Base Class: Ranger
Keeper of Light rangers have a strong sense of enmity against the darkness. Some Keeper of Light rangers choose to hunt evil creature of night. Be-it a celestial, a good spirt of nature, or another force. Some form of magical light notices these rangers and reaches out to them. The ranger and the light form a connection, and the light starts following the ranger like a companion, circling them in the shape of a shinning ball.
Level 3: The Shining Companion
At the 3rd level, a ball of shining light attaches itself to the you and you develop a bond with it. As a bonus action, you can call the light to appear right next to you, in your space.
The ball of light is the same size as your head. It sheds bright light out to a range of 30ft and dim light to an additional 30ft.
Once on each of your turns, when you hit a target with a weapon attack, the ball of light also hits the target with a ray of light, dealing 1d4 radiant damage. This damage increases to 1d8 at the 11th level.
The ball of light remains until you send it back as a Bonus Action or until you fall unconscious.
Level 7: Lightplosion
Beginning at the 7th level, you can cause the light you call to explode, requiring no action. Creature of your choice within 10ft of you, that can see the explosion, take 1d8 radiant damage and must succeed on a Constitution saving throw against your spell save DC or become blind for 1 minute. A target can repeat the saving throw at the end of each of its turns ending the effect on itself on a pass.
When you use this feature, the ball of light disappears and reappears right next to you, in your space after 1 min.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain any expended uses when you finish a long rest.
Level 3: Keeper of Light Spells
Also Starting at the 3rd level, you learn an additional spell of 1st level or higher when you reach certain levels in this class, as shown in the following table. Each spell counts as a ranger spell for you, but it doesn't count against the number of rangers spells you know.
3rd Level: Guiding Bolt
5th Level: Continual Flame
9th Level: Daylight
13th Level: Death Ward
17th Level: Flame Strike
Level 11: Protected by Light
At the 11th level, the light that attached itself to you also provides you with protection. As a reaction you can cause the light to cover your body. When you do so, you gain half cover until the start of your next turn.
You can use this feature a number of times equal to your Wisdom Modifier (minimum of once), and regain any expended uses when you finish a long rest.
Level 15: One with the Light
When you reach the 15th level, you gain the ability to become one with the light you share a bond with, and travel together. If the light is next to you, you can use your bonus action to into light and travel to an unoccupied space of your choice that you can see within 30ft of you.
You can use this feature a number of times equal to your Wisdom Modifier (minimum of once), and regain and expended uses when you finish a long rest.
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