Ranger
Base Class: Ranger

Rangers are well known for their prowess of wandering through nature, but some of them choose to wander among the divine, experiencing and taking in the energy the celestials and most gods emanate. Rangers who emulate this archetype choose to take in this light to better their ability, and to strike out at its enemies.

Vagabond's Radiance

3rd Level Vagabond Feature

From absorbing the power of divine light, you can channel an inner reservoir of light energy into your attacks. When you gain this feature, you gain a maximum of 3 charges of Vagabond Radiance. You gain a charge whenever you cast a ranger spell of 1st level or higher, gaining more charges depending on the level of spell slot expended. Whenever you attack with a melee, ranged, or unarmed attack, you can expend charges to deal additional radiant damage on the attack. The damage is 2d6 + 1d6 per additional charge after first. Your maximum number of charges increases at 7th level, 11th level, and finally at 15th level. The die type also changes at 11th level to a d8.

Vagabond Magic

You gain additional spells known at certain levels in this class, shown in the table below. These count as ranger spells for you, but don't count against your spells known maximum.

3rd Level: Divine Favor

5th Level: Aid

9th Level: Spirit Guardians

13th Level: Divination

17th Level: Holy Weapon

Divine Protection

7th Level Vagabond Feature

You can channel your inner divine power to shield you from harming effects. Whenever you are hit by an attack or fail a saving throw, you can use your reaction expend one of your Vagabond Radiance charges to add +3 to your armor class for the next 2 attacks, or to succeed on that saving throw. Once you use this feature, you can't use it again until you finish a short rest.

Angel's Wrath

11th Level Vagabond Feature

Your inner divine energy can unleash a volley of radiant fury. Whenever you make an attack using Vagabond Radiance, you can choose to unleash a radiant burst of energy. When you do so, 2 creatures of your choice within 10 feet of the target must make a dexterity saving throw against your spell save DC or take 2d8 radiant damage + your wisdom modifier.

You can use this feature a number of times equal to your wisdom modifier, and you regain all expended uses when you finish a long rest.

Wanderer of the Upper Planes

The radiant energy housed inside you has reached a burning apex. At 15th level, you gain the following benefits:

  • Radiant Potency. When you roll initiative, and lack Vagabond Radiance, you regain 2 uses of it. In addition, attacks you make using that feature have a critical hit range of 18-20.
  • Angelic Ally. You can cast the Summon Celestial thrice per long rest without expending a spell slot.
  • Radiant Wings. You sprout wings of radiance, giving you a flight speed equal to your walking speed. 
  • Restorative Light. Whenever you roll radiant damage on an attack, you can restore hit points to one creature you can see for half of the radiant damage you just dealt.

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