“Mortal minds will never truly comprehend those great and terrible things that lurk beyond the veil. Our job is to place our bodies and spirits between man and that knowledge.”
– Quinarys Ellavoss, Veil Watchman
You are a Veil Watchman, a group of rangers who have dedicated themselves to protecting the living from threats beyond the veil that separates specters and men. Where others guard the natural realms, Veil Watchmen have tasked themselves with the protection of mortal souls from incorporeal spirits.
Veil Watchmen use a variety of tools and techniques in the pursuit of their foes. Alchemy, divine blessings, arcane artifacts, and their own earthen magics are all equal parts of their arsenal, and this willingness to experiment leads them to ally themselves with an assortment of churches, secret societies, and guilds. Anyone who stands between the Prime Material and the dangers of the Ethereal is counted among the friends of the Veil Watchmen.
Veil Watchman Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Veil Watchman Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.
Veil Watchman Spells
|3rd||protection from evil and good|
|17th||dispel evil and good|
At 3rd level, your training has prepared you to face threats from the Ethereal. Your attacks against undead count as magical for the purpose of overcoming resistance. Additionally, if an incorporeal creature attempts to move through you, it must make a Wisdom saving throw against your spell DC or it is immediately pushed back 5 feet and takes force damage as though it ended its turn inside of an object.
At 3rd level, you capture the purity of the sun to empower your attacks.
As a bonus action, you may choose one creature within 60 feet of you. The next time you hit that creature with an attack you may deal an extra 1d8 radiant damage. This radiant damage counts as sunlight.
Beginning at 7th level, you’ve gained the ability to stop your Ethereal opponents from retreating. When a creature within 60 feet of you attempts to possess a humanoid or enter the Ethereal Plane, you may use your reaction to stop it. The target creature must make a Wisdom saving throw against your spell DC or their attempt fails.
Once you use this feature, you can’t use it again until you finish a short or long rest.
At 11th level, your life of defending the veil against harmful spirits has granted you some protections. You gain resistance to Necrotic damage and your hit point maximum cannot be reduced.
Starting at 15th level, you’ve been gifted with ethereal sight. You gain the ability to see 60 feet into the Ethereal Plane. Additionally, when you see a creature enter the Material Plane, you may use your reaction to make an immediate attack against it.
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Featured Image: Veil Watchman Ranger by Anderson Maia
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