Base Class: Ranger
Where others fear the dark, you walk boldly into it, torch in hand. A Pathlighter is a beacon for their allies and a terror to the things that lurk in shadow. Drawing strength from firelight and ancient survival lore, Pathlighters transform simple torches into potent weapons and wards against the unnatural. You wield light not just as a tool, but as a symbol of defiance—cleansing darkness, revealing hidden foes, and guiding your companions to safety. Whether rallying your allies with the warmth of a flame or setting the battlefield ablaze with righteous fury, you shine brightest when the world is at its darkest.
Level 3: Flame Wielder
You are considered proficient with Torches you wield. An unlit torch is considered a Club for you, except that it also has the Thrown (Range 10/30) property. You have Weapon Mastery with Torches in addition to any other Weapon Masteries you possess, which does not count against your maximum number of Weapon Masteries.
Once per turn, you may light or extinguish a torch as a free action. Torches you light stay lit for a number of hours equal to your Wisdom modifier (minimum: 1). Once extinguished, a torch cannot be lit again.
When lit, torches you wield deal 1d6 Fire or Radiant damage (your choice) instead of bludgeoning damage, and has the Graze Weapon Mastery property instead of Slow. Furthermore, when you make an off-hand attack with a lit torch, you may add your wisdom modifier to your damage roll.
When holding a Torch, you can adjust its Bright Light to a radius of 5' up to 30' as a free action. It always also emits Dim Light equal to its Bright Light.
Whenever you take a short rest, you may craft a number of torches equal to your Wisdom modifier from materials you scavenge nearby (at your DM's discretion).
Level 3: Kindle and Extinguish Hope
Once per turn, whenever a creature you can see enters or starts its turn in the Bright Light of a torch you lit, you may heal that creature for 1d10 hit points (no action required). Alternatively, you may instead force that creature to make a Constitution saving throw against your Spell Save DC. On a failed save, that creature takes 1d10 radiant damage (no action required). You may use this ability a number of times equal to your Wisdom modifier. You regain all uses of it on a short rest. The healing or damage increases to 2d10 at 11th level, and 3d10 at 17th level.
Level 7: Everything the light touches...
Starting at 7th level, Bright Light emitted by torches you hold is imbued with protective magic:
• It pierces magical darkness.
• Invisible creatures that enter or begin their turn in the light must succeed on a Wisdom saving throw (DC = your Spell Save DC) or lose the Invisible condition.
• You and your allies within the light gain a bonus to saving throws against being Charmed or Frightened equal to your Wisdom modifier (minimum +1)
Level 11: Hearth in the Wild
Whenever you take a short rest, you can use materials you scavenge to build a camp fire. Doing so takes you 11 minutes, after which you cast Leomund's Tiny Hut, centered on your camp fire.
At the conclusion of casting, you may designate a number of allies no greater than half your Ranger level. These allies may enter the Tiny Hut as though they were present during its casting.
Additionally, allies who come within 2 miles of the fire can sense its presence. If they are not Restrained or held captive (e.g., locked in a cell or caught in a trap), and can elude being perceived by enemies for at least 1 minute, they may use a Magic Action to teleport instantly into the Tiny Hut. Each ally may do this only once per casting.
The fire gutters out when the Tiny Hut ends unless you use this feature again to continue it.
You can use this ability a number of times equal to your Wisdom modifier, and you regain all expended uses when you complete a long rest.
Level 15: Everburning
Once on your turn, whenever you deal damage with a lit torch, you may roll a number of d8s equal to your Wisdom modifier (minimum 1). You may either give this amount to yourself or another creature within the Dim or Bright light of your torches as temporary hit points, or you may deal this amount in additional fire or radiant (your choice) damage to the creature you hit. You may use this ability a number of times equal to your Wisdom modifier (minimum 1). You regain all uses of this ability on a short rest.
Previous Versions
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