The Lunar Sentinel

by Candurill

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Ranger Conclave:

The 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.

Guided by the luminous glow of the moon and stars, these sentinels of the night draw power from the celestial heavens. Whether bound by oath to a revered deity of the moon such as Artemis, Sehanine or Whetu, or driven by an unwavering commitment, they dedicate their lives to defending the travellers of the night.

With moonlit magic, the Sentinels unleash the radiant might of the heavans upon their enemies or envoke them to create sanctuaries of rest and protection.

Class Features

Level Feature
3rd Sentinel Magic, Stellar Strike
7th Celestial Guardian
11th Nocturnal Overwatch
15th Stellar Mastery

Sentinel Magic:

Upon joining The Lunar Sentinal conclave at 3rd level, you gain access to Sentinel magic, drawing power from the night's celestial forces. You may learn one additional spell at 3rd, 5th, 9th, 13th and 17th level. When learning new spells or replacing existing ones, you may choose from both the ranger and paladin spell lists and these spells are considered ranger spells for you.

Furthermore, when casting a spell that typically requires a melee weapon, you ignore this requirement and are able to use any weapon.

Stellar Strike:

Also starting at 3rd level, harnessing the radiant energy of the stars, you gain the ability to perform a Stellar Strike. Once per turn, when you hit with a weapon attack, you may infuse the attack with radiant light. All the damage of the attack becomes radiant type and deals an additional 1d6 damage. The target must also succeed on a Constitution saving throw or gain disadvantage on their next attack roll, unless the creature is immune to the Blinded condition.

Beyond the initial radiant boost, you can expend spell slots to further enhance the potency of your Stellar Strike. For each level of the spell slot spent, you deal 1d6 bonus damage, allowing you to unleash a torrent of celestial power upon your adversaries.

Celestial Guardian:

At 7th level, your bond with the moon and stars deepens, and their protective influence extends to those around you. You learn the Moonbeam spell, and you can also cast the spell using this feature a number of times equal to your proficiency modifier. If you do, its normal effects are replaced by the following options:

  • Lunar Ward: During combat or moments of danger, you can summon a Lunar Ward. The beam of moonlight keeps its original range, duration and additional effects as described in the Moonbeam spell. However, the the beam gains a 10ft radius and inflicts radiant damage as if cast at its lowest level. You can designate allies within the area who do not take damage from it and instead gain half cover. You can move the beam as a bonus action on your turn and it does not require concentration.

  • Moonlit Sanctuary: When you and your allies decide to take a long rest, you can create a stationary dome of moonlight with a radius of 30ft around a point you choose. The ward will persist for 8 hours and is bathed in dim light. All creatures of your choice within this area gain darkvision up to 60ft or have their darkvision increased by 30ft, gain advantage on initiative rolls and cannot be surprised. The Moonlit sanctuary does not require concentration to maintain.

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 8 hours doing light activity (such as keeping watch) to gain a long rest.

Additionally, you gain the ability to use your reaction to make an opportunity attack against a creature that you can see who makes an attack roll. This attack occurs before the enemy's intended action.

If you successfully prevent the intended attack from the target to hit your ally with this attack, (either through causing them to miss their attack roll, or if the enemy dies before their attack resolves) you regain your reaction at the end of that turn. You can regain your reaction this way a number of consecutive times equal to half your proficiency bonus rounded down.

Stellar Mastery:

Starting at 15th level, your mastery over celestial forces allows you to cause yourself and your attacks to become like falling stars. Enemies that fail their Constitution save against your Stellar Strike ability now become blinded instead of simply gaining disadvantage on their attack.

Additionally, depending on the weapon you wield at a time, you gain the following empowerments:

  • Melee weapon: Once per turn, when you make a melee weapon attack, you may choose to move up to 20 feet towards a target without provoking opportunity attacks. Your movement is akin to a streak of light, resembling a comet's trail, as you swiftly close the distance to engage your enemy.

  • Ranged or Thrown Weapon: Once per turn, 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. This ability enables you to target enemies with precision and versatility, bypassing barriers that would otherwise obstruct your shots.

Art credit

First page top: Michal Ivan


Second page right: Roberto Atzeni


Second page bottom: Sergey Nivens

Changelog:
  • It is a ranger CONCLAVE not ENCLAVE...
  • The initial additional effect of the Stellar strike ability now only works on creatures that are not immune to blinding effects.
  • Clarified the logn rest feature of Nocturnal Overwatch to clearly state that it simply allows for a long rest to be completed with 8 hours of light activity.

 

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