Less-Spell Ranger - Version 1.0

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The Ranger
Level Proficiency Bonus Features Quarry Die Spells Known Spell Slots Slot Level
1st +2 Natural Explorer, Ranger's Quarry d4
2nd +2 Fighting Style, Spellcasting d4 2 1 1st
3rd +2 Herbal Remedies, Ranger Conclave d4 2 1 1st
4th +2 Ability Score Improvement d4 2 1 1st
5th +3 Extra Attack d6 3 2 2nd
6th +3 Skirmisher d6 3 2 2nd
7th +3 Ranger Conclave Feature d6 4 2 2nd
8th +3 Ability Score Improvement d6 4 2 2nd
9th +4 d8 5 2 3rd
10th +4 Multiattack, Herbal Remedies Improvement d8 5 2 3rd
11th +4 Ranger Archetype Feature d8 6 2 3rd
12th +4 Ability Score Improvement d8 6 2 3rd
13th +5 Ranger's Quarry Improvement d10 7 3 4th
14th +5 One Through Nature d10 7 3 4th
15th +5 Ranger Conclave Feature d10 8 3 4th
16th +5 Ability Score Improvement d10 8 3 4th
17th +6 d12 9 3 5th
18th +6 Feral Senses d12 9 3 5th
19th +6 Ability Score Improvement d12 10 3 5th
20th +6 Foe Slayer d12 10 3 5th

Class Features

As a Ranger, you gain the following class features:

Hit Points


  • Hit Dice: 1d10 per Ranger level
  • Hit Points at 1st Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Ranger level after 1st.

Proficiencies


  • Armor: Light armor, medium armor, shields
  • Weapons: Simple weapons, martial weapons
  • Tools: Choose one from Cartographer's Tools, Herbalism Kit, Navigator's Tools
  • Saving Throws: Strength, Dexterity
  • Skills: Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) scale mail or (b) leather armor
  • (a) two shortswords or (b) two simple melee weapons
  • (a) a dungeoneer’s pack or (b) an explorer's pack
  • A longbow and a quiver of 20 arrows

Natural Explorer

You are particularly familiar with the natural world, adept at traveling and surviving out in the wilds. You gain the following features:

Traveler. When you make a check relating to the natural world (such as recalling knowledge on plants and animals, or finding a suitable location to make camp), your proficiency bonus—if any—is doubled (unless you are already an expert in the relevant skill).

Tracker. While tracking other creatures, you also learn their exact number, their sizes, and roughly how long ago it was that they passed through the area.

Strider. Moving through nonmagical difficult terrain costs you no extra movement.

Trapper. You add your proficiency bonus to the DC for creatures to detect and avoid triggering the hunting traps that you place (statistics for hunting traps can be found on page 152 of the Player’s Handbook).

Forager. When you forage, you find twice as much food or water as you normally would.

Vigilant. Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger and thus canno.

Ranger's Quarry

You learn to read your prey, allowing you to strike deeper and truer. As a bonus action on your turn, you can choose a creature you can see within 120 feet of you and mark it as your quarry. You can maintain this mark for a number of hours equal to three times your Ranger level. You may only mark one creature at a time, however you may dismiss your mark as an action on your turn.

Whenever you hit your quarry with a weapon attack, you may add a Quarry Die to the attack's damage, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it.

If the target drops to 0 hit points before this effect ends, you can use a bonus action on a subsequent turn of yours to mark a new creature. Additionally, at 13th level, you may choose to use your reaction to shift the mark to another creature when the target drops to 0 hit points.

This effect ends if you fall unconscious, dismiss it as a bonus action, or fail to swap your quarry within a turn after the target reaches 0 hit points.

Fighting Style

At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options.

You can’t take a Fighting Style option more than once, even if you later get to choose again.

Whenever you gain a level in this class, you can replace a fighting style you know with another style available to your class. This change represents a shift of focus in your martial training and practice, causing you to lose the benefits of one style and gain the benefits of another style.

Archery. You gain a +2 bonus to attack rolls you make with ranged weapons.

