Base Class: Ranger
Most rangers gain a majority of their abilities from the world around them; this is only partially true for Holy Archers. As they receive powers both from this world and not from this world. This power often still does come from a deity of the world, natural forces or survival, but does not have to. Whatever one's reason for following the source behind their extra power, it is given for the purpose of action. Just as the world changes and adapts so must we, staying still is the same as dying for many things in this world and other worlds, continuing to move is the only way to survive.
Blessed Bolt
When you take the attack action on your turn, as a bonus action you may make an additional attack with the energy you have been granted.
This attack may be either melee or ranged.
If melee, make a melee spell attack. On hit deals 1d8 + spell modifier radiant damage.
If ranged, make a ranged spell attack at 60ft range. On hit deals 1d6 + spell modifier radiant damage.
The number of attacks from this feature increases by 1 at level 6(2 attacks), level 12(3 attacks), and level 16(4 attacks).
Restoring Pulse
You gather up the life energies within you before letting it burst out of you.
As an action, any number of target creatures within 20 feet of you regain hit points equal to twice your ranger level.
You can use this action a number of times equal to your proficiency bonus. You regain all uses after a long rest.
Steps of light
After you are hit with an attack or spell you may use your reaction to move up to 30ft in a straight line as you turn into a beam of light momentarily. Either before or after you reposition you may make 1 attack of blessed bolt against a target other than the attacker who triggered this reaction or one charge of restoring pulse. If you end this reaction in the air, you gain the effects of the feather fall spell until the end of your next turn or can end the effect early as a free action.
you may use this ability a number of times equal to your proficiency bonus per long rest.
Blessed Assistance
Your divine being has blessed you with the assistance of divine beings: you know Spirit Guardians. It doesn’t count against the number of ranger spells you know, and you can cast it without a material component. You can also cast it once without a spell slot, and you regain the ability to do so when you finish a long rest.
Whenever you start casting the spell, you can modify it so that it doesn’t require concentration. If you do so, the spell’s duration becomes 1 minute for that casting.
Hunter of the Unholy
Your ability to truly sense the presence of beings that do not belong on the material plane and beings that go against the natural laws.
When using Primeval Awareness the radius is increased to 3 miles(10 miles in favored terrain) and you learn number and direction of those creatures.
Additionally when you hit a creature with an attack you can force that creature to make a Charisma saving throw. On a failed save the creature becomes restrained and can not use teleportation spells or abilities for 1 minute. At the end of each of the creature's turns it may make the Charisma saving throw again to free itself from this effect.
When a creature succeeds on the saving throw it becomes immune to this affect until the next day.
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