Ranger
Base Class: Ranger

Wandering priests on religious pilgrimages work to prevent the spread of Demons throughout the Nine Realms using there powerful speaking voice they preach stories about the temptations of Asmodeus & the fate the lies after death. Due to their powerfully poetic speech's, booming voices and incredible hatred of non-believers. People describe Figureheads as everything form "manipulative mantelpieces" to "dedicated members of the church". Regardless of religious practice or intention Figureheads have a strong sense of justice unheard of by any other wanderer of the wilds. 

Level 3: Figurehead Spells

When you reach a Ranger level specified in the Figurehead Spells table, you thereafter always have the listed spell prepared.

Figurehead Spells
Ranger Level Spell
3 Bless, Healing Word, Sacred Flame
5 Augury and Prayer of Healing
9 Mass Healing Word and Revivify
13 Banishment and Divination
17 Commune and Mass Cure Wounds

Faith Congregation

You draw power from your deity to rouse people to action, you display your connection by communicating with a loved one, speaking in tongues or changing the physical properties of an item, to create a rousing speech of faith. As a Action, you can expend a use of Favored Enemy to perform a 1-minute sermon to stir them into religious action or to perform an act of kindness for the community, choosing several creatures equal to your Wisdom modifier to gain the following benefits for the next hour.

 Call to Action. Once within the next hour when the affected creature fails a D20 Test, the creature can roll a 1d6 and add the number rolled to the d20, potentially turning the failure into a success. The 1d6 is expended when it is rolled. The die increases to a 1d8 at 7th level, a 1d10 at 11th level and a 1d12 at 15th level. 

Unyielding Faith. The affected creature gains a a number of temporary hit points equal to ranger level. All temporary hit points disappear after an hour has passed. 

Community. The affected creature has Advantage on an attack roll against a creature if at least one other affected creature or you is within 5 feet of the creature and the ally doesn’t have the Incapacitated condition.

Level 3: Voice of Authority

People listen to your word over their own judgement and often are afflicted with agunish when they despise your will. Whenever you take the Attack Action on your turn, as a reaction you can expend one of your spell slots to summon a aura of healing. Choose one creature within 30ft of you to regain hit points equal to 2d6 + your profinecy bonus. The health regained increases per the spell slots level as seen in the table below.

Voice of Authority Healing
Spell Slot Level Healing
1st Level 2d6 +  your wisdom modifier
2nd Level 4d6 +  your wisdom modifier
3rd Level 6d6 + your wisdom modifier
4th Level 8d6 +  your wisdom modifier
5th Level 10d6 +  your wisdom modifier

Level 7: Shelter of the Faithful

Whenever you finish a Short Rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your Ranger level (round up), and none of them can be level 6+. For example, if you’re a level 7 Ranger, you can recover up to 2 levels’ worth of spell slots. You can recover a level 2 spell slot or two 1st spell slots . Once you recover spell slots with this feature, you can’t do so again until you finish a Long Rest.

Additionally in place of casting Hunters Mark with your Favored Enemy feature you can expend one favored enemy use to regain a two 1st level spells of your choice (paying any material components for it). You can use more uses of your favored enemy feature in place of higher level spell slots as listed in the table below. 

Display of Faith Conversions
Favored enemy charges Spell slot Lvl
1 Two 1st Level Spell Slots
2 2nd Level Spell Slot
3 Two Second Level Spell Slots
4 3rd Level Spell Slot
 5 4th Level Spell Slot
 6 5th Level Spell Slot

Level 7: Display of Faith

Whenever you reach a Ranger level (including this level) and the Prepared Spells number in the Ranger Features table increases, you can choose any of your new prepared spells from the Cleric spell lists, and the chosen spells count as Ranger spells for you. In addition, whenever you replace a spell prepared for this class, you can replace it with a spell from those lists.

Level 11: Community of Faith

Your speeches rouse your followers to spread the word of your congregation, granting them the following properties when under the effect of your Faith Congregation feature. 

Unity. Whenever you heal an affected target it regains additional hit points equal to a roll of your Hunters Mark die, and you can move up to half your movement speed without provoking opportunity attacks.

Pilgrimage. Whenever a affected creature within 5ft of you moves or moves with 5ft of you can move up to half your movement speed in the direction of the affected creature. 

Denouncement. The whenever you miss on a attack roll within 30ft of an affected ally. You can end all effects of Faith Congregation on that target to make an attack roll using its reaction, Upon a successfully hit the creature adds extra force damage equal to 2 rolls of your hunters mark die to the damage roll. 

Level 15: Voice of the Divine

Your word has spread so far and wind that you are a beacon of your congregation, with people first turning to you in place of your deity for advice in times of trouble. Once per long rest, as a bonus you take on similar characteristics to that of your deity gaining the following benefits for the next minute or until you gain the Incapacitated condition. You can’t use it again until you finish a Long Rest unless you expend a level 4+ spell slot (no action required).

Under Your Wing. You gain a fly speed equal to your walking speed, and as a reaction to an ally within 15ft is hit by an attack roll you can move up to half your movement speed. Provided you are within 5ft your ally by the end of your movement. Your ally gains a +5 to their AC, possibly turning the successful hit on your ally into a miss.  

The Dissenters Folly. Once per turn when you hit a creature unaffected by your Faith Congregation feature, you can end one of your affected allies (Faith Congregation) to deal additional damage equal to 4 rolls of your hunters mark in psychic damage and force the target to succeed a Wisdom saving throw against your Spell Save DC or be stunned until the end of its turn. 

Believers Creed. Creatures affected by your Faith Congregation feature have advantage on saves against the charmed, frighted, stunned, or paralyzed conditions whilst they are within 30ft of you or another creature affected by your Faith Congregation feature. 

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