Keeper of Light
Having a strong sense of enmity against darkness, some rangers choose to hunt evil creatures of the night. Be-it a celestial, a good spirit of nature, or another force, some form of magical light notices such a ranger and reaches out to them. The ranger and the light form a connection, and the light starts following the ranger like a companion, circling them in the shape of a shining ball.
The Shining Companion
At 3rd level, a ball of shining light attaches itself to you and you develop a bond with it. As a bonus action, you can call the light to appear right next to you, in your space.
The ball of light is the same size as your head. It sheds bright light out to a range of 30 feet and dim light to an additional 30 feet.
Once on each of your turns, when you hit a target with a weapon attack, the ball of light also hits the target with a ray of light, dealing 1d4 radiant damage. This damage increases to 1d8 at 11th level.
The ball of light remains until you send it back as a bonus action or until you fall unconscious.
Keeper of Light Spells
Also starting at 3rd level, you learn an additional spell of 1st level or higher when you reach certain levels in this class, as shown in the following table. Each spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.
Keeper of the Light Spells
Ranger Level | Spells |
---|---|
3rd | Guiding bolt |
5th | Continual flame |
9th | Daylight |
13th | Death ward |
17th | Flame strike |
Lightplosion
Beginning at 7th level, you can cause the light you call to explode, requiring no action. Creatures of your choice within 10 feet of you that can see the explosion take 1d8 radiant damage and must succeed on a Constitution saving throw against your spell save DC or become blinded for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
When you use this feature, the ball of light disappears and reappears right next to you, in your space after 1 minute.
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once), and you regain any expended uses when you finish a long rest.
Protected By Light
At 11th level, the light that attached itself to you also provides you with protection. As a reaction, you can cause the light to cover your body. When you do so, you gain half cover until the start of your next turn.
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once), and you regain any expended uses when you finish a long rest.
One With the Light
When you reach 15th level, you gain the ability to become one with the light you share a bond with, and travel together. If the light is next to you, you can use your bonus action to turn into light and travel to an unoccupied space of your choice that you can see within 30 feet of you.
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once) and regain any expended uses when you finish a long rest.
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