Base Class: Ranger
Sun Wardens illuminate the darkest places, and remind creatures of the night why they fear the sun.
Disperse Shadows
You have mastered the art of creating fearsome ambushes, granting you the following benefits.
Shining Strike. When you attack a creature and hit it with a weapon, you can deal an extra 2d6 Radiant damage. If they are in darkness, they must succeed on a Wisdom saving throw against your spell save DC or shed Bright Light in a 10-foot radius and have the Blinded condition until the end of their next turn. You can use this benefit only once per turn, you can use it a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
Initiative Bonus. When you roll Initiative, you can add your Wisdom modifier to the roll.
Sun Warden Spells
When you reach a Ranger level specified in the Sun Warden Spells table, you thereafter always have the listed spells prepared.
| Ranger Level | Spells |
|---|---|
| 3 | Light or Dancing Lights, Faerie Fire |
| 5 | See Invisibility |
| 9 | Daylight |
| 13 | Wall of Fire |
| 17 | Flame Strike |
Vigilance
You gain Blindsight with a range of 30 feet.
Blindsight Improvement
When you reach 18th level on this class, your Blindsight increases to 60 feet.
Sun-Kissed
Your body has adapted to being bathed in light. You gain the following features:
Warm Glow. You have Resistance to Fire and Radiant damage.
Soothing Sunlight. As a Magic action, you can manifest a 10-foot Emanation of Bright Light for 1 minute. It ends early if you dismiss it (no action required) or have the Incapacitated condition. This light counts as sunlight. At the start of each of your turns, creatures of your choice within the area restore a number of hit points equal to your Wisdom modifier (minimum of 1). Once you use this feature, you cannot do so again until you finish a Long Rest.
Shining Zenith
The Radiant damage of your Shining Strike becomes 2d8, and you can deal an additional 1d8 Fire or Radiant damage when you score a Critical Hit. In addition, when you use the Shining Strike effect of your Disperse Shadows feature, you can cause one of the following additional effects.
Warm Glow. Creatures of your choice within 10 ft. of yourself and the target regain a number of hit points equal to 2d8 + your Wisdom modifier (minimum of 1).
Sunburst. The target and each creature within 10 feet of it must make a Wisdom saving throw against your spell save DC. On a failed save, a creature takes Radiant damage equal to 1d8 + your Wisdom modifier (minimum of 1), and has the Blinded condition until the start of your next turn.
Prismatic Dodge
When a creature makes an attack roll against you, you can take a Reaction to impose Disadvantage on that roll. Whether the attack hits or misses, you can then teleport up to 30 feet to an unoccupied space you can see.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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11/18/2024 7:08:52 AM
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31
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1
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0.9
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Coming Soon
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