Base Class: Ranger
This class is designed for the Rhythm of the Warsong campaign setting.
The country of Freevale in Brocheran has no national government, has no overarching laws, and has no official military. Yet, it has little crime and remains unconquered by the superpowers of Brocheran. While the latter can be explained by the works of Separill, the peace found in the free country of Freevale is due only to the jobs of the Peacekeepers. An elite group of outdoorsmen, archers, and swordsmen, the Peacekeepers are a plentiful force, funded by all the city-states of Freevale that enjoy their protection. Not only do they deal with bandits and discourage potential invasions, but they also hunt down monsters, help feed the poor, and perform general good deeds around the cities of Freevale. The Peacekeepers are heroes and defenders of the highest degree, often powerful composers or experienced fighters. You have either chosen to become a Peacekeeper, or you have taken after their virtues and defensive tactics. Regardless, when your allies are in your presence, they will feel more at ease.
Peacekeeper Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Peacekeeper Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.
Peacekeeper Spells
| Ranger Level | Spell |
|---|---|
| 3rd | sanctuary |
| 5th | calm emotions |
| 9th | magic circle |
| 13th | death ward |
| 17th | greater restoration |
Peaceful Instincts
Your experiences with peacekeeping and defending the lands has opened your eyes to threats and strengthened your skills of de-escalation. You gain proficiency in the Perception and Persuasion skills if you don’t already have it. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies.
Designate Threat
Starting at 3rd level, you can designate hostile creatures as threats, which helps defend your allies from them and assists you in swiftly eliminating these threats. As a reaction when a hostile creature you can see within 80 feet of makes an attack roll, you can designate the attacking creature as a threat for 1 minute or until they die. That creature must succeed on a Wisdom saving throw against your spell save DC. On a failure, their attack roll automatically misses.
The first time each turn that you hit a creature designated as a threat with a weapon attack, it takes an extra 1d6 damage from the weapon. Additionally, as a bonus action on your turn, you can focus your aim on a creature you have designated as a threat that is within 80 feet of you. For all attack rolls you make against that creature until the end of your turn, roll 1d6 and add it to the roll's total. You can have multiple creatures designated as a threat at once, but you can not designate a creature as a threat if they are already designated as one.
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all uses when you finish a short or long rest.
Peacekeeper's Protection
At 7th level, you learn how to better protect yourself and your allies from designated threats. You and creatures of your choice within a 60 ft radius of you have a bonus to saving throws made against creatures you have designated as threats equal to your Wisdom modifier (minimum 1).
Denial of Assault
At 11th level, you become able to continually deny designated threats from attacking your allies. As a reaction whenever a creature you have designated as a threat that is within 80 ft of you makes an attack roll, you can force them to make a Wisdom saving throw against your spell save DC. On a failure, their attack roll automatically misses.
Additionally, if you expend a 1st-level or higher ranger spell slot as a part of this feature, the creature makes their Wisdom save at disadvantage. If you expend a 3rd-level or higher ranger spell slot as a part of this feature, the creature makes their Wisdom saving throw at disadvantage and if they fail, all other attack rolls they make until the end of the turn are made at disadvantage. These options do not extend to your Designate Threat feature.
Eliminate Threat
At 15th level, you come to the realization that the best way to deal with a threat is to eliminate it directly. Whenever you deal weapon damage to a creature you have designated as a threat, you can expend a use of your Designate Threat feature to deal 4d6 additional damage of your weapon's type. This damage is not increased when you score a critical hit and is not affected by damage vulnerabilities.
Additionally, if you expend a 1st-level or higher ranger spell slot as a part of this feature, the extra damage increases to 6d6. If you expend a 3rd-level or higher ranger spell slot as a part of this feature, the extra damage increases to 8d6.
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