Ranger
Base Class: Ranger

Most Rangers are guardians of the wild places of the world, watching over ancient forests, rugged mountains, and untamed frontiers. Lantern Wardens have chosen a different wilderness. They patrol the streets after sunset, keeping watch over crowded markets, forgotten alleyways, lonely rooftops, and the countless souls who call the city home.

To a Lantern Warden, every city lies upon the edge of the Unbroken Road. They learn to recognise the places where the veil grows thin, where restless spirits linger, and where the lost, the lonely, and the forgotten are most in need of a guiding light.

Whether comforting a wandering spirit, escorting a frightened child through darkened streets, or pursuing those who would prey upon the innocent beneath the cover of night, a Lantern Warden carries the quiet certainty that no traveller should ever have to walk alone.

Level 3: Lantern’s Calling

At 3rd level, you have learned to walk the hidden paths of the Unbroken Road, carrying its light into the places where it is needed most. You gain Proficiency in the Acrobatics or Athletics skill. If you already have proficiency, you instead gain Expertise in that skill.

Warden's Strike. Once on each of your turns when you hit a creature with a weapon attack, you can deal an extra 1d8 damage to the target. The extra damage is the same type as the weapon’s damage. While benefiting from Lantern’s Wrath, you can cause this extra damage to be Radiant instead.

Additionally, your Favored Enemy feature gains new expressions. Whenever you activate your Favored Enemy feature, you can cast Hunter’s Mark without expending a spell slot as normal, or instead choose one of the following options. Each option lasts for 1 minute, until you become Incapacitated, or until you use your Favored Enemy feature again.

  • Lantern’s Vigil. For the duration, you have advantage on Wisdom (Perception) and Intelligence (Investigation) checks. You can see Invisible creatures and objects as though they were visible, you can’t be surprised, and you have advantage on the first attack roll you make on each of your turns.
  • Rooftop Runner. During your movement, you can move across vertical surfaces and along ceilings without falling or having to use your hands, provided you end your movement on a solid horizontal surface. Your movement does not provoke Opportunity Attacks while moving in this way.
  • Lantern’s Wrath. Whenever you hit the creature affected by your Hunter’s Mark with a weapon attack, you can have both the weapon’s damage and the spell’s damage become Radiant instead of their normal damage types.
Expertise - Acrobatics

At 3rd level, you have learned to walk the hidden paths of the Unbroken Road, carrying its light into the places where it is needed most. You gain proficiency in the Acrobatics or Athletics skill. If you already have proficiency, you instead gain Expertise in that skill.

Expertise - Athletics

At 3rd level, you have learned to walk the hidden paths of the Unbroken Road, carrying its light into the places where it is needed most. You gain proficiency in the Acrobatics or Athletics skill. If you already have proficiency, you instead gain Expertise in that skill.

Proficiency - Acrobatics

At 3rd level, you have learned to walk the hidden paths of the Unbroken Road, carrying its light into the places where it is needed most. You gain proficiency in the Acrobatics or Athletics skill. If you already have proficiency, you instead gain Expertise in that skill.

Proficiency - Athletics

At 3rd level, you have learned to walk the hidden paths of the Unbroken Road, carrying its light into the places where it is needed most. You gain proficiency in the Acrobatics or Athletics skill. If you already have proficiency, you instead gain Expertise in that skill.

Level 3: Lantern Warden Spells

When you reach a Ranger level specified in the Lantern Warden Spells table, you thereafter always have the listed spells prepared.

Lantern Warden Spells
Ranger Level Spell
3 Light, Alarm
5 See Invisibility
9 Clairvoyance
13 Arcane Eye
17 Scrying

You also possess a warden mark. Choose it from the Warden Marks table or determine it randomly.

Warden Marks
1d6 Gift
1 Everlasting Lantern - it never runs out of oil.
2 Streetlight Eyes - Your eyes faintly glow amber, white, or pale blue in darkness.
3 Wandering Wisps - Tiny wisps, fireflies, or drifting motes of light follow you.
4 Familiar Stranger - People frequently insist they’ve seen you somewhere before, even when you’ve never met.
5 City Watchers - Pigeons, ravens, stray cats or other city creatures seem unusually comfortable in your presence.
6 Winter’s Breath - Every breath you exhale appears as mist, even on hot summer days.

Level 3: DndBeyond Required Feature

DndBeyond Required Feature

Level 7: Urban Echoes

At 7th level, you have learned to read the lingering resonance left behind in the places where people live, struggle, and pass from one chapter of their lives to the next. After spending 1 minute studying a location no larger than a 30-foot cube, you can discern the strongest lingering spiritual impression left there within the past 24 hours. The DM describes the dominant emotion or event that shaped the location, such as fear, grief, hope, celebration, violence, or death.

You learn the direction in which the creature whose presence left the strongest impression departed the area. If that creature remains within 1 mile of the location, you also perceive a faint trail of resonance left in its wake. You can perceive and follow this trail for 10 minutes, until the creature dies, or until you use this feature again. You can use this feature a number of times equal to your Wisdom modifier (minimum once), regaining all expended uses when you finish a Long Rest.

Level 11: Artful Responder

Beginning at 11th level, no crowd, barricade, or winding alley can prevent you from reaching those who need you. When a hostile creature you can see within 30 feet of you willingly moves or deals damage to another creature other than itself, you can use your Reaction to move up to your Speed. This movement doesn't provoke Opportunity Attacks.

During this movement, you can move through the spaces of other creatures, regardless of their size, and those spaces don’t count as Difficult Terrain for you. If you end this movement in another creature’s space, you are immediately moved safely to the nearest unoccupied space of your choice. You can use this ability a number of times equal to your Wisdom modifier, and regain all uses upon completing a Long Rest. 

Level 15: Hooded Judgement

At 15th level, you have learned to reveal the hidden light of the Unbroken Road, forcing those who stand before you to confront the weight of their own actions.

As a Magic Action, you raise or manifest a lantern of the Unbroken Road and choose a number of creatures you can see within 30 feet of you equal to your Wisdom modifier (minimum of one). Each chosen creature must make a Wisdom saving throw against your Ranger spell save DC. This feature is a magical effect and not a spell. It does not rely on sight, and creatures without eyes or creatures immune to the Blinded condition can still be affected.

On a successful save, a creature’s Speed is halved until the end of its next turn. On a failed save, a creature is transfixed by the lantern’s light for 1 minute. While transfixed in this way, its Speed becomes 0, it can’t take Reactions, and it has Disadvantage on attack rolls against creatures other than you. A transfixed creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.

A creature affected by your Hunter’s Mark has Disadvantage on the saving throw against this feature. If that creature fails the saving throw, it is instead Paralyzed until the end of your next turn. After the paralysis ends, it remains transfixed as above.

Once you use this feature, you can’t use it again until you finish a Long Rest. You can also use this feature by expending a Ranger spell slot of 3rd level or higher.

 

Previous Versions

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