**Rays and Tides**. As long as your position is at least 1/2 your speed in distance from your position at the end of the previous turn you may add your wisdom modifier to your armor class (AC).
- __Rays__ Your Ranged attacks may be changed to Fire or Radiant and if you do they deal an extra 1d6 of that damage for each 50 ft you are from the target.
- __Tides__ Your Melee attacks may be changed to Cold damage or Healing (damage heals instead) and if you do they deal or heal an extra 1d6 of that damage or heal for each ranged attack you made during your last turn.
**Flare and Purnima**. You do not take Fire and Cold damage and instead heal for 1/2 the amount. You may once on your turn activate one of the following:
- __Flare__ on a hit with a ranged weapon The target glows regardless and causes all attacks against them to have advantage until the start of your next turn, they make a save against your ranger spell save DC. On a failure the target is Blinded and can’t become invisible. If the target is not blinded (due to immunity or DM rule) they still have disadvantage on attacks while they glow.
- __Purnima__ on a hit with a melee weapon push the target 10 ft for each attack made this turn. If the target is not moved (due to immunity or DM rule) double the damage/healing of the attack.
**Eclipse.** If you were to teleport you can expend a spell slot you make an attack with a ranged weapon and a melee weapon against a target within sight. The positions of each attack must be from any place within the range of the teleport and range/reach of the target. If you do you deal extra 2d12 damage per slot expended.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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9/23/2025 4:55:08 PM
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8
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0
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20250917
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Coming Soon
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12/11/2025 9:53:53 PM
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31
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0
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20250923
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Coming Soon
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