Base Class: Ranger
You draw from nature's most fearsome power, the stars. Wielding searing star light, you banish shadow and immolate your prey.
Unrelenting Light
When you cast Hunter's Mark you can make the target shed Bright Light in a 5 ft. radius until the end of your next turn. While the target sheds visible light, it can't benefit from the Invisible condition.
Level 3: Star Fire Strider Spells
When you reach a Ranger level specified in the Star Fire Strider spells table, you thereafter always have the listed spells prepared.
| Ranger Level | Spells |
|---|---|
| 3 | Faerie Fire |
| 5 | Scorching Ray |
| 9 | Fireball |
| 13 | Fire Shield |
| 17 | Flame Strike |
Level 3: Star Blessed
Cantrip: You learn the Star Burst cantrip, and 1 cantrip of your choice from the Druid cantrip list. Starry Wisp is recommended. When you reach Ranger level 11, you learn another Druid cantrip of your choice.
Hot Blooded - You have resistance to Radiant damage. Creature that drink your blood suffer 20 Radiant damage.
Star Spark - Whenever you hit a creature that is shedding light (ex Faerie Fire ) with an attack roll you can trigger a Star Spark. Creatures within 5ft of your target must make a constitution saving roll, creatures shedding light have disadvantage on the roll. Creatures take 2d4 Radiant damage on fail, half on success.
You can use this benefit only once per turn, you can use it a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
Level 7: War Magic
When you take the Attack action on your turn, you can replace one of the attacks with a casting of one of your cantrips that has a casting time of an action.
Level 11: Sun Spark
Increase Star Spark's radius to 10ft. In addition, before you cast Star Spark, you can augment it with one of the following bonus effects:
Eclipse: Creatures that fail the save for this Star Spark also receive the Blinded condition until the end of your next turn.
Starry Night: Creatures that fail the save for this Star Spark also begin to shed Bright Light in a 5ft radius. While they shed light, they cannot benefit from the Invisible condition. This effect lasts until the end of your next turn.
Chain Reaction: For each additional creature shedding light within the blast radius, add 1d4 to the damage dealt by this Star Spark.
Level 15: Supernova
As a Magic Action you choose any number of target shedding light within range and overload the light sources, causing an explosion at each source. Creatures within the explosion must make a Constitution saving throw. On a failed save, a creature within the blast radius will receive 8d6 Radiant damage and have the Blinded condition until the end of your next turn. On a successful save it takes half as much damage only.
Any light source used as fuel for this spell's casting is extinguished. If a spell is the direct source of the light, that spell ends on that target. If a creature is within the blast radii of multiple supernova's, that creature will make this save one time and will only take the damage once.
You can only use this ability once per long rest, but can refresh it by expending a 5th level spell slot.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
6/5/2025 10:05:16 PM
|
114
|
0
|
1
|
Coming Soon
|
|
|
6/16/2025 12:41:25 AM
|
13
|
0
|
1
|
Coming Soon
|
|
|
10/21/2025 12:16:40 PM
|
14
|
5
|
1.1
|
Coming Soon
|
Comments