Ranger
Base Class: Ranger

Light Wardens have dedicated their lives to the protection of a single individual. Much like a Paladin, their power comes from their devotion and loyalty. These rangers act as guardians, protecting their wards at all costs. 

Light Warden Magic

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

Light Warden Spells

RANGER LEVEL SPELL
3rd healing word
5th aid
9th revivify
13th death ward
17th greater restoration

Favored Ward

Starting at 3rd level, you no longer have a favored enemy; you instead are devoted to protecting a Ward.

Choose an individual to become your Favored Ward. You may only have one Favored Ward.

While moving in a direction towards your Favored Ward you can use a bonus action to double your movement speed.

When a creature you can see within your weapon's attack range attacks your Ward, you can use your reaction to impose disadvantage on the attack roll.

Divine Smite/Bolt

At 3rd level, your devotion to your Ward has granted you the power to channel divine energy into your attacks. The effect changes depending on what weapon you are using.

Divine Smite

When you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8.

Divine Bolt

Divine Bolts can be used instead of regular ammunition, and are prepared when a spell slot is expended, but only come into physical form when you load your ranged weapon or as part of the attack action. The amount of Divine Bolts you can prepare is determined by the level of the spell you expend.

Spell Slot Level Number of Divine Bolts Prepared
1st 2
2nd 3
3rd 4
4th 5
5th 6

 

The damage die of a Divine Bolt is 1d8 radiant. Once fired or otherwise unloaded, the Divine Bolt's energy will disappear at the end of your turn.
Uses of Divine Bolt can be expended once per attack to enhance existing ammunition. When used to enhance existing ammunition, declare the enhancement before making the attack roll. On a hit, add 1d8 radiant damage on top of the weapon's regular damage. Hit or miss, the use of Divine Bolt is expended.
Unspent uses of Divine Bolt are expended harmlessly at the end of a long rest.

Warden's Tether

Starting at 7th level, a faint magical tether links you and your Favoured Ward. Your souls are unequivocally bound. The tether's visibility increases the closer you are to your Ward and decreases the further apart you are eventually dissapearing at 30 feet.

When your Favoured Ward takes damage within 30 feet of you, you can use your reaction to magically split that damage equally between you and your Ward. This feature doesn’t transfer any other effects that might accompany the damage, and this damage can’t be reduced further in any way.

Radiant Retribution

Starting at 11th level, your attacks deal an additional 1d8 radiant damage to the creature who has damaged your Favoured Ward most recently.

Soul Rend

Starting at 15th level, creatures caught within your Warden's Tether have disadvantage on attacks against you and your Favoured Ward.

When using Warden's Tether you may split the damage equally to all creatures caught between you and your Ward.

Previous Versions

Name Date Modified Views Adds Version Actions
1/13/2024 2:03:35 PM
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