Tuesday, February 18, 2020

Divine Claw Ranger 1.0, a DnD 5e homebrew Ranger subclass for chaotic minded Paladins who want to live on the wild side, or Oathbound Rangers who just want to smite things.




Ranger of the Sacred Hunt,

Divine Claw Conclave




- art is from the Heroes of Camelot mobile game, and the picture was found here at: https://animal.dekoration724.online/wild-hunt/

Holy wardens of the wild ends of the world, the rangers of the Divine Claw are bound by sacred oaths to prune the roots of evil before they have a chance to threaten the broader world.  Whether trained in a secluded temple, or self-taught through the harrows of experience. The rangers of the Divine Claw roam the land in the name of their chosen deity in search of the most terrible foes imaginable. Once cornered, they unleash the divine energies within themselves to smite them dead in their tracks. To be a ranger of the Divine Claw is a personal and an often, one-sided calling as there are few bards in the wild realms who would turn great deed into song. But whether bound by undying devotion to their chosen deity or some combination of personal honor or tragedy. These holy wardens remain true to their oaths, even should their honor go unsung among the lands and people they are sworn to protect.

The Tenants of the Sacred Hunt

Unlike paladins who strive to be a living example of virtue to be feared or venerated by the world around them. Very few rangers of the Divine Claw sermonize their beliefs and fewer still seek the pedestal of fame or infamy. As such the Tenets of the Divine Claw usually take the form of a personal creed that binds the ranger to him or herself, and to any gods they might venerate in private. But no matter what shape their oaths take, the principles that unite these holy rangers are the same. These principles revolve around hunting and destroying wrongdoers by any means necessary, even if great hardship or personal sacrifice must be mete upon oneself to do so. The core tenets of the Divine Claw are personal and pragmatic and are as follows.

Hunt and Destroy Evil. Faced with the choice of action or inaction against a great evil, I choose to act against that evil, even if it means I must hunt alone.

Honor your Prey. I will never underestimate or under prepare no matter how humble my quarry might first appear.

Honor the Hunt. I shall not become overbearing of my grizzly work. For neither pride nor vainglory have a place in my sacred profession.

Prey upon the Predators. I commit myself to the path of a sacred hunter to prey upon predators who would harm the innocent.

Shepard the Land and its People. I will conduct myself in the highest example fit of a holy warden in public and in private. 

No Matter the Cost. I will bear any sacrifice and employ any method to destroy my sworn foes. Even if it means I must forfeit my own life to do so. 

Divine Claw Magic

Your sacred oaths allow you learn spells normally associated with the paladin class and use a holy symbol as a spell focus. When your Spellcasting feature lets you learn a ranger spell of 1st level or higher, you can choose to learn a new spell from the ranger or the paladin spell list. You must obey all restrictions for selecting the spell, and it becomes a ranger spell for you. 

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

Divine Claw Spells

| Ranger Level | Spells |
|:----:|:-------------|
| 3rd | Sanctuary |
| 5th | See Invisibility |
| 9th | Beacon of Hope |
| 13th | Greater Invisibility|
| 17th | Hold Monster|

Eagle Smite

At 3rd level, when you hit a creature with a ranged or melee attack, you can spend one spell slot to deal radiant damage to the target in addition to the weapon’s damage. The extra damage is 2d8 for a 1st level spell slot, plus 1d8 for each spell level higher than the 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is a Favored Enemy. 

Channel Conviction

When you take this subclass at 3rd level, you gain the following two Channel Conviction options. You can use Channel Conviction once per long or short rest.

Eagle’s Courage. As an action, you present your holy symbol and recite your oaths, using your Channel Conviction. For the next minute, you are granted +1 to your AC and immunity to the frightened condition.

Eagle’s Talons. As an action, you can call upon your inner strength to empower your attacks. For 1 minute, your weapon attacks score a critical hit on a roll of 19 or 20 and cause an additional weapon die of damage on a critical hit.

Know Your Quarry

At 7th level, whenever a hostile creature forces you to make a saving throw you may spend a Reaction to add 1d8 to your roll. On successful save, you may roll a d20 die and record the number rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature you can see with this roll. You must choose to do so before the roll, and you can replace a roll in this way only once per turn. You may use this feature two times per long or short rest.

When you finish or evade combat. You must discard any remaining roll gained from this feature.

Paragon of the Sacred Hunt

At 11th level, your soul burns with righteous conviction, you gain the following benefits:

- While channeling your conviction, you are so suffused with righteous might that your attacks carry divine power with them. For the duration of your Channel Conviction, whenever you hit a creature with a ranged or melee attack, the creature takes an extra 1d8 radiant damage.

- When you roll a 1 or 2 on any radiant damage die you may reroll the die and must use the new roll even if the roll is a 1 or a 2.

Hunter’s Vendetta

Starting at 15th level, you can spend a bonus action to swear a vendetta upon a visible creature within 60 feet of you. You gain the following benefits when fighting that creature for two turns:

- You have advantage on all attack rolls, saving throws and ability checks made against the creature.
- You may impose disadvantage on all attack rolls, saving throws and ability checks made by the creature against you.
- Your first Eagle Smite against the creature does double damage.

No comments:

Post a Comment