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Ranger: Exalted Marksman

The natural world is a product of the Gods and it must be protected from the forces of corruption. Or rather, that is what the Rangers known as Exalted Marksmen believe. Exalted Marksmen, while attuned to the natural world, draw upon the divine power of their chosen deities to empower their arrows, bolts and bullets with the radiance needed to fell their foes.

Exalted Marksman Magic Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Exalted Marksmen Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know. Ranger Level Spell 3rd divine favor 5th branding smite 9th crusader's mantle 13th guardian of faith 17th circle of power

Divine Projectiles When you reach 3rd level, when you cast a spell, the next ranged weapon attack you make deals an additional 1d8 radiant damage. At 11th level, this damage increases to 2d8.

Additionally, when you cast a 3rd level spell or higher, your next ranged weapon attack against a creature, if it hits, forces the creature to make a Strength saving throw against your spell save DC. On a failed save, the creature is knocked prone.