Ranger
Base Class: Ranger

Wandering warriors, without a master but a burning desire to lead heroic lives, Knight Errants are honourable squires or Paladins-in-training who forego swearing an Oath and instead set out on their own self-imposed quests, adjusting to a life on the road. The exact nature of the quest may change from day-to-day, depending on the changing priorities or immediate trials a Knight Errant may face, but they always align with the same overall goal. Given their nomadic nature, Knight Errants are often skilled in survival tactics, foraging, and have a good sense of direction, allowing them to traverse through various landscapes or terrains.

Level 3: Quest of Errantry

You make a solemn pledge in the name of those you hold dear, your ideals, or maybe your honour, to undertake a specific quest.

Choose one of the following Pledge options to represent your current quest. You may change your selection after each Long Rest.

Pledge of the Slayer. You gain a bonus to your Intimidation checks equal to your Wisdom modifier (minimum of +1).

Pledge of the Seeker. You gain a bonus to your Investigation checks equal to your Wisdom modifier (minimum of +1).

Pledge of the Saviour. You gain a bonus to your Persuasion checks equal to your Wisdom modifier (minimum of +1).

Level 3: Knight Errant Spells

When you reach a Ranger level specified in the Knight Errant Spells table, you thereafter always have the listed spell prepared. Your spell list changes depending upon your current Quest of Errantry.

Knight Errant Spells

Ranger Level

             Pledge of the Slayer            Pledge of the Seeker             Pledge of the Saviour

3

  Detect Evil & Good               Comprehend Languages                  Sanctuary

5

          Find Steed                              Locate Object                        Calm Emotions

9

      Crusader’s Mantle                        Remove Curse                       Beacon of Hope

13

          Death Ward                              Arcane Eye                         Locate Creature

17

Destructive Wave                        Legend Lore                              Hallow

Level 3: Holy Strike

Whenever you hit an enemy with a weapon attack, you may immediately take a Bonus Action and expend a use of your Favored Enemy to cast Divine Smite on the target without using a spell slot. The level at which it is cast is equal to that of the highest level Ranger spell you have prepared.

Level 7: Knightly Aura

Creatures of your choice within 10ft of you, including yourself, gain a bonus to their Wisdom saving throws equal to your Constitution modifier (minimum of +1), as well as resistance to Necrotic damage.

Level 11: Blessed Soul

Your attacks and spells ignore resistance to Radiant damage.

 After casting Divine Smite, you immediately gain Temporary Hit Points equal to half the amount of damage dealt, rounded up.

Level 15: Divine Mission

You gain additional benefits depending on your Quest of Errantry.

Pledge of the Slayer. Whenever you roll Initiative, if you have no uses of Favoured Enemy left, you regain one use.

Pledge of the Seeker. You may expend a use of your Nature's Veil to give yourself Truesight, with a range of 30 feet, for 1 minute.

Pledge of the Saviour. Your Knightly Aura increases to 30ft, and creatures affected by it count as being in Half Cover.

Previous Versions

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9/27/2026 1:37:14 PM
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