Defense. While you are wearing armor, you gain a +1 bonus to AC.

Druidic Warrior. You learn two cantrips of your choice from the druid spell list. They count as ranger spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the druid spell list.

Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Interception. When a creature you can see hits a target that is within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.

Thrown Weapon Fighting. You can draw a weapon that has the thrown property as part of the attack you make with the weapon.

In addition, when you hit with a ranged attack using a thrown weapon, you gain a +1 bonus to the damage roll.

Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Unarmed Fighting. Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier. If you strike with two free hands, the d6 becomes a d8.

When you successfully start a grapple, you can deal 1d4 bludgeoning damage to the grappled creature. Until the grapple ends, you can also deal this damage to the creature whenever you hit it with a melee attack.

Guardian Sigils

Starting at 2nd level, you are able to channel your magic to cast a few simple but practical magic hexes used by rangers called guardian sigils. You can cast a sign in place of a weapon attack when you take the Attack action on your turn, this may only be done once per turn. You can't cast a sign while holding something in each hand or wielding a weapon with the two-handed property. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest. If you begin combat and have no uses remaining, you regain 1d4 uses of this feature.

You learn two signs at 2nd level, and another at 5th, 9th, and 13th level.

Sigil Save DC = 8 + your proficiency bonus +
your Wisdom modifier

Earth Sigil

You can conjure sigil on yourself, enveloping you with protective natural magic. For the next minute, the first time you take damage from a weapon attack, that damage is reduced by 1d8. This reduction increases by 1d8 at 5th, 11th, and 17th level.

Fire Sigil

You blast flames at a creature within 15 feet. It must make a Dexterity saving throw, taking 2d6 fire damage on a failed save or half that on a successful save. This damage increases by 1d6 at 5th, 11th, and 17th level.

Frost Sigil

You blow a powerful burst of frosty air at a creature within 15 feet. It must make a Strength saving throw or be pushed 10 feet back and knocked prone. Until the end of their next turn, the creature's speed is reduced by 10 feet.

Storm Sigil

A tendril of lightning flashes towards a target creature in range. Make a ranged spell attack against that creature. On a hit that creature takes 2d4 lightning damage and the lightning arcs to another creature of your choice within 15 feet of the original target causing them to take the same damage. This damage increases by 1d4 at 5th, 11th, and 17th level.

Spellcasting

At 2nd level, you’ve unlocked your natural born affinity with the elements in the form of spellcasting. See chapter 10 of the Player’s Handbook for the general rules of spellcasting. The ranger spell list will be provided at the end of this document.

Whenever you finish a long rest, you can replace one spell you learned from this Spellcasting feature with another spell from the ranger spell list. The new spell must be the same level as the spell you replace.

Spell Slots

The Ranger table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your ranger spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.

For example, when you are 5th level, you have two 2nd-level spell slots. To cast the 1st-level spell thunderwave, you must spend one of those slots, and you cast it as a 2nd-level spell.

Spells Known of 1st Level and Higher

At 2nd level, you know two 1st level spells of your choice from the ranger spell list. The Spells Known column of the Ranger table shows when you learn more ranger spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what’s shown in the table’s Slot Level column for your level. When you reach 9th level, for example, you learn a new ranger spell, which can be of 1st, 2nd, or 3rd level.

Additionally, when you gain a level in this class, you can choose one of your ranger spells you know and replace it with another spell from the ranger spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Wisdom is your spellcasting ability for your ranger spells, so you use your Wisdom whenever a spell references your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a ranger spell you cast and when making an attack roll with one.


Spell save DC = 8 + your proficiency bonus +
your Wisdom modifier

Spell attack modifier = your proficiency bonus +
your Ranger modifier

Ritual Casting

You can cast a Ranger spell as a ritual if that spell has the ritual tag and you know the spell.

Spellcasting Focus

You can use a druidic focus as a spellcasting focus for your ranger spells. See chapter 5, “Equipment,” of the Player’s Handbook for a list of things that count as druidic focuses.

Herbal Remedies

Beginning at 3rd level, you learn to use your knowledge of herbal remedies and the natural healing of the body to treat a creature’s wounds. You can aid injured creatures by applying bandages, poultices, and other herbal remedies to their wounds.

You can spend 1 hour gathering herbs and preparing herbal remedies using treated bandages to create a number of such poultices or similar items equal to your Wisdom modifier (minimum 1). You can carry a number of herbal remedies at one time equal to your Wisdom modifier (minimum 1). The remedies you create cannot be applied by anyone but you. After 24 hours, any remedies that you have not used lose their potency.

If you spend 1 minute applying one of your poultices to a wounded humanoid creature, thereby expending its use, that creature regains a number of hitpoints equal to your Quarry Die plus your Ranger level.

At 10th level, when you aid a creature in regaining hitpoints with your herbal remedies, you can also end one nonmagical disease or neutralize one poison affecting it.

Ranger Conclave

At 3rd level, you choose an archetype that you strive to emulate: the Hunter that is detailed at the end of the class description or one from another source. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can choose a feat (see Chapter 6 for a list of feats).

Whenever you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn’t be from the class). This change represents one of your skills atrophying as you focus on a different skill.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Skirmisher

Beginning at 6th level, your trained senses allow you to react quickly to the movement of enemies around you. Creatures within 30 feet of you provoke a ranged opportunity attack from you when they move to a space more than 30 feet away. In addition, when a creature more than 30 feet from you, moves to a space within 30 feet of you, you can use your reaction to move up to 15 feet. You must be able to see or otherwise sense the creature to use either reaction.

Multiattack

Starting at 10th level, your swift reflexes let you deal with hordes of enemies using you weapons. You gain one of the following features of your choice:

Volley. Choose any number of creatures within 10 feet of a point you can see within your weapon’s range. You can use your action to make a separate ranged attack against each of them. You must have enough ammunition for each target.

Whirlwind Attack. Choose any number of creatures within your reach. You can use your action to make a separate melee attack against each of them. You can move up to half your speed while making the attack, targeting any number of creatures that are in your reach at any point during this movement.

One Through Nature

Beginning at 14th level, you can channel nature to extend your senses.

You can spend 1 minute touching a natural surface and focusing on it, after which you can shift your perspective as if your senses were originating from a point on that surface up to half a mile away, and you are blinded and deafened to your own senses. You can maintain this vantage point for up to 10 minutes if you don’t move, and can choose to end it at any time (no action required).

Feral Senses

At 18th level, you gain preternatural senses that help you fight creatures you can’t see. When you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls against it. Additionally, creatures you cannot see do not gain advantage on attacks against you.

You are also aware of the location of any invisible creatures within 60 feet of you, provided that the creature isn’t hidden from you and you aren’t blinded or deafened.

Foe Slayer

At 20th level, you become a master at slaying your most hated foes. Once per turn, when you hit one of your favored enemies with a weapon attack, it takes an additional 2d8 bludgeoning, piercing, or slashing, (your choice). If it has 30 or less hit points, it dies.

Guide

Guide description.

Guide Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Guide Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

Guide Spells
Ranger Level Spell
3rd find familiar
5th pass without trace
9th speak with plants
13th guardian of natureXGE
17th commune with nature

Conclave Sigil

When you choose this conclave at 3rd level, you gain access to the following sigils based on your current favored terrain. When you take a long rest in a specific terrain, you gain the sigil below listed for it. You may use a sigil granted by your conclave a number of times equal to your Wisdom modifier regaining all expended uses on a long rest.

Arctic Sigil

You use your natural might to conjure a sigil, benefitting an ally with a warming feeling of relief. By touching a creature, you grant them advantage on the next exhaustion check they make. The effects of this sigil end once an exhuastion check is made, or after recieving the effects of a long rest.

Desert Sigil

You conjure a swirl of sand into a creature's eyes, causing them great discomfort. The target must make a Constitution save or be blinded until the end of its next turn.

Forest Sigil

You attempt to charm a beast, ooze, or plant you can see within range. It must make a Wisdom saving throw, and it does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you for 1 hour or until you or your companions do anything harmful to it. The charmed creature is friendly to you.

Grassland Sigil

You conjure a gust of wind to propel you forwards. Your walking speed increased by 20 feet until the end of your next turn and while under the effects of this sigil, all opportunity attacks against you are made with disadvantage.

Jungle Sigil

You use your natural might to remedy natural ailments. By touching a creature, you immediately end the the effects of one disease or poison affecting a creature.

Mountain Sigil

You use your natural might to aid allies in traversing rocky terrain. By touching a creature, you grant them advantage on all checks to maintain footing as well as a climbing speed equal to their walking speed. The effects end upon receiving the benefits of a short rest.

Sea Sigil

You use your natural might to aid allies in traversing watery terrain. By touching a creature, you grant them the ability to breath underwater as well as a swimming speed equal to their walking speed. The effects end upon receiving the benefits of a short rest.

Swamp Sigil

You conjure a purifying miasma to wash over your food and drink. Choosing a point within 30 feet, you render all food and drink within a 5 foot area around the point you have chosen free of all poison and disease.

Wilderness Guide

At 3rd level, your adeptness at traveling and surviving in the rough and untamed regions of the world allows you to lead others more easily through any environment.

While traveling for an hour or more in the wilderness, you gain the following benefits:

  • Difficult terrain doesn’t slow your group’s travel.
  • Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
  • You do not suffer the penalty to passive Wisdom (Perception) checks imposed by moving at a fast pace.
  • Your group can move stealthily at a normal pace.

Additionally, when you cast find familiar, you can choose one of the normal forms for your familiar or any beast of 1/4 challenge rating or lower. Your familiar adds your proficiency bonus to its attacks, damage, AC, and any saving throws or skills in which it is proficient. It gains a number of extra hit dice equal to your ranger level and increases its hit point maximum accordingly.

While in a special form of a beast, your familiar may attack. Instead of acting on its own initiative, it takes its turn on your initiative, though it doesn't take an action unless you command it to. On your turn, you can verbally command (no action required) the beast to move and to take the Dash, Disengage, Dodge, or Help action, or use your action to command it to take the Attack action.

Magical Bond

At 7th level, your familiar no longer needs you to use your action to take the Attack action. Additionally, its attacks are now considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Master Survivalist

Your experience dealing with the forces of nature give you insight into the patterns and dangers of the wilderness. At 11th level, you can easily traverse even the harshest of terrain. You gain the following benefits:

  • You cannot become lost, except by magical means.
  • You have advantage on checks and saving throws to avoid becoming lost by magical means.
  • Moving through magical difficult terrain costs you no extra movement and you ignore damage caused by moving through magical or nonmagical difficult terrain.
  • You have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.
  • You have advantage on saving throws against the effects of extreme weather.

Rugged Authority

Beginning at 15th level, your time in the wilds has taught you the best ways of dealing with its flora and fauna. Sentient plants and animals view you as a powerful or sympathetic figure and come to respect your authority.

You gain the ability to communicate with beasts and plants, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate ideas to any beast or plant you can see and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it. You can’t use this feature to communicate with a creature that you or your allies have attacked in the last hour.

Additionally, if you are within 60 feet of a hostile beast or plant creature, as an action, you can call out to it, either soothing it or commanding it to heed your authority. It must succeed on a Wisdom saving throw or cease being hostile to you and your allies for 1 hour or until either you or an ally performs a hostile action against it.

Prowler

Prowler description

Prowler Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Prowler Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

Prowler Spells
Ranger Level Spell
3rd feather fall
5th rope trick
9th fear
13th greater invisibility
17th seeming

Prowler's Sigil

When you choose this conclave at 3rd level, you gain access to the following sigil. You may use a sigil granted by your conclave a number of times equal to your Wisdom modifier regaining all expended uses on a long rest.

Shadow Sigil

By enveloping yourself in magical shadow, you become invisible, along with any equipment you are wearing or carrying, until the start of your next turn.

Guerilla Tactics

Starting at 3rd level, you've mastered the art of ambush. At the start of your first turn of each combat, your walking speed increases by 20 feet, which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra 1d8 damage of the weapon's damage type.

Ethereal Step

At 7th level, you learn to step through the Ethereal Plane. As a bonus action on your turn, you can cast the etherealness spell with this feature, without expending a spell slot, but the spell ends at the end of the current turn.

Once you use this feature, you can’t use it again until you finish a short or long rest.

Heightened Awareness

At 11th level, your senses become attuned to the presence of others. As long as you aren’t blinded or deafened, creatures within 10 feet of you can’t be hidden from you, and you can’t be surprised. Additionally, you can Hide as a bonus action while only lightly obscured.

Shadowy Dodge

Starting at 15th level, you can dodge in unforeseen ways, with wisps of supernatural shadow around you. Whenever a creature makes an attack roll against you and doesn't have advantage on the roll, you can use your reaction to impose disadvantage on it. You must use this feature before you know the outcome of the attack roll.

Slayer

Slayer description.

Slayer Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Slayer Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

Slayer Spells
Ranger Level Spell
3rd faerie fire
5th see invisibility
9th haste
13th banishment
17th hold monster

Slayer's Sigil

When you choose this conclave at 3rd level, you gain access to the following sigil. You may use a sigil granted by your conclave a number of times equal to your Wisdom modifier regaining all expended uses on a long rest.

Blood Sigil

Using the power of your sigils, you fortify your might. The next time you hit a creature with a weapon attack to you can attempt to knock the target down. It must succeed on a Dexterity saving throw or be knocked prone and take bludgeoning damage as it hits the ground. A Medium or smaller creature takes 1d6 damage, a Large creature takes 2d6 damage, a Huge creature takes 3d6 damage, and a Gargantuan creature takes 4d6 damage. You cannot have the effect of more than one Blood Sigil active at a time.

Slayer's Prey

At 3rd level, you gain one of the following features of your choice. You can spend 1 day of downtime to prepare equipment and practice different tactics, so you can ready yourself for the enemies you will face. If you do and then complete a long rest, you can exchange the feature you selected for Slayer's Prey with a different one.

Colossus Slayer. Your tenacity can wear down the most potent foes. Once per turn, when you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it’s below its hit point maximum.

Giant Killer. When a Large or larger creature you hits or misses you with a melee attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature. While using your reaction to attack in this way, the creature is considered within your reach.

Horde Breaker. Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.

Locate Origin

At 7th level, you gain the ability to track the source of your slain prey. When the target of your Hunter's Mark is reduced to 0 hit points, you can choose to move your Hunter's Mark to the creature's place of origin.

If the creature was created or summoned into this plane, the creator or summoner becomes the target of your Hunter's Mark. If the creature entered the plane by a portal or teleportation magic, the location they first entered this plane becomes the target of your Hunter's Mark. If the creature is native to this plane and was not created by magic, the creature's den, lair, or place of residence becomes the target of your Hunter's Mark.

Slayer's Defense

At 11th level, your defensive skills as a monster slayer are improved. You gain one of the following options of your choice. You can spend 1 day of downtime to prepare equipment and practice different tactics, so you can ready yourself for the enemies you will face. If you do and then complete a long rest, you can exchange the feature you selected for Slayer's Defense with a different one.

Multiattack Defense. When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.

Evasion. When you are subjected to an effect, such as a red dragon’s fiery breath or a lightning bolt spell, that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on a saving throw, and only half damage if you fail

Uncanny Dodge. When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.

Battle Magic

At 15th level, you have mastered the art of weaving spellcasting and weapon use into a single harmonious act. When you use your action to cast a Ranger spell, you can make one weapon attack as a bonus action.

Warden

Warden description

Warden Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Warden Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

Warden Spells
Ranger Level Spell
3rd protection from evil and good
5th glyph of warding
9th magic circle
13th death ward
17th circle of power

Wardens's Sigil

When you choose this conclave at 3rd level, you gain access to the following sigil. You may use a sigil granted by your conclave a number of times equal to your Wisdom modifier regaining all expended uses on a long rest.

