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### Lunar Sentinel Amidst the veil of darkness and the haunting unknown, some lone guardians rise to stand vigilant against the perils that lurk in the night. These rangers have embraced their sacred duty to safeguard the realms from the unseen dangers that prowl in shadows. ##### Deepwood Sniper Features | **Ranger Level** | **Feature** | |:----:|:---| | 3rd | Astral Eyes, Lunar Sentinel Magic, Stellar Strike | | 7th | Twilight Flare | | 11th | Nocturnal Overwatch | | 15th | Astrum Vigil | #### Astral Eyes At 3rd level, your eyes start to dazzle as if filled by the infinite cosmos itself. You gain darkvision up to 60 feet. If you already have darkvision, your darkvision's range increases by 30 feet. Additionally, you gain proficiency in Wisdom (Perception) checks. If you're already proficient in it, you gain expertise instead. #### Lunar Sentinel Magic Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Deepwood Sniper Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know. When casting a spell in this list that requires you to hit with a melee weapon, you can instead use a ranged weapon instead. | **Ranger Level** | **Spell** | |:---:|:---| | 3rd | Faerie Fire | | 5th | Moonbeam | | 9th | Blinding Smite | | 13th | Staggering Smite | | 17th | Banishing Smite | #### Stellar Strike Beginning at 3rd level, harnessing the radiant energy of the stars, you gain the ability to perform a Stellar Strike. Once per round, when you hit with a weapon attack, you may infuse the attack with moonlight. Your attack deals an additional 1d6 radiant damage. Beyond the initial radiant boost, you can expend a spell slot to further enhance the potency of your Stellar Strike. All of its damage becomes radiant and it deals extra damage on top of its normal damage. The extra damage is 1d8, plus 1d8 for each spell level higher than 1st, to a maximum of 5d6. #### Twilight Flare Beginning at 7th level, your unerring gaze allow you to ward foes off those under your watch. As a reaction to a creature moving within 10 feet of an ally, you can make a ranged weapon attack against a creature. When you apply
*Stellar Strike* to this attack, you force the creature to make a Constitution saving throw against your Spell Save DC. On a failure, they are blinded until the end of their next turn. You can use this feature three times. Once you expend all uses, you must finish a long rest to use your *Twilight Flare* again. #### Nocturnal Overwatch Starting at 11th level, your celestial vigilance knows no equal in this realm. You no longer need to sleep and instead can choose to spend the time you need to finish a long rest doing light activity (such as keeping watch) to finish it. Additionally, you can use your reaction to make an attack against a creature you can see making an attack. Also, when you hit with an attack made with a reaction, you regain your reaction at the end of the triggering creature's turn. You can regain your reaction this way a number of times equal to your Wisdom modifier per round. #### Astrum Vigil At 15th level, you reach full mastery over the celestial forces. You and your attacks become like falling stars. You now regain your uses of *Twilight Flare* at the start of your turn rather than the end of a long rest. Additionally, once per round, when you make a ranged weapon attack, the attack ignores cover and moves around obstacles as long as the target is not hidden and you are aware of their presence. When you make a melee weapon attack, it ignores any damage resistances the target has once per round.
##### Lunar Sentinel v1.0 Credits: - XGtE style stains - by /u/FallenWyvern - [Ñoldoran Scout](https://www.artstation.com/artwork/0nmxne) by Charles E J Downman - Based on this [homebrew](https://homebrewery.naturalcrit.com/share/PtV01fDBDzsA)
LUNAR SENTINEL | by u/THEBUTLER3000