Holy Messenger
Holy Messengers are the chosen couriers of divine forces. They carry their divine words to mortals and sometimes to other deities. Holy messengers are known for their speed and their iconic, shining armor. Usually, they receive word of their divine purpose in their dreams or visions, and start spreading the divine word as fast as they can. People in some places believe that a visit by a holy messenger brings good harvest, but this is simply not true.
Holy Messenger Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Holy Messenger Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.
Holy Messenger Spells
Ranger Level | Spells |
---|---|
3rd | Radiant wayfinder |
5th | Prayer of healing |
9th | Beacon of hope |
13th | Guardian of faith |
17th | Blood of a saint |
Armor of the Messenger
At 3rd level, divine forces bless you with a spectral-looking, shining armor to help you in your journeys. As an action, you can summon the Armor of the Messenger onto yourself or dismiss it. You can also summon this armor on top of another armor since the Armor of the Messenger doesn’t provide AC. The armor sheds bright light in a 5-foot radius and dim light for an additional 5 feet. You can work with your GM to determine the appearance of your armor. When you summon the Armor of the Messenger, you gain one of the following benefits of your choice;
Celerity of the Unicorn. The armor’s leg pieces flash a bright light, and your speed increases by 20 feet for 1 hour.
Flight of the Pegasus. The armor’s back piece flashes with light, and translucent pegasus wings sprout from it. You gain a flying speed of 30 feet for 1 hour.
Rush of the Shark. An armor made of fin-like translucent pieces extends around you, granting you a swimming speed of 30 feet for 1 hour.
Once you use this feature, you can’t use it again until you finish a long rest. When you reach 10th level in this class, you can use this feature twice.
Messenger’s Fury
At 7th level, your attacks clear the way against heretics. When you hit a creature with a weapon attack, you can choose to deal radiant damage instead of the damage normally dealt by the attack. If you choose to use this feature against your favored enemy, the target takes an extra 1d6 radiant damage.
You can use this feature a number of times equal to your proficiency bonus. You regain any expended uses when you finish a long rest.
Unknown Gospel
At 11th level, as you carry the will and the words of the divine, you memorize some of them. As an action, you can shout out a single word granted to you by your deity that isn’t in any known language. When you do so, each evil-aligned creature that can hear you within 30 feet of you must make a Wisdom saving throw. On a failed save, a creature takes 3d6 psychic damage and is frightened of you for 1 minute. On a successful save, the damage is halved and the creature isn’t frightened.
Once you use this feature, you can’t use it again until you finish a short or long rest.
The Sacred Envoy
At 15th level, your abilities as a messenger are heard across the heavens and the divine reward your prowess accordingly:
- Armor of the Messenger sheds bright light in a 10-foot radius and dim light for an additional 10 feet.
- You can use the feature of Armor of the Messenger for an unlimited amount of time and you can gain all the benefits of it instead of one if you choose to do so.
- Your movement doesn’t provoke any opportunity attacks.
- Once per week, you can cast the plane shift and teleport spells, requiring no material components.
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