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Lightcaller

Rangers that walk the path of the Lightcaller draw their power from the positive plane, and use that power to defend the wildlands and hunt down the evils that dwell there. These rangers wield their radiant weapons like extensions of their body, and learn combat techniques that make them highly varied in their combat styles. To them, every weapon holds a distinct purpose when hunting down prey. Fiends and undead are often these ranger’s favored enemies, and many of them ally with celestials.

Radiant Armaments

Starting at 3rd level, you learn to draw from the radiant energy of the positive plane, and craft that energy into weaponry. Immediately before you would make a weapon attack, you can choose to conjure a radiant weapon to attack with. The weapon appears in your free hand, lasts until you attack with it, and takes the form of any weapon that you’re proficient with. It is identical to a normal weapon, except its damage type is radiant. If the weapon requires ammunition, radiant ammunition that lasts until you attack with it is conjured alongside the weapon itself.

Dawnstriker

Also at 3rd level, your strikes become imbued with the power of the dawn. Once per turn when you hit a creature with a weapon attack, you can cause the target to take 1d6 bonus radiant damage.   When you use this feature, you can expend a spell slot to increase its power. The attack gains an additional effect based on the properties of the weapon used for the attack, and if the spell slot used is of 2nd level or higher, the bonus radiant damage is increased by 1d6 for each spell level higher than 1st.   The effects are described below, with the associated property in bold. You can only choose one of the additional effects, even if the weapon has multiple applicable properties. If an effect requires a saving throw, the DC equals your ranger spell save DC.
Finesse. After the attack, you can choose to teleport up to 15 feet to an unoccupied space that you can see. You then gain advantage on attack rolls until the end of your next turn.
Heavy. The target and each creature of your choice within 5 feet of it must each make Strength saving throws. On a failed save, a creature falls prone.
Melee. Until the start of your next turn, attacks made against you are made with disadvantage.
Ranged. The target must succeed on a Constitution saving throw. On a failed save, it is blinded until the end of your next turn, and its speed is halved for the same duration.
Reach. Each creature in a 30-foot long, 5-foot wide line extending away from the target, not including the target, must make a Dexterity saving throw. With a 1st level slot, a creature takes 2d6 radiant damage on a failed save, or half as much damage on a successful one. With a higher level spell slot, the damage increases by 1d6 for each spell level higher than 1st.
Thrown. The target must make a Strength saving throw. On a failed save, it is pulled up to 15 feet closer to you, and is restrained until the end of your next turn.

Dawnlight Distortion

At 7th level, you can magically distort the light around you, making your exact location difficult to pinpoint from a distance. You gain a +3 bonus to AC against attacks originating more than 15 feet away from you. An attacker is immune to this effect if it doesn't rely on sight, as with blindsight.

Twin Suns

Starting at 11th level, you can use your Dawnstriker feature twice per turn, instead of only once per turn, and the damage dice of that feature turn into d8s.   Also, weapons conjured by your Radiant Armaments feature gain a +1 bonus to attack and damage rolls

Luminescent Armor

At 15th level, whenever you finish a short or long rest, a shimmering aura begins to surround you, granting you temporary hit points equal to your Ranger level. When you lose all these temporary hit points, the aura dissipates in a final burst of light. Each creature of your choice within 10 feet of you must succeed on a Constitution saving throw against your ranger spell save DC or be blinded until the end of your next turn.

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