Ranger
Base Class: Ranger

The Order of The Knight-Ranger was founded by an Oathbreaker named Morlet von Pierre, a paladin who was exiled and stripped of his oath for making an impossible choice.... During Morlet Von Pierre's time as an exile he began to embrace the elements of nature, turned once more to his gods asking for guidance, but most importantly pledged his life once more to Chivalry. As a result of his deep mediations on both divine and druidic ways he was able to intertwine the two and through his years of stalking the forest creatures he was able to create a new way of hunting the fiendish creatures that once destroyed his life... 

Knight-Ranger: Training

At 3rd level you have studied and trained in what it means to be a Knight Ranger. As a Knight-Ranger you have learned how to use Heavy Armor and you gain an additional skill proficiency.

  • You gain proficiency with Heavy Armor
  • You gain proficiency in your choice of either: Nature, History, or Religion
  • At 13th level, wearing heavy armor does not impose disadvantage on stealth rolls. 

 

Knight-Ranger: Magic

Starting at 3rd level, you learn an additional spells when you reach certain levels in this class, as shown in the Knight-Ranger Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

Knight-Ranger Spells

Knight-Ranger: Devotions

At 3rd level, you gain one of the following features of your choice.

Vow to Nature

You call forth the powers of nature to protect you and your allies 

As an action you call forth an aura of twisting vines and roots that spreads out to 15ft. This aura follows you and has the following benefits: 

  • 15ft aura that is centered on you and follows you
  • Movement is halved while in the aura (expect for those yourself and those you designate) 
  • When a creature enters or or starts their turn within the aura takes 1d8 piercing damage
  • This lasts for 1 minute, you can choose to end it early, but it ends early if you fall unconscious.

Once you use this feature it does not come back until your next short, long rest or the next time you roll for initiative

Vow to the Chivalrous

You pray a vow of honor compelling a foe to a challenge. As a bonus action you can target one creature within 30ft. When you hit that creature with a weapon attack, that creature takes an extra 1d8 radiant damage. You can only deal this extra damage only once per turn. 

This benefit lasts until you finish a short or long rest. It ends early if you choose a different creature.

Vow to the Holy

You have learned how to quickly bless yourself in battle and assess your foes

  • As an action you can sense the presence of aberrations, celestials, elementals, fey, fiends, and undead out to 80ft. If the target is hidden by divination magic then you cannot discern its type. You can use this feature a number of times equal to your Wisdom Modifier. All uses come back on a long rest. 
  • You can cast Protection from Evil and Good as a bonus action. 
  • Once per long rest you can cast Protection from Evil and Good with out expending a spell slot, using material components and without concentrating on the spell but you can only target yourself when using this feature

Knight-Ranger: Defense

At 7th level, you gain one of the following features of your choice.

Holy Rebuke

When an attacker that you can see is about to make an attack against you, you can use your reaction to summon forth a blinding holy light causing that creature to gain disadvantage on their attacks until the end of their turn. You can use this feature a number of times equal to your Wisdom Modifier. You regain all expended uses back on a long rest. 

Natures' Renewal

You summon forth a druidic spirit that restores health to nearby allies

As a bonus action you emit a wave of healing magic to allies that are within 10ft of you. Allies restore a number of Hit Points equal to Half your Ranger level (rounded down). You can use this feature a number of times equal to your Wisdom Modifier. You get all expended uses back on a long rest. 

 

 

Stand Against the Unholy

You rally yourself and your allies bolstering their resolve to fight against the hoards. 

As a bonus action, Allies within 15ft that can see and hear you gain Temporary HP equal to your Proficiency Bonus + Wisdom Modifier. You can use this feature a number of times equal to your Wisdom Modifier (Minimum of 1), you gain all expended uses back on a long rest 

Knight-Ranger: Tactics

At 11th level, you gain one of the following features of your choice.

Divine Blessing

You have called forth a divine blessing.

As a Bonus Action, you bless your ranged weapon. You gain the following benefits 

  • This lasts for one minute 
  • Ranged attacks deal an additional 2d8 radiant damage 
  • Weapon becomes magical if it isn't already 
  • This ability can not be used until the next Short or Long rest  

Divine Wrath

You can use your action you let out a wrath of divine of energy. Enemy creatures within 10ft from you must make a strength saving throw(friendly creatures are not affected by this)

  • Creatures affected by this must make a Strength saving throw. On failure creatures that are large or smaller are pushed back 10ft and take 4d8 radiant damage, on a success creatures only take half as much and are not shoved back. 
  • This feature can be used a number of times equal to your Wisdom Modifier
  • You regain all uses after a long rest 

 

Knight-Ranger: Aura

At 15th level, as a Knight-Ranger you have been able to draw upon the Aura's that Paladin's use. You gain one of the following features of your choice.

Aura of Nature's Blessing

At 15th level, As a Bonus action you summon a aura of druidic magic that shields both you and friendly creatures and are granted the following:

  • A 15ft aura centered on you, the aura follows you. 
  • While in the aura You and allies gain Resistance to Spells 
  • This lasts for 1 minute while you are conscious 
  • Comes back on a Short or long rest 

Aura of the Blessed

Starting at 15th level, As a Bonus action you call upon a deity that blesses you and your allies, you gain the following.

  • A 15ft aura centered on you, the aura follows you 
  • While in the aura whenever you or a friendly creature within the aura must make a saving throw, the creature gains a bonus to the saving throw equal to your Wisdom modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.
  • This lasts for 1 minute while you are conscious
  • Comes back on a Short or Long rest  

Aura of the Guardian

Starting at 15th level, As a Bonus action you call upon the holy protection guarding you and your allies, you gain the following.

  • A 15ft aura centered on you, the aura follows you 
  • While in the aura You and yours allies get a bonus to AC equal to half your proficiency bonus rounded down 
  • This lasts for 1 minute while you are conscious
  • Comes back on a Short or Long rest  

 

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