Ranger
Base Class: Ranger

"Those who would shy from the flock, I ask of thee: Send these lost sheep once more to join our flock, where they will saunter and play in peace forevermore. Prithee fulfil this one request my shepherds, my Exorcists." - The first rite of the Exorcist, an excerpt from the holy text of the Aldirean, the book of the dead.

Exorcists are chosen by holy temples and receive special training in order to face the paranormal creatures and undead that refuse to meet Aldir's embrace. These exorcists are normally scouted by other high ranking exorcists, or former exorcists that see the potential in a new recruit. The skills they generally look for are keen investigative skills, strength of mind and kindness of heart, as well as the dominating power required to put those that resist to rest by force.

Exorcists tend to fight with blessed weapons and dogmatic symbols of religious fervour, their enemies tend to resist the voice of a messenger of Aldir less when his divine presence is felt while combating them. Seasoned exorcists tend to have a sixth sense when it comes to identifying and tracking their quarries, and are often relentless in pursuit. It was said that Saint Anders the Lionheart was once an exorcist, and learned his demonic slaying ways from the Shepherds of Aldir (the Exorcists).

Esoteric Training

When you take this subclass at 3rd level, you gain proficiency in the arcana and religion skills.

Exorcist Magic

Also at 3rd level, you gain the guidance cantrip, if you don't already know it.

You also learn an additional spell of 1st level of higher when you reach certain levels in this class, as will be shown below. Each spell counts as a ranger spell for you, but does not count towards the number of ranger spells known.

Level 3: Command

Level 5: Gentle Repose

Level 9: Speak With Dead

Level 13: Banishment

Level 17: Dispel Evil And Good

Brand Of Chastisement

At 3rd level, when you hit a creature with a weapon attack, you can use your bonus action to apply a holy symbol to the body of the creature where your attack struck. This grants the following benefits:

  • You have advantage on survival rolls used to track the creature you struck.
  • Fiends and undead have disadvantage on attack rolls against you while this brand is applied to them.
  • Once per turn, when you deal damage to a creature with this brand applied to them, you deal extra damage to them equal to your ranger level.

You can only have one brand applied at a time, and each brand lasts for 24 hours unless you remove it earlier (as a free action).

Mind Of Steel

At 7th level, you have advantage on saving throws against the charmed and frightened conditions, as your time as an exorcist has strengthened your resolve.

Rite Of Binding

At 11th level, you can use a bonus action in order to force a creature marked by your brand of chastisement to make a constitution saving throw. If that creature fails their saving throw, their speed is reduced to zero until the end of their next turn. Whilst a creature's speed is reduced like this, all attack rolls against them have advantage, and the affected creature has disadvantage on dexterity saving throws.

You can use this feature a number of times equal to your proficiency bonus per short or long rest.

Blessings Of Aldir

When you reach 15th level, the blessing of Aldir will protect you from untimely death. This grants the following features:

You have advantage on death saving throws.

If you would be reduced to zero hit points, you can instead remain at one hit point. This can be done once per long rest.

Also, if you take damage from an enemy, you can use your reaction to make yourself resistant to that damage. You inflict half of the attack's original damage to that enemy in radiant damage. You then can teleport to an unoccupied space within 30ft of you. This can be done a number of times equal to your proficiency bonus per long rest.

Exorcist (Age Of Aether) Image

Comments

Posts Quoted:
Reply
Clear All Quotes