Ranger
Base Class: Ranger

"The word 'troubadour' typically puts folk in mind of those itinerant minstrels, fair of voice and swift of finger, who earn their coin performing in taverns and the halls of great lords. Few know, however, that troubadours in fact trace their origins back to the bowmen of the distant sands, who sang in the heat of battle to fortify the spirits of their companions. In time, their impassioned songs came to hold sway over the hearts of men, inspiring their comrades to great feats and granting peace unto those who lay upon the precipice of death."

- An Account: the Light of Battle 

The troubadours are light-footed marksmen who deal precise damage from a distance and prepare their enemies for slaughter at the hands of their companions. 

With a bow in hand and a quiver on his back, the troubadour strikes their target with professional accuracy. Since their conception, two schools of archery have risen to prominence: that of the longbow sentries of modern civillisation, and that of the shortbow hunters among the tribal folk. Troubadours constantly assess the battlefield in order to determine the most advantageous ground from which to loose their arrows, as well as the nature of the shaft, point, and fletching best suited to their foe. Alongside their deadly accuracy, the troubadour is known to be an asset to their companion's spritis, both on and off the battlefield.

It is said that master troubadours are capable of showering their targets with a veritable deluge of death well before a counterattack can ever be mounted.

 

Troubadour Magic

You learn an additional spell when you reach certain levels in this class, as shown in the Troubadour Spells table. Your spellcasting modifier is Charisma instead of Wisdom.

In addition, you also learn the cure wounds and healing word spells. Each spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.

Troubadour Spells
Ranger Level Spells
3rd bless
5th find steed
9th dispel magic
13th guardian of faith
17th mass cure wounds

Divine Mark

At 3rd level, your use your divine magic to mark a target to be slain by you and your companions.

When you hit a creature with a weapon, you can deal an additional 1d8 radiant damage to the target, which can only take this damage only once per turn. The creature then makes a Constitution saving throw against your spell save DC and on a failed save, they become marked. The marked creature sheds dim light in a 10-foot radius. Any attack roll against the marked creature has advantage if the attacker can see it. The creature can lose the effects of Divine Mark if it becomes invisible. 

The effects of Divine Mark last for 1 minute or until you lose your concentration (as if you were concentrating on a spell). The creature can remake the saving throw at the end of each of their turns. 

You can use this feature a number of times based on your proficiency bonus, and you regain all spent uses when you finish a long rest.

This feature's additional damage increases when you reach certain levels in this class: to 2d8 at 6th level, 3d8 at 11th level, and 4d8 at 17th level. 

Radiant Protector

At 7th level, your spirit becomes bonded to your companions, and you can make your way closer to them in their time of need.

When an allied creature within 60 feet of you is about to take damage, you can use your reaction to surround them with your holy aura. The affected creature becomes resistant to a damage type of your choice until the start of your next turn.

You can use this feature a number of times based on your Wisdom modifier, and you regain all spent uses when you finish a long rest.

Conscecrated Grounds

At 11th level, you can use your action to create 15 feet diameter circle around you. If a friendly creature enters the circle for the first time on a turn or starts its turn there they will gain 1d8 + your Wisdom modifier temporary Hit Points per turn while inside of the circle. The circle disappears once concentration ends, which removes the temporary hit points granted by Conscecrated Grounds. This circle is invisible to everyone but friendly creatures chosen by you when you use this ability.

The effects of Conscecrated Grounds last for 1 minute or until you lose your concentration (as if you were concentrating on a spell).

You can use this feature a number of times based on your Wisdom modifier, and you regain all spent uses when you finish a long rest.

This feature's additional healing increases when you reach certain levels in this class: to 2d8 at 17th level.

Sacred Will

At 15th level, you become a master at your craft, and you can bend the spirits to your will to protect your companions.

Your Divine Mark and Conscecrated Grounds no longer require concentration. You also gain these improvements to these abilities:

  • Divine Mark. You can cast Divine Mark on an additional target, for a total of two, and the affected creature can’t benefit from being invisible.
  • Consecrated Grounds. The range of your Conscreated Grounds is increased by 15 feet, to a total of 30 feet, and grants advantage on any Wisdom saving throws an affected creature makes while within your range.

Previous Versions

Name Date Modified Views Adds Version Actions
8/5/2024 4:30:10 AM
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Troubadour Image

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