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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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