Ranger
Base Class: Ranger

Rangers that belong to this Conclave take inspiration from the stars and sky to perform their duties, they wield starlight as harmful energy to their foes, harness it to blink across the battlefield and temporarily phase themselves out of space, and use it to light the way for their allies when needed. 

Perhaps you are part of a nomadic group that travels following the cycles of stars and the sky, or you were infused with astral power in a magical accident and your ranger ways is simply how they manifest. Maybe you are part of an order that dedicates itself to travelling and exploring between planes and your abilities are your formal training, or perhaps, you are a swashbuckling captain of a skyship that travels across the Astral Sea in desperate need for treasures.

Astral Drifter Spells

You learn an additional spell when you reach certain levels in this class, as shown in the Bounty Hunter 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

Faerie Fire

5th

Moonbeam

9th

Blink

13th

Banishment

17th 

Arcane Hand

Astral Traveler

Beginning when you first choose this conclave at 3rd level, as long as you can see a celestial body (the sun, the moon, a star, etc), you always know the number of hours left until the next dawn and where North is. In planes of existence without cardinal directions, you instead always know the direction of your point of entrance to the plane. 

Optional (DM’s discretion): Additionally, you gain access to Dunamancy spells with the Graviturgy tag.

Motes of Starlight

Also at 3rd level, you can conjure magical starlight to aid you when needed. The first time on each of your turns that you deal damage to a creature, it takes an additional 1d4 radiant damage. When you reach 11th level in this class, this damage increases to 1d8.

Furthermore, at the end of a short or long rest, you may summon small motes of stars and magic, communing with the sky or the wonders of the astral sea. You conjure up to two motes, increasing to three when you reach 11th level in this class, and to four when you reach 17th level in this class. These motes can be inert, floating around you like shineless marbles, embedded into your weapons like small marks, or stored in a space that could hold tiny objects, such as a small chest. Or, they can be glowing, which you can cause one of them to do as a bonus action on your turn. While glowing, you can cause them to float around a creature you can see within 30 feet of you. They shed bright light for 30 feet, and dim light for an additional 15 feet.

All motes, glowing or otherwise, last until your next short or long rest. They either float around you inertly, are embedded into your weapons like small marks or they are stored in whatever space you choose that could hold something, such as a small chest; until they’ve been activated or used to perform one of the following actions:

  • Celestial Blink. As a bonus action on your turn, you may consume one of the motes, teleporting in a flash of bright light to a space you can see within a number of feet equal to 10 times your proficiency bonus.
  • Celestial Burst. Whenever you hit with a weapon attack, you may consume one of the motes. The attack deals an additional 1d10 damage, and all of the attack’s damage becomes radiant instead of its original type.
  • Celestial Flash. As an action on your turn, you may activate any number of your motes, causing them to erupt in a blinding flash of light. Creatures within 10 feet of up to a number of points equal to the number of remaining motes within 60 feet of you, must succeed on a Wisdom saving throw against your spell save DC, or be blinded until the end of your next turn.

Astral Shroud

Starting at 7th level, you can shroud yourself in starlight when the time is right. As a reaction to being hit by an attack, or as a bonus action on your turn, you may move to an unoccupied space within 20 feet of you, without provoking opportunity attacks and shining bright light 40 feet around you, and dim light for an additional 40 feet.

When you do, creatures of your choice within 10 feet of you at any point during your move must succeed on a Constitution saving throw against your spell save DC or be blinded until the end of your next turn. In addition, affected creatures on both a successful or a failed save, can't take reactions and on their next turn, they can take either an Action or a bonus action, not both.

You can use this feature a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.

Guiding Light

At 11th level, you can command the light you wield to be a beacon of guidance for your allies and yourself. After activating your Celestial Blink, Celestial Burst, Celestial Flash or Astral Shroud features, you may choose a creature within 15 feet of you or a creature with a floating Mote of Starlight around them. Until the end of their next turn, they add d6 to every attack roll, ability check or saving throw they make, and a d4 radiant damage to each attack they make (one per casting of spell).

Delayed Supernova

By the time you’ve reached 15th level, you can imbue your strikes with volatile starlight, weakening your foes in the process. Whenever you deal damage to a creature, you may channel radiant magic into it, causing them to be afflicted with unstable starlight. Creatures affected with this way emit bright light for 10 feet and dim light for an additional 10 feet. 

In addition, whenever a creature with unstable starlight is dealt damage, said magic collapses onto the creature, as they take additional damage from the source and become blinded until the end of their current turn. This damage is radiant and equals half your ranger level + 8d6. 

You can use this feature twice, regaining the ability to use it again when you finish a long rest or if you expend a spell slot of 3rd level or higher to use it again.

Previous Versions

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