Ranger
Base Class: Ranger

Since the dawn of time, mankind has feared the dark. Originating in human society, Light Bearers are a Ranger conclave dedicated to defending civilization against creatures that lurk in the dark. Each nursing a flickering ember, they are the torch that burns against the night, a righteous flame to terrify the monstrous and vile.

Guiding Light

3rd–Level Light Bearer Feature

As a bonus action, you can summon a beacon of light. Light produced in this way lasts for one minute. This light ends early if you are Unconscious, if you use this feature again, or if you choose to end it (no action required). This light shines Bright Light in a 10-foot-radius Sphere and Dim Light for an additional 10 feet. The Bright Light made by this feature counts as sunlight and treats magical darkness as ordinary darkness. Also, all creatures of your choice (including yourself) within the 10-foot-radius Sphere of Bright Light have advantage on saving throws against the Frightened condition.

You can summon this light in the palm of one of your open hands or on a Small or smaller object you are wearing or holding. If you produce this light in the palm of your hand it appears as a small sphere of bright glowing light hovering in your hand. If you grab or hold anything in that hand, the light is extinguished. If you produce this light on a Small or smaller object you are wearing or holding, the light shines from the object and moves with it. Completely covering the affected object with an opaque light. If you are no longer wearing or holding the object you cast this light on, the light is extinguished. You can only have one source of Guiding Light active at a time.

When you reach 9th–Level in this class, the Bright Light increases to a 20-foot-radius Sphere and the Dim Light increases to 20 feet. When you reach 17th–Level in this class, the Bright Light increases to a 30-foot-radius Sphere and the Dim Light increases to 30 feet.

Detect Planer Intruder

3rd–Level Light Bearer Feature

Your senses allow you to detect creatures of the outer planes. As an action, you can cast the Detect Evil and Good spell at 1st–Level. When you cast the Detect Evil and Good spell using this feature you give no indication that you are casting a spell. Furthermore, you do not require any Verbal, Semantic, or Material components when using this feature.

You can use this feature a number of times equal to your Proficiency bonus, and you regain all expended uses after you complete a Long Rest.

Turn The Dark

7th–Level Light Bearer Feature

As an action, you can project a flash of Bright Light in a 20-foot-Cone from yourself. All creatures inside the Cone must succeed on a Constitution saving throw against your Ranger spell save DC. On a failed save, a creature takes (your Proficiency bonus d4) Radiant damage and is Blinded until the start of your next turn. On a successful save, a creature takes half damage and is not Blinded. Once you use this feature you can not use it again until you complete a Long Rest.

When you reach 12th–Level in this class, the Cone increases to 40 feet, and you can use this feature two times between Long Rest. When you reach 17th–Level in this class, the Cone increases to 60 feet, and you can use this feature three times between Long Rest.

Debilitating Light

11th–Level Light Bearer Feature

The Bright Light produced from your Guiding Light feature is considered Difficult Terrain and Lightly Obscured to all Aberrations, Fiends, and Undead creatures.

Warding Evil

15th–Level Light Bearer Feature

You are always under the effects of the Protection from Evil and Good spell.

Previous Versions

Name Date Modified Views Adds Version Actions
3/28/2025 3:11:55 PM
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