Base Class: Ranger
Cloaked warriors who use their cunning and guile to taken on the enemies of their Order or God. They track and hunt down their prey assisted by divine magic. These agents of order take on evils at their root cause and bring peace to the realms. Whether they be demon hunters or wardens on the fringes of civilization, warriors who walk this path are protected by the divine.
Divine Persecution
You become a Zealot. A holy warrior bent on tracking an hunting down abominations in the eyes of their God or Order. You gain holy blessings to assist you in your hunt.
At 3rd level, you gain the following benefits:
- When choosing a new Ranger spell, you can instead choose a spell from the Paladin's spell list.
- When using Smite spells (Thunderous Smite, Wrathful Smite etc.), the spell can be used when making ranged weapon attacks.
- When you make a successful weapon attack against your favored enemy, you gain an additional 1d6 radiant damage. (This increases to 2d6 at 11th level, and 3d6 at 15th level.)
Crusader's Fury
Your devotion to your cause gives you the drive to push yourself beyond your normal physical limits.
At 7th level, you can use your bonus action to make one additional weapon attack when you take the attack action. You may use this feature as many times as your wisdom modifier (min. 1).
Returned with Righteous Anger
The patron of your holy cause looks favorably upon you. Healing, whether it be magical or mundane, always seems to lift you up in your most dire times of need due to the guidance of your God.
At 11th level, when you are unconscious and brought back to consciousness via a healing effect, you regain the maximum amount of healing from that effect and stand up from being prone.
Sight from Beyond the Mortal Plane
At 15th level, you have curried favor with your God or Order and have been blessed with holy visions. This has given you a solidarity of mind, as well as the ability to influence those around you.
- You gain proficiency in Wisdom Saving throws.
- You can force a creature (friendly or hostile) to reroll a saving throw or attack role. You may use this feature as many times as your wisdom modifier (min 1). The uses for this recharge on a long rest.
Previous Versions
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That does make sense and thats very true that wisdom rarely gets maxed out. I may ask my DM if I can use this in the future
Thanks for the compliment. The reason I have the 7th level and 15th abilities based on the wisdom modifier is that most rangers don't max out there wisdom, focusing more on dexterity. Many melee fighters can use their bonus action to attack whenever they wish, and if you are going to use Smite spells on your ranged weapon attacks most of them cost your bonus action to cast so its not like the 7th level ability can be spammed. As for the 15th level ability, I made it based on Wisdom modifier because I fell the ranger is already the weakest class in 5e and giving it some more powerful battlefield control/manipulation helps it keep pace with some of the very powerful class abilities the other classes receive. Dice manipulation is something that many only the Divination Wizard and the Bard make a staple of their class, and it makes those powerful casters even more powerful. I figured it could help close the power gap between the ranger and the other classes, though I should have clarified that the last ability is meant to be used as a reaction that you can only do once per turn. Being able to change one attack/ one save only once per turn and only at most 5 times a day with no guarantee of success at that high of a level does not seem overpowered to me.
Cool subclass. Maybe change the effects that you can use as many times as your wisdom modifier to once per short or long rest to make it a bit more balanced.