Ranger
Base Class: Ranger

Years of nocturnal hunting have honed your senses to an extraordinary level, allowing you to move silently through the moonlit wilderness, your dark, keen eyes beacons in the shadows. Having spent endless nights bathed in their light you possess an innate kinship with the moon and stars, understanding the strange effects their light ay have on some and able to call upon your celestial allies in times of peril. With a whispered invocation, you draw upon the ethereal energy of the moon and stars to become an embodiment of the night, a guardian of the celestial realm, and a menace to all who cross your patch in the still darkness. You are a Lunar Hunter.

Lunar Hunter Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Lunar 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.

Hunter LEVEL

SPELLS

3rd

Dissonant Whispers

5th

Moonbeam

9th

Misty Step

13th

Melf's Minute Meteors

17th

Hallucinatory Terrain

Nocturnally Adept

At 3rd level, you gain darkvision out to a range of 60 feet. If you already have darkvision, its range increases by 30 feet.

You have also adapted to the long nights spent hunting rather than sleeping and as such, once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your ranger level (rounded up).

Moonlit Arrows

When attacking with a bow or crossbow you add your wisdom modifier to the attack role (minimum of +1).

Additionally you can use a bonus action to cause the arrow/bolt flash with bright light. The targeted creature must make a DC15 Constitution saving throw. On a failed save the creature is blinded for 1 minute. On a successful save, it isn't blinded. A blinded creature makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded. This ability can be used three times per long rest.

Dark Side of the Moon

You are able to embody the unseen side of the moon. You gain proficiency in stealth.

Additionally, once per long rest, as an action you can wrap yourself in shadows, granting yourself near invisibility. Anything the target is wearing or carrying is invisible as long as it is on the target's person. Whilst invisible, enemies make attacks against you with disadvantage and you have advantage on attacks made. The effect lasts 1 minute or ends when you attack or cast a spell.

As you gain levels the number of creatures you can affect with this ability increases. Furthermore at level 17 the effect no longer ends when you attack or cast spells.

Starstorm

At 15th level, by firing a single arrow into the heavens you are able to call down the stars to attack your enemies. Each creature in a 50-foot-radius sphere centered on a point of your choosing must make a Dexterity saving throw. On a failed save, a creature takes 12d6 radiant damage and is stunned until the end of its next turn. On a successful save, it takes half as much damage and isn’t stunned by this ability. This action can be used once per long rest.

At 19th level this effect is repeated (within the same sphere) at the beginning of your next two turns.

Comments

Posts Quoted:
Reply
Clear All Quotes