Missionary (5e Subclass)
From D&D Wiki
Missionary
Faith in the gods has served mankind well. In the darkest of times, uniting beneath the faiths has pulled civilization from the brink of ruin. Missionaries spread that faith, the belief for a better tomorrow, and faith in civilization and one's fellow man. These rangers utilize holy magic and unwavering faith the spread the word of their gods.
The Sheppard's Blessing
Upon selecting this Archetype at 3rd level, you gain the ability to channel your faith, granting guidance and divine protection to travelers. You gain 1 use of Channel Divinity, and regain use of your Channel Divinity upon completion of a long or short rest. You also gain the "Faith Guide You" Channel Divinity option. You also gain proficiency in the Intelligence(Religion) skill if you don't already have it.
- Channel Divinity
- Faith Guide You
As an action, you may touch a creature's forehead, and grant them a blessing of safety in their travels. For 1 hour, this creature gains advantage on Wisdom(Perception) and Wisdom(Survival) checks made to find paths and perceive dangers along said paths so long as they remain outdoors.
Missionary Magic
Additionally, upon selecting this Archetype at 3rd level, you learn two cantrips and one 1st level spell of your choice from the cleric spell list. You learn one additional spell from the Cleric spell list at 5th level, and again at 9th level, 13th level and finally 17th level. When you learn a spell in this way, the spell must be of a level for which you have slots or be a cantrip, and they do not count against your known spells.
Sheppard's Wiles
Starting at 7th level, the gods seek to protect you along your journey. When you cast a Ranger or Cleric spell of 1st level or greater, roll a d10. On a roll of 9 or 10, you do not consume the spell slot.
The Sheppard's Way
Starting at 11th level, you become a beacon of safety to your companions. Your Passive Perception increases by 5, and you and every friendly creature within 10 feet of you leave no tracks unless you choose otherwise.
Messiah of the Path
Starting at 15th level, you have become the hand, eyes, and ears of your god, and as such have been given their truest gift. To lead those who follow you, you must continue in the face of adversity. When you fail an ability check, attack roll or saving throw, you may choose to attempt the roll again, taking the higher of the two values rolled. You may use this feature once before requiring a long or short rest. In addition, your presence inspires excellency in your companions, and you may now perform the Help action as a bonus action.
Back to Main Page → 5e Homebrew → Character Options → Subclasses