Ranger
Base Class: Ranger

The Knights of Varsaygen, an ancient conclave of rangers sworn to defend the realm of men against all manner of cosmic and infernal terror, their power comes from their unique conne.ctions and skill sets that merge with the Rite of Ages ritual, a magical and divine ritual that transcends the body to withstand the pressure imposed by the most threatening monsters and dark influences.

Due to this ascended connection, the knights became the most important figures in the defense against a greater evil, being the last line of defense and the elite of the material plane, with the power of stars that resemble the gods

Knowledge of the Knights:

Before performing the ritual of ascension, all initiates receive mental preparation to be able to improve not only their physical bodies but their minds, starting at level 3° you become proficient in 2 skills you want from the ranger's list, if you are already proficient in all, in this case choose 2 languages.

Varsaygen Ascension: (3rd-level feature)

  • Starting when you choose this subclass at level 3, you are able to demonstrate a knight's peak potential, both in reflexes and in your fortitude.

  • You gain resistance to non-magical damage and your AC increases by +2

Path of the Ascended: (7th level feature)

Knights can follow several paths according to their abilities, being them the path of the Hermit, Guardian or Predator

Choose only one of three paths:

Guardian's Path:

  • Equal to half your proficiency, you gain the ability to temporarily grow. As a bonus action, you assume this guardian form, which lasts 1 minute.
    You undergo the following changes while in guardian form:

  • Your size becomes Large unless you are larger. 

  • Any speed you have becomes 5 feet unless the speed is less.

  • Your range increases by 5 feet.

    Enhancement:

    - At level 11 it lasts until you are incapacitated.

Hermit Path:

You can gain experience in any skill as a full action for 1 minute. Once you've used this, you can't use it again until you've taken a long rest.

Enhancement:

At 11th level, you can add half your Wisdom modifier to all skills you are not proficient in.

Predator path:

  • When you are the target of a melee attack, you can use your reaction to make a contested Dexterity (Acrobatics) check against the attacker's attack roll. If your check result beats their attack roll, you gain a +2 bonus to your AC until the start of your next turn.

  • Any weapon you are proficient with is considered a Finesse weapon.

    Enhancement:

    - When contesting a melee attack, your acrobatics check can be made with advantage a number of times equal to your proficiency.

Grand Knight:

At level 15, you reach the full potential of a knight of Varsaygen, at which point you've fully adapted to the ritual of ascension, allowing all of your soul's energy to run through your body free of corruption, on your first attack in a turn, you can add your Wisdom modifier as radiant damage.

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