Grim and determined, explicators root out crime, corruption, hidden threats, and enemies within. Similar to paladins, explicators are associated with a religious organization, deity, ideology, vow, or have some other bond with the divine. However, they are generally much more willing to use intimidation and guile when righteousness and purity are not enough.
You know your choice of two of the following Divine Judgment options. You learn another Divine Judgment of your choice that you do not already have when you gain Ranger levels 7, 11, and 15.
*Adjuration. You can cast Command on the target of your Hunter's Mark without a spell slot.
*Fulmination. Your Hunter's Mark deals Lightning damage instead of Force, even if it misses.
*Justice. Your attacks against the target of your Hunter's Mark are more accurate.
*Purity. Your AC and saving throws are improved while near the target of your Hunter's Mark.
*Recuperation. You regain Hit Points for the duration of your Hunter's Mark and can recover from some conditions.
When you cast Hunter's Mark, you can apply one of the Divine Judgments you know to it. Until the spell ends, you gain the benefits of the chosen effect.
Your dedication to your craft ensures you always have certain spells ready.
When you reach a Ranger level specified in the Explicator Spells table, you thereafter always have the listed spells prepared. They are Ranger spells for you and do not count against your Prepared Spell limit.
| Ranger Level | Spells |
|---|---|
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Command, Protection from Evil and Good, Toll the Dead |
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See Invisibility, Zone of Truth |
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Tongues, Speak with Dead |
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Banishment, Death Ward |
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Dispel Evil and Good, Modify Memory |
Choose one from Deception, Insight, Intimidation, Investigation, Perception, or Persuasion. You gain Expertise with the chosen skill if you are already proficient, otherwise you gain proficiency with the chosen skill.
When you cast Hunter's Mark and also whenever you are able to move the spell's mark to a new creature, you can put the mark on yourself instead. In subsequent turns you can move the mark off of yourself to another creature you can see within 90 feet as a Bonus Action. While you bear your own mark the normal function of the spell does not affect you, and you instead gain the following benefits:
Divine Judgment. The Purity and Recuperation options of your Divine Judgment feature still function, if currently selected.
Gaze Sternly. You can add your Wisdom modifier to your Deception, Intimidation, Investigation, and Persuasion checks.
Marked Intuition. When you roll initiative you can add your Wisdom modifier to your result.
You can now apply two of the Divine Judgment options you know when you cast Hunter's Mark. Additionally, the following effects are also now among your Divine Judgment options:
*Bifurcation. You can temporarily mark a second target with your Hunter's Mark.
*Destruction. You deal additional damage to the target of your Hunter's Mark.
*Disjuncture. Your saving throw DC's are higher for the target of your Hunter's Mark.
*Indagation. The target of your Hunter's Mark is outlined in magical light.
*Purgation. You can disintegrate the remains of your Hunter's Mark target.
When you are subjected to an effect that allows you to make an Intelligence, Wisdom, or Charisma saving throw to suffer a reduced effect (including only taking half damage), you are instead unaffected if you succeed. You can't use this feature if you are Incapacitated.
As a Magic action you can cast Command on the target of your Hunter's Mark without a spell slot.
As a Bonus Action you can mark a second creature that you can see within 90 feet of the current target of your Hunter's Mark. However, this second mark vanishes at the end of your turn. You can use this option while you bear your own mark.
As a Bonus Action, you can deal your Hunter's Mark damage plus your Wisdom modifier (minimum 1) to a marked target automatically.
When the target of your Hunter's Mark must make saving throws against your spells and abilities, the DC is increased by 2.
The damage type of the extra damage from your Hunter's Mark is Lightning instead of Force. If you miss your marked target with an attack roll, you can roll the bonus damage dice from your Hunter's Mark and deal Lightning damage to that creature equal to the result.
The target of your Hunter's Mark is outlined in red, orange, or yellow light (your choice) and cannot benefit from the Invisible condition. This outlining is visible even in fog, magical darkness, or other forms of concealment, and attacks or Wisdom (Perception) checks against the outlined creature do not suffer from Disadvantage due to poor visibility. Finally, while the mark is on the target their movement leaves a glowing mist-like trail behind them and their footsteps leave a glowing imprint of the chosen color, clearly showing their path and making it trivial for anyone who can see to track them.
Once per turn if you fail an attack roll against the target of your Hunter's Mark, you can add your Wisdom modifier to the result. This can cause the attack to hit.
If you reduce the target of your Hunter's Mark to 0 Hit Points, you can choose to immediately end your Hunter's Mark spell to force the target to make a Constitution saving throw against your spell save DC. On a failure, the target and every nonmagical thing it is wearing and carrying are disintegrated into gray dust, and they can be revived only by a True Resurrection or Wish spell.
You have +1 AC and gain a +1 bonus to all of your saving throws while within 90 feet of the target of your Hunter's Mark.
At the start of your turn, if you have at least 1 Hit Point remaining you regain a number of Hit Points equal to your Wisdom modifier (minimum 1). Then, if you have one or more of the Blinded, Deafened, Paralyzed, Poisoned, or Stunned conditions you can end your Hunter's Mark to remove all of those conditions from yourself.