Ranger
Base Class: Ranger

Divine Watchers have been chosen by deities of the Outer Planes to act as guardians and observers of the Inner Planes. The agreements made between Divine Watchers and celestial beings are mutual. As a straightforward means to subdue the evil plaguing the mortal realm, the deities have offered divine power to those they see fit in maintaining the balance of the Planes.

Divine Watcher Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Divine Watcher Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.

Divine Watcher Spells

 

Celestial Spirit

At 3rd level, the powers granted to you by the deities act as a safeguard against malignant forces. You have advantage on saves against poison and disease.

In addition, you gain proficiency in one of the following skills of your choice: Arcana, History, or Religion.

Arcana

Grants proficiency in the Arcana skill.

History

Grants proficiency in the History skill.

Religion

Grants proficiency in the Religion skill.

Scorching Fire

At 3rd level, you learn to use the celestial's divine powers to enhance your own attacks, causing your weapons to ignite in a searing flame.

As a bonus action, you can augment your equipped weapon with fire magic. Until the end of the turn, the weapons are magical, and they deal an extra 1d8 fire damage on a hit. A creature can take this extra damage only once per turn. When you reach 11th level in this class, the extra damage increases to 2d8.

Divine Aura

At 7th level, the divine magic that runs through you has grown stronger, making you resistant to necrotic and poison damage.

You gain a bonus action that you can use to emit a glowing light around you that sheds bright light in a 15-foot radius and dim light for an additional 15 feet. The light remains until you use a bonus action to end the effects, or until it is dispelled. Any creature that is within 15 feet of you when using this action must make a Constitution saving throw or become blinded until the end of it's next turn. Once this action is used, you must take a short rest before using it again.

Blessed Marksman

At 11th level, you've become an expert at controlling the magic granted to you by the deities and receive the following feature:

Divine Arsenal

You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon’s range, or may choose to hit a single target 4 times. The number of times you may hit a single target increases to 5 at 15th level and 6 at 20th level. All attacks deal damage equal to your weapon's base damage + any modifiers + 1d4 radiant damage. Each attack must be rolled separately.

Master of the Divine

At 15th level, you have mastered your gift of divine magic. You may choose to convert any physical damage dealt into radiant damage and are capable of transforming some of the Ranger's spells into Divine Variations as listed below. Choosing to transform the spell takes a strong dedication, replacing the original permanently.

Ranger Spells

Divine Variations

Hail of Thorns

Bursting Light

Cordon of Arrows

Blinding Trap

Lightning Arrow

Luminous Arrow

Grasping Vine

Divine Chain

Conjure Volley

Radiant Barrage

Divine Transformation: Blinding Trap

At 15th level, you may choose to permanently transform the Ranger spell Cordon of Arrows into the Divine Variation spell Blinding Trap.

Divine Transformation: Bursting Light

At 15th level, you may choose to permanently transform the Ranger spell Hail of Thorns into the Divine Variation spell Bursting Light.

Divine Transformation: Divine Chain

At 15th level, you may choose to permanently transform the Ranger spell Grasping Vine into the Divine Variation spell Divine Chain.

Divine Transformation: Luminous Arrow

At 15th level, you may choose to permanently transform the Ranger spell Lightning Arrow into the Divine Variation spell Luminous Arrow.

Divine Transformation: Radiant Barrage

At 15th level, you may choose to permanently transform the Ranger spell Conjure Volley into the Divine Variation spell Radiant Barrage.

Previous Versions

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