Servant (5e Subclass)

Servant

Ranger Rangers who follow the path of the servant have offered themselves as a vessel to a higher being of their worship. An aura like flame illuminates from their eyes allowing other races and classes to assume their alignment. Red or black being chaotic and bright blue or white being good. unlike your usual ranger the servant is gifted with the hand of a god and can perform minor illusion spells and magic. The servant is the only known subclass to gather its power from a mana source.

The Mana System the Mana system exclusive to the servant is a pool of magical essence that the player can draw from. Starting at level 1 the player rolls 1D12 (or 6 + Charisma) just like a hit dice. This pool is increased per level the exact same as hitpoints. Certain spells and abilities will each use different amounts of the mana pool per use and once the player has depleted their pool only a short rest (1/2 full) or a long rest (full) will replenish it. (mana potions to the DM's approval).

Shadowfade Target:Self Duration:Instant Mana Usage:Feat Starting from level 3, once per short rest in times of need the servant can shadowfade through the astral plane as a tactical dash without using an action. Leaping back through space and time for a distance starting at 10ft. At levels 5, 8 and 11 the shadowfade distance increases by 5ft.

Elemental arrow Target:Max range of pc DurationInstant Mana Usage:3 points at level 1 (3 point increase per level) Starting at level 1 the Servant has the ability to draw absolute power from a magical quiver they can will into existance. At basic levels (below level 7) the servant can only draw the power of the 3 basic elemental effects fire, lightning and poison. At first level these arrows deal 1D8(+Charisma) and any extra damage that enemy weaknesses might hold. From levels 4, 7, 10 and 13 these arrows increase by 1D8 per level but also increase by Mana points respectively.

Extra Attack Mana Usage:None Starting at level 5 the servant can call on the power of it's worship to unleash a second attack each turn (excluding a damage spell). Only one damage spell can be used per turn. The Servant gains another extra attack at level 13.

Illusionist's Familiar Target:self Duration:concentration Mana Usage:6 points Starting at level 9 the servant can summon an illusion of a small creature no larger than a dog to either scare off intruders, scout ahead or be a decoy in combat. At level 13 the servant can now summon an illusion no larger than a human and at level 18 can summon an illusion of a large creature but it will distinguish all Mana.

Arcana Rain Target:Radius of 20ft Duration3 turns Mana Usage75% At level 15 the servant can rain hell down onto their foes by shooting an infernal arrow into the sky which breaks apart on its re-entry incinerating anything in a 20ft radius dealing 4D8 Damage (+ 2 following turns of 2D4 fire damage to anyone still in the area). This high level spell uses almost all the servants mana and gives disadvantage on damage spells for the rest of the combat due to exhaustion.

Astral Shift Target:Self Duration:Instant Mana Usage:2 points Once per turn in combat the servant can choose to set up a ready action dodge which counts as a bonus action. The servant focuses on the scene around them and when danger strikes they shift planes to return behind their target for an opportunity attack. The enemy needs to make a dexterity roll better than the servant to take normal damage.

Teleport Target:Self/Party DurationConcentration Mana Usage:100% At level 20 as a last attempt of power the servant can spend one minute in deep concentration to teleport the entire party away from harm or to landmark that has previously been visited. the player has to roll a D20, anything below a 10 the player loses 10% of their Mana pool until they can pray to their god of worship for 4 hours.




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