Ranger
Base Class: Ranger

As a Spiritual Priestess, you are responsible for eliminating and eradicating all fiends, undead and monstrosities that would harm the innocent folk around you. You live to protect, And to bring peace to the world. You do not like to take risks with people's lives, And with your unique abilities, When you kill or assist in killing a creature of the listed type, their soul and power are turned into a beautiful jewel, So eye catching and valuable depending on the strength of the said creature.

Spellcasting

At 3rd Level, You gain access to your divine casting, and your Spirit Bow.

Manifest Spirit Bow. Similar to the effects of Hexblade Warlock's Hex Weapon, You can manifest the power of your faith into a longbow of radiant light that you are proficient in as a bonus action and it does not require concentration to maintain and manifests its own arrows when the bowstring is pulled. Using Wisdom as your primary stat for attacks to hit and damage. Additionally, your Spirit Bow gains additional types of arrows that can be used:

  • Spirit Arrow - You launch a arrow of condensed force energy towards a foe within your range, dealing 1d10 + wisdom modifier as force damage. This is your Spirit Bow's primary attack. Fiends, Aberrations and Undead take double damage and if they are marked as a Favored Foe they take maximum damage possible in addition to taking the double damage.
  • Sacred Spirit Arrow - You must chant before launching this arrow "My Convictions are clear, Go Forth and cleanse thou evil that stands in your way!", as you launch a arrow blessed and leaving a trail of starlight as it soars into an enemy. The damage of this arrow is 2d8+ your wisdom modifier as force damage, and if that creature is evil aligned, that creature must make a charisma saving throw or become charmed. Creatures charmed by this arrow are under similar effects of Flesh to Stone with the exception of the save changed to a charisma saving throw instead. Creatures that become petrified by this effect are turned to solidified marble. You can do this a number of times a day equal to your wisdom modifier, at which you must then wait 24 hours to recover the uses.

You cannot be disarmed of your Spirit Bow in any way unless knocked unconscious and if you were to be knocked unconscious the bow dissolves until summoned again. (Summoning your Spirit Bow isn't magical as it is a manifestation of your faith.)

Priestess Level Spells
1st Bless, Protection from Evil and Good
3rd calm emotions, detect thoughts
5th create food and water, sending
7th Locate Creature, Divination
9th Rary’s telepathic bond, telekinesis

Path of The Priestess

At 3rd level, You tap into the inner powers of the Spirits around you, as they guide you, granting you the following unique abilities:

• Aura Sight. You gain 120-ft. of unique darkvision, with the following effects in addition to the basic effects of Darkvision, You can discern auras. Auras are invisible to the naked eye, but to a Warden of Seals manifesting this power, Auras appear as glowing halos or envelopes of colored light that surround all objects. The color of each aura reveals information to the Spiritual Priestess in the following ways: The presence of good and evil auras in the area (This power can detect lawful and chaotic auras as well), Number of auras (creatures, objects, powers, or spells) in the area, And sense a creature's thoughts by concentrating on them, this effect is similar to the spell Detect Thoughts.

• Purifying Touch. As an action, you can extend a hand onto a creature and channel cleansing energies into it, cleansing the effects of a single disease, poison or status condition other than status effects such as prone, exhaustion, grapple and etc and can heal them for 1 of their hit die + your wisdom modifier. Additionally, If a creature would be charmed, frightened or under possession of by another creature, up to your proficiency bonus as amount of times per long rest, You can cast Dispel Evil and Good.

• Unknown to Time. You cannot be aged by spells or abilities, And every 10 years counts as one year for you, and you unaffected by time themed spells or magic.

Additionally, You can as an action or as a reaction, choose to gain Resistance to damage from Favored Enemies, and immunity to their abilities or feature effects for one minute.

Priestess Divine Rite

At 7th level, Your weapon becomes magical, and the damage of your weapon strikes become Radiant and deal an additional damage die, You also make an additional attack during your attack phase. Your spells also have their damage, should they do damage, is changed to Radiant if you chose to do so. (This additional attack stacks with Extra Attack)

Additionally, Spells that would charm a creature and the creature would be immune and/or have an advantage, It does not. Your Abilities that would charm bypasses charm immunities and you gain two new arrow abilities to be used with your Spirit Bow:

  • Sacred Arrow of Binding. You may change one of your attacks to this arrow, on hit the creature is played under the effects of Hold Person, and can make saves as normal. You can use this arrow a number of times equal to your wisdom modifier. When you reach level 10 in this class, The effect changes to Hold Monster instead.
  • Sacred Arrow of Divinity. As an action, You launch a divine arrow of faith towards a foe within range, if it would hit, the creature is under the effect of Divine Word If the target creature is a Fiend, Aberration or Undead it has disadvantage on the saving throw. If one of these creature types is a Favored Foe, Then the Hit Point cap within the spell's effect are doubled for their effects to take place. You can use this arrow once per long rest.

Jewels of The Priestess

At 11th level, when you kill a Fiend, Aberration, or Undead of using your Spirit Bow, their souls are purified and they turn into an inch in diameter round purple jewel. These jewels can be used to strengthen your other abilities, as adding an additional damage die to your Spirit Arrow, gaining back uses of your other arrow techniques, or being used to recover spell slots.

To recover lost uses of other arrow techniques, you can expend a jewel to gain one use of the ability back. Sacred Arrow of Divinity requires 3 Jewels to regain a single use, And to recover a spell slot, you need to have a number of jewels equal to the spell slot you wish to obtain.

Additionally, Radiant damage you deal bypasses resistances and when you would roll damage  that would be radiant and roll a 1 or a 2 you may reroll, taking the new rerolled dice as the damage dealt.

Eyes of Divinity

At 15th level, Your Aura Sense has ascended, You gain the benefits of truesight equal to the range of your vision, additionally you can see on the ethereal plane and can attack creatures on that plane with your Spirit Bow. 

If a creature would be under the effects of Hunter's Mark, You may make an attack against the creature even if they are behind cover, as your arrows from your Spirit Bow will phase through objects to hit their mark. If the creature is a Fiend, Aberration, or Undead, you gain advantage on this attack if they are also a Favored Foe.

Previous Versions

Name Date Modified Views Adds Version Actions
8/12/2022 6:55:51 PM
45
8
1.0
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes