Base Class: Ranger
Brightslayers have dedicated themselves to becoming radiant champions of good or stout foes of encroaching evil. A Brightslayer takes up a divine oath to seek out and eliminate enemies of the light, much as a paladin does. Whether a devote worshipper of a deity or a chosen avatar of celestial powers, Brightslayers channel divine magic along with their keen natural instincts to track down and terminate fiendish and shadowy evils that creep into the material plane.
Brightslayer Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Brightslayer Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.
Brightslayer Spells
| Ranger Level | Spell |
|---|---|
| 3rd | divine favor |
| 5th | branding smite |
| 9th | magic circle |
| 13th | banishment |
| 17th | hold monster |
Hunter’s Radiance
At 3rd level, you gain the ability to channel divine magic. Brimming with radiance, you gain the ability to cast the light cantrip. Also at 3rd level, when you hit a creature with any weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is one of your favored enemies, to a maximum of 6d8.
Spiritual Rejuvination
At 3th level, you gain the ability to channel celestial energy to heal wounds. You have a pool of d6s that you spend to fuel this healing. The number of dice in the pool equals your ranger level.
As an action, you can heal one creature you can see within 60 feet of you, spending dice from the pool. The maximum number of dice you can spend at once equals your Wisdom modifier (minimum of one die). Roll the dice you spend, add them together, and restore a number of hit points equal to the total.
Alternatively, you can spend a die to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of this feature, expending dice separately for each one.
Your pool regains all expended dice when you finish a long rest.
Celestial Instincts
At 7th level, the presence of strong evil registers in your sight like a baneful blight, and powerful good shines like a heavenly halo. As a bonus action, you can open your awareness to detect such forces. Until the start of your next turn, you can see the location of any celestial, fiend, undead, or any of your favored enemies within 120 feet of you, disregarding any cover that may be interposed between you and them. You know the type of creature you sense, but not its identity. Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.
You can use this feature a number of times equal to 1 + your Wisdom modifier. When you finish a long rest, you regain all expended uses.
Instilled Radiance
By 11th level, you are so suffused with spiritual radiance that all your weapon strikes carry divine power with them. Whenever you hit a creature with a weapon, the creature takes an extra 1d8 radiant damage.
Angel's Eye
Beginning at 15th level, your divinely-enhanced awareness renders your enemies' ability to hide useless. When a favored enemy is detected by your Celestial Instincts feature, you can make weapon attacks against them, disregarding any cover or visual interference including total cover and the blinded condition. Your celestial instincts can automatically sense your targets and your weapon attacks turn into intangible radiant energy that can pass through solid objects to find their mark.







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