Ranger
Base Class: Ranger

The Seekers of Light, those who utilize the power of the celestials to track them down and destroy them. Anajinn's are rangers who have taken to the path of the Order of Luxbris to combat the Celestials. Most see them as outsiders, betrayers of the gods and altogether an evil force, how ever Anajinn's are the balance between Light and Dark, Order and Chaos. An Anajinn gains their power from the energy around them, and they must strive to find balance in themselves or be consumed by their own power. 

Celestial Magic

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

Anajinn Spells

Ranger Level Spell
3rd shield of faith
5th magic weapon
9th revivify
13th locate creature
17th dispel evil and good

Deadly Smite

At 3rd level, You can augment your weapon strikes with holy damage, drawn from the Plane of Celestials.. When you hit a creature with a weapon, you can deal an extra 1d4 radiant damage to the target, which can take this extra damage only once per turn.

The extra damage increases to 1d6 when you reach 11th level in this class.

Additionally any history, religion or arcana check pertaining to a Celestial or Celestial type you have encountered are at advantage. 

Unholy Tracker

You benefit from having Celestials as your Favored Enemy

You also learn Celestial

While traveling for an hour or more in Celestial Land, you gain the following benefits:

  • Difficult terrain doesn’t slow your group’s travel.
  • Your group can’t become lost except by magical means.
  • Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
  • If you are traveling alone, you can move stealthily at a normal pace.
  • When you forage, you find twice as much food as you normally would.
  • While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.

Warded Mind

By 7th level, you have honed your ability to resist the mind-altering powers of Celestials. You gain proficiency in Charisma saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Wisdom saving throws (your choice).

Splitting Attack

Once on each of your turns when you make a weapon attack you can split the attack to hit two targets in range. The attack role is the same for each attack. 

Mortal Judgement

Starting at 15th level, whenever a creature makes an attack roll against you, you can use your reaction to impose disadvantage on said attack. You can also use this feature to grant yourself advantage on a saving throw imposed on you by a creature. You can do so a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Previous Versions

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Anajinn Image

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