of your.
Channel Vigor
Starting at 11th level, your faith towards your way of faithbreaker allows you to channel powerfull vigor to fuel magical effects. You must then finish a short or long rest to use your Channel vigor again. As an action when you use your channel vigor you can add your wisdom modifier to your saving throws, ability checks, attack rolls and damage rolls for 1 minute.
Spirit Devourer
Starting at 15th level, when you kill a creature with a weapon attack a protective magical force surrounds you, manifesting as a spectral sacred lights that covers you and your gear. You gain temporary hit points equal to your wisdom modifier + your proficiency. If a creature hits you with a melee attack while you have these hit points, the creature takes radiant damage equal to your wisdom modifier + your proficiency bonus. You cannot use this feature if you had already hit points from this feature, but you can use it with another feature temporary hit points.
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