Primal Sigil

By calling upon the primeval light, you can intensify your strikes with blazing radiance. The next time you hit a creature, you can infuse your strike with the radiant energy of the Lantern and expend a ranger spell slot to deal an extra 1d10 radiant damage to the target, plus another 1d10 per level of the spell slot above 1st. If the target is Huge or smaller, they must make a Charisma saving throw or be ignited in radiant flame. At the start of each of the creatures turns, it must make a Dexterity saving throw or take 1d6 fire damage. The effect ends after the creature succeeds on the saving throw, or after 1 minute. You cannot have the effect of more than one Primal Sigil active at one time.

Primeval Lantern

When you join this conclave at 3rd level, you are able to make your own Primeval Lantern. A Primeval Lantern can be crafted over the course of a single 8-hour workday and requires 50 gold pieces worth of silver, quality wood, and fine oil and incense. A Primeval Lantern is a magic item with an AC of 16 and hit points equal to five times your ranger level. A Lantern casts bright light in a 30-foot radius and dim light for an additional 30 feet. Once lit, it burns indefinitely. As an action, you can lower a hood over the Lantern, reducing the light to dim light in a 5-foot radius.

A Lantern may only be used by the ranger who crafted it and may be used as a spellcasting focus. While within 60 feet of the Lantern, aberrations, celestials, fiends, fey, monstrosities, and undead all have a slight deterrence when approaching it.

As an action while holding the Lantern, you may intensify the primeval light of the Lantern. For the next 10 minutes, you may designate one type of creature as listed above to have the ire of the flames. Whenever a creature of that type would enter within 30 feet of the Lantern, it must make a Wisdom saving throw or have its speed dropped to 0 until the end of its turn. A creature who succeeds on this saving throw is immune to the effects of your Lantern for 24 hours.

Radiant Armaments

Starting at 7th level, you learn to draw from the radiant energy of your Lantern, and craft that energy into weapons.

Immediately before you would make a weapon attack, you can choose to conjure a radiant weapon to attack with. The weapon appears in your free hand, lasts until you attack with it, and takes the form of any weapon that you’re proficient with. It is identical to a normal weapon, except its damage type is radiant. Alternatively, you can infuse one of your own weapons with the radiant energy, for the same effects.

Also, once per round you can grant a conjured weapon an additional property based on its existing properties. If a weapon has multiple possible properties, you choose one of them when you conjure the weapon. The properties are listed below:

Dawntouched Blade. If the weapon you conjure is melee, you can cause it to deal 1d4 additional radiant damage on a hit.

Seeking Lightshot. If the weapon you conjure is ranged and requires ammunition, you can conjure magical radiant ammunition along with the weapon itself. When you miss with this ammunition, you can curve the attack to target another creature within 10 feet of the previous target. Reroll the attack against the new target, dealing half as much damage as normal on a hit. On a miss, the ammunition does not continue further.

Piercing Sunstrike. If the weapon you conjure has the finesse property, you can cause your attacks with the weapon to score a critical hit on a roll of 19 or 20.

Blasting Radiance. If the weapon you conjure has the heavy property, you can cause your attacks with the weapon to push their target up to 10 feet away from you on a hit.

Sunlit Spear. If the weapon you conjure has the reach property, you can further increase your reach with the weapon by 10 feet.

Primeval Guidance

At 11th level, the light of your Primeval Lantern strengthens your allies. While within 10 feet of your Lantern, allied creatures gain a bonus to saving throws caused by creatures listed under Primeval Lantern equal to your Wisdom modifier (minimum 1).

At 17th level, the area of effect of this ability increases to 30 feet.

Searing Radiance

Beginning at 15th level, when you deal radiant damage to a creature, you can use this feature to further increase the potency of your light and then transform it into healing energy. The creature takes 5d10 radiant damage, and you regain 5d10 hit points as the rays of primeval light magically return to you. Once you use this feature, you can’t use it again until you finish a long rest.

 

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