Ranger
Base Class: Ranger

In the desert seas to the south, an ancient civilization existed far more advanced that others at the time. They achieved many things thanks to their god. Their people were devout followers who gave their life for him and honored him in every way they could. Eventually came a time when another civilization believed they could best the sun god's followers. The god was angered by the show of force and granted his followers unimaginable strength to beat their foes. The city grew large but eventually fell and its history has been lost to the ages. Few descendants still remain to this day. There abilities are weakened, but even if a fraction of that power is honed, it can be quite lethal.

Divine Disciple Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Disciple of Helios Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.

Divine Disciple Spells

RANGER LEVEL SPELL
3rd divine favor
5th pyrotechnics
9th daylight
13th wall of fire
17th flame strike

Gift of Radiance

At 3rd level, you gain the ability to cast the light cantrip as a ranger spell using wisdom as your casting modifier. Additionally, you have advantage on saving throws against effects that blind you, which include spells that have blinding effects. 

Solar Warrior

Starting at level 3 when you take the attack action, you may bless a weapon attack with radiant light having it deal an additional 1d6 radiant damage. 2d6 at level 10. Can only be used on 1 attack per turn.

If it hits, you can use a bonus action to force the target to roll a Dexterity saving throw. On a fail, the target will be blinded until the start of your next turn. This bonus action can be used a number of times equal to your Wisdom modifier per long rest (min 1). At level 10 this get reduced to short rest. 

Radiant Visage

Your connection with Helios is strengthened by your resolve. Your skin becomes fiercer and you gain resistance to fire or radiant damage. 

As a reaction, before or after an enemy attempts to strikes you with a melee attack, you begin to glow blindingly. Before or after an enemy strikes you with their first melee attack they must succeed a dexterity saving throw against your spell save DC. If they fail, they are blinded until the start of their next turn. Additionally, if they fail, the first attack on their turn misses automatically. (The rest of their attacks are made at disadvantage)

Fire Resistance

Resistance to fire damage

Radiant Resistance

Resistance to Radiant Damage

Path of Flame or Radiance

At 11th level, you must make a choice. You must either follow the path of Apollo the God of Light or Ares the God of War. 

Apollo: As a follower of the house of Apollo, you gain his knack for making arrows fly true. As a bonus action, you may give yourself advantage on your attacks for your turn as your eyes burn bright like the sun. For the round your arrows deal radiant damage and explode upon impact with your target. All creatures within 5ft of your target must make a dexterity saving throw against your spell save DC and take 2d6 radiant damage on a fail, or half damage on a success. This damage increases to 3d6 at level 15. The initial target is not effected by the area effect. This effect can be used a number of times equal to your wisdom modifier per long rest. 

Ares: As a soldier of the house of Ares, you gain his destructive powers of war. As a bonus action, you make your melee weapon ignites in flames. Your attacks for the rest of your turn are made at advantage as your raging spirit seizes control of you. When you strike a target with a melee attack, you slash your weapon in a 10ft cone in front of you. All enemies inside the cone must make a dexterity saving throw against your spell save DC and take 2d8 fire damage on a fail, or half as much on a success. This damage increases to 3d8 at level 15. This effect can be used a number of times equal to your wisdom modifier per long rest. 

Path of Flame

Ares: As a soldier of the house of Ares, you gain his destructive powers of war. As a bonus action, you make your melee weapon ignites in flames. Your attacks for the rest of your turn are made at advantage as your raging spirit seizes control of you. When you strike a target with a melee attack, you slash your weapon in a 10ft cone in front of you. All enemies inside the cone must make a dexterity saving throw against your spell save DC and take 2d8 fire damage on a fail, or half as much on a success. This damage increases to 3d8 at level 15. This effect can be used a number of times equal to your wisdom modifier per long rest. 

Path of Radiance

Apollo: As a follower of the house of Apollo, you gain his knack for making arrows fly true. As a bonus action, you may give yourself advantage on your attacks for your turn as your eyes burn bright like the sun. For the round your arrows deal radiant damage and explode upon impact with your target. All creatures within 5ft of your target must make a dexterity saving throw against your spell save DC and take 2d6 radiant damage on a fail, or half damage on a success. This damage increases to 3d6 at level 15. The initial target is not effected by the area effect. This effect can be used a number of times equal to your wisdom modifier per long rest.

Song of Feather and Steel

After your 11th level choice, the gods seem to have more in store to give you.

Apollo: At 15th level you gain the spell Find Greater Steed. You may cast this spell once a day for free, but you are limited to only summoning a Pegasus. When you do summon, the Pegasus comes with a flying chariot attached. 

Ares: At 15th level you gain immunity to fire damage, and resistance to nonmagical bludgeoning, piercing, and slashing damage. 

Song of Feather

Apollo: At 15th level you gain the spell Find Greater Steed. You may cast this spell once a day for free, but you are limited to only summoning a Pegasus. When you do summon, the Pegasus comes with a flying chariot attached. 

Song of Steel

Ares: At 15th level you gain immunity to fire damage, and resistance to nonmagical bludgeoning, piercing, and slashing damage. 

Previous Versions

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