Base Class: Ranger
Prerequisite: Favored enemy of Undead.
Knights of the Raven are devoted to battling the undead, and they gain a number of abilities to help them in that quest. They also have a unique sort of animal companion, a celestial raven trained to harry foes and interfere in combat to the knight's advantage.
Protect the Living
Your chosen path is to serve the living and destroy any who may harm life. Undead are an abomination and need to be removed from your plane of existence. You will stop at nothing to purge the undead.
Cleric Spells List
Whenever you learn new spells from leveling up you may choose from the cleric list now.
Turn Undead
At 3rd level you learn the Turn Undead feature similar to Clerics. You may turn undead a number of times per day equal to you wisdom modifier + 1/5 your ranger level.
As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw against your spell DC. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.
Against Undead
At 6th level you may ignore gaining an additional favored enemy to instead further your prowess over the undead so that your attacks may cripple them.
Whenever you successfully hit a favored enemy target with a weapon attack they must make a dexterity saving through against your Spell save DC. On fail, choose one of the following:
They have disadvantage on their next attack.
Or
Their speed is halved until your next turn.
Defeat Undead
At 14th level you may ignore gaining an additional favored enemy to instead further your prowess over the undead so that your attacks always strike true.
You always have advantage on attack rolls against your favored enemy(s).
Also, your melee and non-magical ranged attacks deal radiant damage on a critical hit against any target.
Champion of Life
At 20th level, the minions of evil are but paper in the way of your weapon. Whenever you hit a CR 4 or lower undead creature it is immediately killed and will not get back up. They are laid to rest and can not be raised again.
Ranger’s Celestial Raven
At 3rd level, you gain a celestial raven that will alongside you. Use the raven stat block from the Monster Manual pg. 335 except the following additions. Add your proficiency bonus to the raven’s AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its Beak attack is radiant instead of piercing. Its hit point maximum equals four times your ranger level, whichever is higher. It is immune to radiant damage as well as any sleep, fear, and illusion magic.
Variant Raven Rules
A. Conjure Raven
As an action you can summon the raven within 15 feet of you if it is not out already. Or dismiss it as an action as well. You can only summon the celestial raven a number of times per long rest equal to your wisdom modifier +1. At 8th level, equal to your wisdom modifier +2. At 16th level, equal to your wisdom modifier +3.
B. Follow same companion rules for Ranger Beast Master subclass for sake of how to acquire if dead.
The raven obeys your commands as best as it can. It takes its turn on your initiative. On your turn, you can verbally command the raven where to move (no action required by you). You can use your action to verbally command it to take the Attack, Dash, Disengage, or Help action. If you don't issue a command, the raven takes the Dodge action. Once you have the Extra Attack feature, you can make one weapon attack yourself when you command the raven to take the Attack action.
You may cast any cleric touch spell through the raven as an action.
You also have special commands if don't command your raven to attack. As a bonus action the raven can harry a creature.
Harry: Your raven occupies the target's space. The target makes a wisdom saving throw against your spell DC. On fail, the next attack that targets only this target has advantage.
If you are incapacitated or more than 75 feet apart, the raven dismisses. The raven never requires your command to use its reaction, such as when making an opportunity attack.
Angelic Mobility
Beginning at 7th level, on any of your turns when your raven doesn’t attack, you can use a bonus action to command the raven to take the Baffle, Dash, Disengage, or Help action on its turn.
Baffle: Your raven occupies the target's space. The target makes a wisdom saving throw against your spell DC. On fail, the target can't take reactions.
Celestial Might
Starting at 11th level, when you command your raven to take the Attack action, the raven can make two attacks.
Also, if your raven doesn't attack then you can command it to use Falter as a bonus action.
Falter: Your raven occupies the target's space. The target makes a wisdom saving throw against your spell DC. On fail, they are unable to take the disengage or dash action.
Celestial Link
Beginning at 15th level, when you cast a spell targeting yourself, you can also affect your raven with the spell if the raven is within 30 feet of you.
Also, whenever your raven attacks it may cast Light on the target as a free action using your Spell DC.
Also, also, when you dismiss or when your raven drops to zero hit points each ally with in 10 feet of the raven heal divided as you choose equal to the raven's max health. Undead within 10 feet are blinded until the start of their next turn.
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