Ranger Subclass: The Vigilant
Ranger Subclass: The Vigilant
Hit Points
Hit Dice: d8 per Ranger Subclass: The Vigilant level
Hit Points at first Level:
Hit Points at Higher Levels:
Proficiences
Armor:
Weapons:
Tools:
Saving Throws:
Skills:
Overview & Creation
Vigilants are religious zealots trained to stalk and dispatch unnatural predators, including otherworldly horrors such as infernals. Through whispered words, they weave blessings into their weapons as they strike down witches, abnormalities, and planar invaders.
Subclass Options
HORROR HUNTER
Beginning when you choose this archetype at 3rd level,
you gain the following favored enemies: aberrations, fey,
fiends, and undead.
When you hit an aberration, fey, fiend, or undead with a
weapon attack, you deal an extra 2d6 radiant damage to the
target. This damage increases to 3d6 at 11th level and 4d6 at
16th level. You can use this feature a number of times equal
to your Wisdom modifier (a minimum of once). You regain
expended uses when you finish a long rest.
Vigilant Spells
Ranger Level---------Spells
3rd------------searing smite
5th------------see invisibility
9th------------------daylight
13th------------aura of purity
17th-------------hold monster
WHISPERS OF PURIFICATION
Starting at 7th level, you can whisper the blessings of your
deity as a bonus action, empowering one weapon you are
wielding. When you do so, the empowered weapon becomes
magical for 1 minute, during which you gain a +2 bonus to
weapon attack rolls you make with it. You cannot empower
another weapon until the effect ends.
Additionally, when you deal damage to an aberration, fey,
fiend, or undead with an empowered weapon, that creature’s hit point maximum is reduced by the amount of damage
taken. This includes additional damage dealt by other effects,
such as the Horror Hunter feature. This reduction lasts until
the target finishes a long rest. If a target’s hit point maximum
is reduced to 0 by this feature, it is utterly destroyed
and cannot be rejuvenated, resurrected, or returned in
any capacity.
OCCULT ANATHEMA
At 11th level, you gain a +10 bonus to Wisdom (Survival)
checks to track aberrations, fey, fiends, or undead and to
Intelligence checks to recall information about them.
Additionally, when an aberration, fey, fiend, or undead that
you can see hits you with an attack, you can use your reaction
to halve the attack’s damage against you.
RITE OF CLEANSING
At 15th level, you can perform a ceremony to bless a single
arrow, bolt, or bullet with divine energies capable of
nullifying the strongest of unnatural foes. This rite takes
1 hour to complete and can only be completed once every
24 hours. The ammunition remains blessed until it is used
or until you complete another such rite. When you hit a
creature with a weapon attack using the blessed ammunition,
you gain one of the following benefits, depending on the type
of creature:
• If the creature is an aberration or fey, it must succeed on
a Charisma saving throw against your spell save DC or be
paralyzed for a number of rounds equal to your Wisdom
modifier (minimum of 1 round).
• If the creature is a fiend, it must succeed on a Wisdom
saving throw against your spell save DC or be banished
to its home plane of existence. If it is already on its home
plane of existence, it takes an extra 4d6 radiant damage
instead.
• If the creature is an undead, it must succeed on an
Intelligence saving throw against your spell save DC or
have vulnerability to radiant damage for a number of
rounds equal to your Wisdom modifier (minimum of 1
round).
Any other creature must succeed on a Dexterity saving throw
against your spell save DC or be knocked prone and become
stunned for 1 round.
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