dauntless/content/Classes/Ranger/Calling of the Holy Messenger.md
2026-03-08 21:51:42 -06:00

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Corpus Angelus

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 Progression
Ranger Level Features
3rd Holy Messenger Calling Magic, Armor of the Messenger
7th Messengers Fury
11th Unknown Gospel
15th The Sacred Envoy

Holy Messenger Calling Magic 

3rd-Level Holy Messenger Feature 

You gain calling spells at the ranger levels listed in the Holy Messenger Calling Spells table. See the Ranger Subclass class feature for how these spells work. 

Holy Messenger Calling Spells
Ranger Level Spells
3rd healing word
5th prayer of healing
9th beacon of hope
13th guardian of faith
17th Mass Cure Wounds

Armor of the Messenger 

3rd-Level Holy Messenger Feature 

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 doesnt 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 armors leg pieces flash a bright light, and your speed increases by 20 feet for 1 hour. 
  • Flight of the Pegasus. The armors back piece flashes with light, and translucent pegasus wings sprout from it. You gain a flying speed equal to your walking speed for 1 hour. If you already have a flying speed, that speed is instead increased by 20 feet.  
  • Rush of the Shark. An armor made of fin-like translucent pieces extends around you, granting you a swimming speed equal to your walking speed for 1 hour. If you already have a swimming speed, that speed is instead increased by 20 feet.  

Once you use this feature, you cant use it again until you finish a long rest. When you reach 10th level in this class, you can use this feature twice.

Messengers Fury 

7th-Level Holy Messenger Feature 

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 a target with your Mystic mark, the target takes extra radiant damage. The extra damage is equal to the amount your Mystic Mark feature deals at your level. 

You can use this feature a number of times equal to your PB. You regain any expended uses when you finish a long rest.

Unknown Gospel 

11th-Level Holy Messenger Feature 

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 isnt in any known language. When you do so, each creature of your choice 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 isnt frightened.

Once you use this feature, you cant use it again until you finish a short or long rest.

The Sacred Envoy 

15th-Level Holy Messenger Feature 

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 doesnt provoke any opportunity attacks. 
  • Once per week, you can cast the plane shift and teleport spells, requiring no material components.