Ranger
Base Class: Ranger

Star Seeker Rangers derive their power from the cosmos, whether by the primordial energies latent or by divinity. In their understanding of the stars beyond, they may form an intimate relationship with either the universe or their astral deity. Oftentimes, Star Seeker Rangers represent polar spectrums of good or evil, tending more towards chaos or law depending on their ideas (or their deities) of the universe. Some feel most at home in the light of day and others under the stars of night. Generally, the color of their magical powers takes on a similar essence as their cosmic leanings. Those who venerate the sun could wield a golden light; those who venerate the moon might wield a silvery luminescence.

Cosmic Armament

3rd-level Star Seeker feature

You learn to draw from the radiant energy of the starlight, and craft that energy into weapons. Whenever you take the Attack action, you can manifest a Cosmic Spear from your free hand and make the attack with that spear with each of your attacks. This Cosmic Spear is a simple ranged weapon with the finesse and thrown properties. It has a normal range of 30 feet and 120 feet of long range. When you attack with that weapon, you can choose to add your Wisdom modifier, instead of Strength or Dexterity, to the attack and damage rolls. On a hit, it deals necrotic or radiant damage (your choice) equal to 1d6 plus the ability modifier you used for the attack roll. The Cosmic Spear vanishes after after one round when it leaves your hands. 

Star Seeker Magic

3rd-level Star Seeker feature

You learn the light cantrip if you don’t already know it. For you, it has a range of 30 feet, and you can cast it as a bonus action.

You also learn an additional spell of 1st level or higher when you reach certain levels in this class, as shown in the Star Seeker Spells table. Each spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.

Star Seeker Spells
Ranger Level Spells
3rd Healing Word, light
5th Darkness
9th Daylight
13th Faithful Hound
17th Teleportation Circle

Cosmic Ward

7th-level Star Seeker feature

You sense have become unwavering. You have advantage on saving throws against being blinded or deafened.

In addition, when a creature within 30 feet of you that you can see makes a attack roll against you, you can use your reaction to release a bit of your cosmic energy. The attacking creature must make a Wisdom saving throw or become blinded until the start of your next turn. An attacker that can’t be blinded is immune to this feature.  

You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.

Cosmic Expert

11th-level Star Seeker feature

Your Cosmic Armament grows mightier. Once on each of your turns, you can infuse your magic into assisting you in one of the following ways, immediately after you hit a creature with an weapon attack:

  • The target takes an additional 1d6 damage of either necrotic or radiant damage.
  • The attack’s target must succeed on a Strength saving throw against your spell save DC or have it's movement speed become 0 until the end of your next turn, as you pin the creature with your magic.
  • The attack’s target has disadvantage on the next saving throw it makes from your attacks or spells before the end of your next turn.

Weaver of the Cosmos

15th-level Star Seeker feature

You can weave the magic of the great beyond. You can cast Darkness or Daylight without expending a spell slot. You can do so a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest. Each time you cast either spell this way consumes one use of this feature.

In addition, whenever you cast Darkness or Daylight , on each of your turns after you cast this spell, you can use your bonus action to choose a new point within range, and you and your allies are given half-cover when within the radius of the spell. Also, you and your allies can treat the magical darkness from the spell Darkness, as as lightly obscured.  

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