Ranger
Base Class: Ranger

The threats to the world are many, both from within and beyond the planar veil. The Radiant Shade Warden takes these threats and uses the two core facets of the universe, that being light and shadow. Balancing these dichotomous forces gives The Warden an almost supernatural quality, which they are skilled at using to their advantage in any circumstance. The Radiant Shade Warden moves throughout the world, bringing light in places of darkness and channeling darkness to destroy those that threaten the balance.

 

Embraced by Radiance and Shadow

3rd-level Radiant Shade Warden feature

By balancing the light and darkness of the universe you are able to channel this energy into your attacks, augmenting a weapon strike with your choice of radiant or psychic damage. Once per turn, when you hit a creature with a weapon attack, you can choose either radiant or psychic energy and deal an extra 1d6 of the chosen damage to the target.

The extra damage increases to 2d6 when you reach 11th level in this class.

When you gain this ability, you also are able to choose either radiant or psychic and gain resistance to that damage. You can change this choice after a short rest.

Psychic Resistance

You can choose to be resistant to Radiant or Psychic damage. You can change this choice after completing a short rest.

Radiant Resistance

You can choose to be resistant to Radiant or Psychic damage. You can change this choice after completing a short rest.

Radiant Shade Magic

3rd-level Radiant Shade Warden feature

Your knowledge of the workings of certain magic is increased when you become a Radiant Shade Warden, granting you additional spells when you reach certain levels in this class, as shown in the Radiant Shade Warden Spells table. Each spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.

Fey Wanderer Spells
Ranger Level Spells
3rd detect evil and good
5th darkness
9th daylight
13th greater invisibility
17th dispel evil and good

Whenever you cast one of these spells, or any spell of the Evocation school of magic, your body manifests whisps of light or shadow around your eyes and hands for 1 minute. You can choose to suppress this effect, but if you do you must make a Wisdom saving throw (DC 10 + the level of the spell) in order to do so. While these whisps of energy are manifested you gain a bonus to Intimidation checks equal to the level of the spell that was cast.

Understanding Both Light and Darkness

3rd-level Radiant Shade Warden feature

Your understanding of the light and darkness of the world grants you a supernatural ability to recognize deceit and use it to your advantage. As a result, whenever you make a Charisma (Deception or Persuasion) check, you gain a bonus to the check equal to your Wisdom modifier, and whenever you make a Wisdom (Insight or Perception) check, you gain a bonus to the check equal to your Intelligence modifier.

Speed of Light and Darkness

7th-level Radiant Shade Warden feature

Light and Darkness infuse you to the point that you are able to channel them to hasten yourself or slow others. As a bonus action, you are able to gain the benefits of the haste for one turn or inflict the effects of the slow spell on another target for one turn. These effects do not consume spell slots, require spell components, or require concentration. The haste spell effect does not induce lethargy after losing the effect, and a target of the slow spell may still make a WIS saving throw (DC equal to your spell save DC) to avoid the effect.
You can use this ability a number of times equal to your proficiency modifier, regaining all spent uses after a short rest.

Guardian of Radiant Shade

11th-level Radiant Shade Warden feature

As your power and understanding of the forces of light and shadow grow you gain the ability to manifest that energy in the form of an animal-like guardian that can fight at your side. Once per day, as an action you may summon this guardian, choosing whether it is made of light or shadow as you do, and it appears within 10 feet of you. By default, it is a huge wolf-like creature, but you can shape the guardian's appearance to your will with the restriction that it is huge and quadrupedal. The creature uses the stats of a Guardian Wolf and it gains immunity to any radiant, psychic, or poison damage, and cannot be charmed, frightened, or poisoned. Despite appearing to be made of light or shadow it is a physical creature and can be ridden by you or anyone you choose that is no larger than huge.

Once summoned the guardian remains at your side, following your commands, for one hour. During combat, the guardian acts on your turn and you can use a bonus action to command it to perform a specific action. If it is not commanded to do something specific, it will defend either you or itself by attacking threatening creatures within reach, or if no such creature is within reach it will take the dodge action.

If you wish you may instead use this ability by expending a 3rd level spell slot, still as an action, to summon the guardian. If you do so, the duration the guardian remains becomes 1 minute. You regain the ability to summon this guardian without expending a spell slot each day at dawn.

Manifestation of Light and Shadow

15th-level Radiant Shade Warden feature

You can become a manifestation of light or shadow, enhancing some of your other abilities and gaining new abilities depending upon which form you take. Each time you use this ability you can choose whether your form becomes luminous with light or wreathed in shadow, and the manifestation lasts 1 minute or until you become incapacitated.  Using this ability does not require an action, but can only be done during your turn and you can do so a number of times per day equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

While you manifest light:

  • your body gives off light as per the light spell
  • you are immune to radiant damage
  • your Embraced by Radiance and Shadow ability can only channel radiant energy and becomes 4d6
  • when you use this ability and at the start of each of your turns, you heal a number of hit points equal to your Wisdom modifier
  • you gain a fly speed equal to your walking speed

While you manifest shadow:

  • your body becomes wreathed in shadow, reducing light within 10 feet of you as though it were lightly obscured
  • you are immune to psychic damage
  • your Embraced by Radiance and Shadow ability can only channel psychic energy and becomes 4d6
  • when you use this ability and at the start of each of your turns, you gain temporary hit points equal to your Wisdom modifier
  • whenever you move that movement functions as though you used the misty step spell and can be used any number of times up to a maximum movement equal to your walking speed

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