Ranger
Base Class: Ranger

The conclave of the Light Bringers is composed of brave warriors that find their battlefield in the deepest of darkness, acting as beacons of light that guide the way to those that can’t do it for themselves.

Having their origin in the dawn of dwarven society, as they delved deeper and deeper into mountains and caves to find their minerals and ore, Light Bringers were and still are there to guard civilization against the terrors that lurk in the darkness, acting as the torch that burns against the night, as a flame to terrify the monstruous and vile.

Light Bringer Magic

When you chose this archetype at 3rd level, you learn the Light cantrip if you don’t know it already. You also learn an additional spell of 1st level or higher when you reach certain levels in this class, as shown in the Light Bringer Spells table. Each spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.

Light Bringer Spells 

Ranger Level

Spell

3rd

Divine Favor, Light

5th

Branding Smite

9th

Fireball

13th

Guardian of Faith

17th

Conjure Elemental (fire only)

Radiant Strikes

Also at 3rd level, you can augment your weapon strikes with radiant flames.

As a bonus action, choose one creature you can see within 30 feet of you. The next time you hit a creature on this turn with a weapon attack, all damage dealt by the attack becomes radiant damage, and the creature takes an extra 1d8 radiant damage from the attack. When you reach 11th level in this class, the extra damage increases to 2d8.

Vigilant Gift

Starting at 3rd level, the night has taught you to be vigilant.

As an action, you give one creature you touch (including possibly yourself) advantage on the next initiative roll the creature makes. This benefit ends immediately after the roll or if you use this feature again. In addition, you gain a + 2 bonus to your initiative.

Darkness Explorer

Beginning at 7th level, you become particularly familiar with travelling and surviving in darkness. As long as you are in a place where natural light doesn't reach or it’s night-time, you gain the following benefits:

  • Difficult Terrain doesn’t slow your group’s travel.
  • Your group can’t become lost except by magical means.
  • While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.

Blinding Strikes

At 11th level, whenever you hit a creature with your Radiant Strike feature, you may force it to make a Constitution saving throw against your spell save DC. On a fail, the target becomes blinded for 1 minute. At the end of each of its turns, the target can make an additional Constitution saving throw. On a success, the effect ends.

You can use this feature twice, and gain all expended uses whenever you roll initiative.

Radiant Dispersal

When you reach 15th level, you can vanish into a flash of light, avoiding danger. When you take damage, you can use your reaction to give yourself resistance to that damage. You vanish into light and then teleport to an unoccupied space that you can see within 30 feet of you, where you reappear with another flash of light.

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.

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