Ranger
Base Class: Ranger

Guiders of the lost, a beacon in the forest for those lost from their paths. A Lodestar Ranger follows the way of the stars to scout unknown planes and protect what they have already discovered. Many are followers of divine powers and seek to protect holy land or help those in need fear the dangers of wilderness a little less with their knowledge and presence. Devout way finders, Lodestars are humble in their learning and seek to rid corruption that may harm divine forests or protected nature.

Stardust

Starting at 3rd level, you gather essence of the night known as Stardust, which is a resource to you that can be useful in a variety of ways. You have an amount of Stardust equal to your Ranger level. You regain all expended uses of Stardust during a long rest, of which you have vivid dreams collecting essence somewhere in the Astral Plane. If you lack the ability to dream or trance due to magical means, regaining Stardust becomes impossible until you can dream or trace again.

At 11th level, you regain all expended Stardust after taking a short or long rest.

Lodestar Magic

At 3rd level you learn an additional spell when you reach certain levels in this class, as shown in the Lodestar Magic table below. Each spell counts as a Ranger spell for you, but it doesn't count against the number of Ranger spells you know.

Ranger Level | Spells
3rd | Healing Word
5th | Moonbeam
9th | Beacon of Hope
13th | Banishment
17th | Dream

Luminary

Also at 3rd level, your inner dust and astral light radiates from your body under your control. As a bonus action you can spend 1 Stardust to transform into a more radiant sight. When you do so, you shed dim light for 5 feet centered on you for the next 10 minutes. To remain in this form, you must maintain concentration as though you were focusing on a spell, should you fail a concentration check after taking damage, the form ends early. During your Luminary form, you gain the following benefits:

  • You can use your Wisdom modifier in place of your Dexterity modifier when making Dexterity based attacks, calculating weapon damage, checks or saving throws.

  • Once per turn, when you heal or harm a creature, you can expend an additional Startdust to deal or heal a bonus of 1d6 damage or healing to the target. You can increase this bonus by 1d6 per Stardust you expend, to a maximum of 5d6. At 11th level, this bonus increases to 1d8 and can be increased to a maximum of 5d8.

  • Damage you deal to creatures through Ranger spells or weapon attacks deal radiant damage instead of their base damage type.

Stalwart Spirit

At 7th level, your devotion and spiritual connection allows for you to tap into the magic of the divine. After you finish a long rest, you can choose a number of spells equal to your half proficiency bonus (rounded down) from the Paladin spells list. During your Luminary form, you can expend a spell slot to cast a chosen Paladin spell at the corresponding spell level. Material components must still be met for the spell to work, and these spells count as Ranger spells for you when cast. Once you long rest again, you can swap the chosen Paladin spells for other Paladin spells on the Paladin spells list.

Starwalker

At 11th level, your form grows stronger with the night skies and stars above. While in your Luminary form you have resistance to radiant damage and have advantage on saving throws against spells that reveal your thoughts.

 

Cosmic Guide

At 15th level, your magical tracking is unmatched. When you cast a divination spell to locate, find or track a chosen target, if the spell has a duration of 1 minute or more, it is instead increased to 24 hours. In addition, the spell no longer fails due to distance and you are able to locate targets on other planes of existence, should they be there. Targets under the effects of your divination spells also glow a dim light in a 10-foot radius that only you can see, meaning they cannot benefit from being invisible to you. 

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