Ranger
Base Class: Ranger

The Ever-Burning Goddess's radiant energy courses through you, infusing your strikes with radiant power while leaving behind scars and a bond to the Feywild. You channel the destructive energy that once sundered your home, walking the line between light and shadow, redemption and ruin.

Level 3: Irradiated Soul

As a bonus action, your body surges with irradiated energy. Your body emits dim light in a 10-foot radius and your weapon attacks deal an additional 1d8 radiant damage. This extra damage ignores resistance to radiant damage. This effect lasts for 1 minute or until you are incapacitated. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Level 3: Irradiant Wanderer Spells

When you reach a Ranger level specified in the Irradiant Wanderer Spells table, you thereafter always have the listed spells prepared.

Irradiant Wanderer Spells
Ranger Level Spell
3 Guiding Bolt
5 Heat Metal
9 Fireball
13 Blight
17 Cloudkill

You also possess a mutation due to your exposure to radiation. Choose it from the Irradiated Mutations table or determine it randomly.

Irradiated Mutations
1d6 MUTATION
1 Your skin blooms with red and purple marks.
2 You have no hair, and are unable to grow hair.
3 Your shadow lags behind you leaving a stain long after you move.
4 You are unnaturally warm.
5 You smell of burnt hair and ash.
6 Under your skin and your sclera glow an unnatural color.

Level 3: Will to Survive

Your body is a testament to the horrors you've endured. Some look upon you with curiosity, others with fear. You gain proficiency in the Persuasion and Intimidation skills. You also gain resistance to radiant damage.

Level 7: Unstable Isotope

As a reaction, when a creature you can see hits you with an attack, you can release a burst of irradiated energy. All creatures within a 10-foot radius of you must make a Dexterity saving throw against your Spell Save DC, taking 2d8 radiant damage on a failed save or half damage on a successful save. This damage increases to 3d8 if your Irradiated Soul is active. 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.

Level 11: Break the Sound Barrier

When you hit a creature with a weapon attack, you can choose to expend the energy of your Irradiated Soul to cause the target and all creatures within 10 feet of it to make a Constitution saving throw. On a failed save, creatures take 3d6 thunder damage and are knocked prone. On a successful save, they take half damage and are not knocked prone. The duration of Irradiated Soul is halved (rounded down).

Level 15: Singeing Radiance

As an action, you release a 30-foot radius burst of irradiated energy centered on you. Creatures of your choice within this radius must make a Constitution saving throw. On a failed save, creatures take 5d6 radiant damage and are blinded until the end of your next turn. On a successful save, they take half damage and are not blinded. You also gain temporary hit points equal to your Ranger level.

Previous Versions

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