Ranger
Base Class: Ranger

Radiant Ranger: Blessing of the God of Light

“The light does not ask what you believe. It asks what you do.”

The Radiant Ranger serves a deity of light, mercy, hope, and protection. Their god doesn't reward empty prayers or wealth alone. Instead, divine power grows through meaningful acts of kindness. 

The system has three principles:

  • Good deeds generate Faith Points.

  • Spending Faith Points empowers your celestial abilities and spells.

  • The DM controls rewards for meaningful actions, not for repetitive farming.

    The aim is to reward a player for being helpful without forcing them to play a perfect saint or making the rest of the party feel less important.

    1. The Faith Points system

    Faith Points (FP)

    Core mechanic

    A resource earned through compassion, generosity, courage, and service.

    +5 FP

    Help an NPC

    For a meaningful act of help.

    +25 FP

    Donate 100 silver

    To people genuinely in need.

    Ways to earn Faith Points

    • Helping a sick or injured NPC.

    • Protecting a village from danger.

    • Feeding hungry people or supporting an orphanage.

    • Giving up a valuable reward to help someone.

    • Showing mercy to an enemy who genuinely seeks redemption.

    • Completing a quest that restores hope to a community.

      (note for DM)

      Rules to prevent farming

      To keep this fair for the DM and the rest of the party, I'd use these rules:

      1. Five points per NPC: A particular NPC can grant the standard 5-point reward only once for a meaningful act of help. Repeatedly helping the same NPC with trivial tasks doesn't generate more points.

      2. Donations must matter: Donating 100 silver (10 gp) to a legitimate charitable cause earns 25 FP, subject to the Faith cap. Buying something from a shop or transferring money between party members doesn't count.

      3. The DM approves rewards: The DM decides whether an action genuinely helps someone. Players should know the general rules in advance, so rewards don't feel arbitrary.

      4. No punishment for kindness: Helping someone should never secretly cause a Faith penalty just because the DM disagrees with the player's approach.

      5. No forced morality: A Radiant Ranger can make mistakes, get angry, or choose a difficult compromise. Faith is about meaningful good actions, not being flawless.

      6. This is an important balancing rule. A donation can earn 25 points, but a low-level Ranger cannot store more than their current maximum. Any excess is lost, so it's best to track the current pool before donating.

        Faith Points don't automatically return after a Long Rest. You must earn them through actions during the campaign. This makes them a meaningful resource instead of a free extra spell slot supply.

        Spending Faith Points

        Your idea that all special Faith spells cost between 3 and 5 points works well if the stronger effects unlock at higher levels

         

        3 FP — Guiding Light

        When you hit a creature with a weapon attack, you can empower the attack with celestial energy. The target takes an extra 1d8 Radiant damage, and the next attack roll against it before the start of your next turn has Advantage.

        Available at Ranger level 3. Once per turn.

         

        4 FP — Solar Flare

        As a Magic action, choose a point you can see within 60 feet. Creatures of your choice within 10 feet of that point make a Constitution saving throw against your Ranger spell save DC. On a failure, a creature takes 2d6 Radiant damage and has the Blinded condition until the start of your next turn. On a success, it takes half damage and isn't Blinded.

        5 FP — Descent

        As a Bonus Action, you gain a flying speed equal to your walking speed for 1 minute. Once on each of your turns while this effect lasts, you can deal an extra 1d8 Radiant damage when you hit with a weapon attack.

        These are proposed homebrew Faith abilities, not official D&D spells. They cost Faith Points instead of spell slots, use your Ranger spell save DC when applicable, and require no material components unless the DM adds them.

        Important fairness rule

        Faith Points must not replace all normal spellcasting restrictions.

        • You can spend Faith Points on only one Faith ability per turn.

        • You cannot use a Faith ability above your current Ranger-level unlock.

        • Normal spells still use their normal spell slots unless a feature explicitly says otherwise.

        • Faith abilities that require Concentration follow the normal Concentration rules.

        • The same attack cannot receive multiple copies of the same Faith damage bonus.

        This keeps Faith powerful without allowing a player to burn through an entire pool for an unlimited chain of enhanced attacks.

      7. How the god of light judges a Ranger

        The deity shouldn't simply reward wealth or count good deeds like a scoreboard. The important question is whether the Ranger made a real difference.

        Example: The starving village

        A Ranger arrives at a village suffering from a harsh winter.

        • The Ranger spends 100 silver on food and supplies for the villagers: +25 FP, subject to the pool cap.

        • The Ranger helps an injured villager recover: +5 FP if this is a meaningful act of help.

        • The Ranger risks their life defending the village from bandits: the DM may award another +5 FP for helping a different NPC or completing a distinct act of protection.

        The Ranger has earned Faith through generosity, healing, and courage rather than through defeating enemies alone.

        I'd allow the DM to award points for major acts of sacrifice even when no money is involved. Otherwise, a wealthy character could outpace a compassionate character simply by donating more gold.

         

        Track Faith Points at the table

        Here's a simple tracker you can use during your campaign.

        Current Faith

        0 / 10 FP

         

        How much Faith can you store?

        I'd recommend a maximum pool that increases as the Ranger levels up.

        Side note your dm can give you more if they deem that you can contole it and not abuse it.
         

        Make Faith Points a reward for meaningful kindness, not a currency for buying divine power. Let the Ranger earn them through generosity, protection, healing, mercy, and service. Keep the pool capped, keep each special ability's cost visible, and let the DM award major acts of selflessness when appropriate.

        That way, the player is encouraged to make the world better, the DM retains control over balance, and the subclass gains something mechanically distinctive: the Ranger's relationship with their god is reflected directly in how they play.

Level 3: Lightfood stride

 

Level 2 · Mobility

Divine light flows through your legs, letting you move faster than ordinary hunters.

  • Your walking speed increases by 10 feet.

  • When you take the Dash action, you don't provoke opportunity attacks from creatures you hit with a weapon attack during that turn.

Flavor: Golden light trails behind your feet as you race across the battlefield.

 

Level 7: Wings of first light

 

Level 7 · Flight

As a bonus action, you manifest temporary wings made of radiant light.

  • You gain a flying speed equal to your walking speed for 1 minute.

  • You must end your turn on solid ground, or you fall, unless another effect lets you remain aloft.

  • Once you use this feature, you can't use it again until you finish a Long Rest.

Flavor: A pair of luminous wings unfolds from your back, lifting you above danger.

Level 3: Flashstep

Level 3 · Quick Movement

When a creature you can see ends its turn within 5 feet of you, you can use your reaction to move up to 15 feet without provoking opportunity attacks.

You must finish this movement in an unoccupied space you can stand in.

Flavor: You vanish in a flash of sunlight and reappear just beyond your enemy's reach.

Level 11: Sunstrider's Flight

 

  • While your Wings of First Light feature is active, your flying speed becomes 10 feet faster than your walking speed.

  • You can hover while flying.

  • Once per turn, after you hit a creature with a ranged weapon attack while flying, you can move 10 feet without provoking opportunity attacks.

 

Level 11: Ascendant of the faith

 

  • You gain a permanent flying speed equal to your walking speed while you aren't wearing Heavy armor.

  • Your walking speed increases by an additional 10 feet.

  • When you take the Dash action, you can move across vertical surfaces during that movement, but you must end your turn on a surface that can support you or fall.

 

Level 3: Faith points

Faith Points (FP)

Core mechanic

A resource earned through compassion, generosity, courage, and service.

+5 FP

Help an NPC

For a meaningful act of help.

+25 FP

Donate 100 silver

To people genuinely in need.

 

Ways to earn Faith Points

  • Helping a sick or injured NPC.

  • Protecting a village from danger.

  • Feeding hungry people or supporting an orphanage.

  • Giving up a valuable reward to help someone.

  • Showing mercy to an enemy who genuinely seeks redemption.

  • Completing a quest that restores hope to a community.

Level 3: Mark of sin

Mark of sin

5 Faith Points · Action · 60 feet

You call down divine light in a 15-foot-radius sphere centered on a point you can see within 60 feet. The light lasts until the start of your next turn.

Each Undead, Fiend, or Ooze of your choice in the area must make a Constitution saving throw against your Wisdom-based save DC:

\[ \text{DC}=8+\text{Proficiency Bonus}+\text{Wisdom modifier} \]
  • Failure: The creature takes 2d8 radiant damage, sheds bright light in a 10-foot radius, and has its Speed reduced by 10 feet until the start of your next turn. It can't benefit from the Invisible condition while illuminated.

  • Success: The creature takes half damage, with no light or Speed reduction.

The light doesn't affect allies or other creature types.

Faithful Reserve

Passive · Once per Long Rest

When you have 0 FP and complete a meaningful act of compassion or protection, the DM can award you 5 FP. You can't exceed your current FP maximum, and trivial or repeated actions don't qualify.

Level 3: Wellspring of Light

Passive · Requires 10 or more FP

Once on each of your turns, when a Radiant Ranger deals radiant damage, you can add your Wisdom modifier to one radiant damage roll.

Level 7: Faith Reclaimed

Passive · Once per Long Rest

When a creature fails a saving throw against one of your Faith Point abilities, you regain 2 FP. You can't exceed your FP maximum.

Level 7: Radiant Pursuit/evasion

Passive · Once per turn

When you hit a creature with a ranged weapon attack, you can spend 2 FP to move up to 10 feet without provoking Opportunity Attacks from that creature.

Level 7: Dawn's Protection

Reaction · 30 ft · 3 FP

When you or an ally you can see within 30 feet takes damage, reduce that damage by 1d8 + your Wisdom modifier, to a minimum reduction of 1.

This is the existing Aegis of the Faithful concept renamed for this draft. We'll avoid counting both versions as separate abilities.

Level 11: Sunstrider's Grace

Passive · While flying

While you have a flying Speed from a Radiant Ranger feature, your flying Speed increases by 10 feet. Once per turn after hitting a creature with a ranged weapon attack while flying, you can move up to 10 feet without provoking Opportunity Attacks.

Level 7: Faithful Focus

While Faithful Focus is active:

  • Divine Defense: You have advantage on saving throws you make to avoid or end the Frightened condition.

  • Steadfast Faith: Once during the duration, when an attack hits you, you can use your Reaction to gain an additional +2 AC against that attack, potentially causing it to miss.

  • Limit: You can benefit from Faithful Focus only once per activation, and activating it again ends the previous effect.

Level 15: Eternal Wellspring

passive · Once per Long Rest

When you begin your turn with at least 15 FP, choose one Radiant Ranger ability that costs 5 FP or less. Its FP cost is reduced by 2, to a minimum cost of 0.

Level 15: Divine Conduit

Passive · Once per Long Rest

When you spend FP on a Radiant Ranger ability, you can empower it with additional divine energy. If the ability deals radiant damage, add your Proficiency Bonus to one damage roll. If it restores Hit Points or grants temporary Hit Points, add your Wisdom modifier to one healing or temporary Hit Point amount.

Radiant Ranger Image

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