Celestial Conclave

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Celestial Conclave

Rangers of the Celestial Conclave inherit their powers from the great Devas and Solars from higher planes. They strike down their foes with arrows of sunlight, forever guarding the world from infernal threats.

Divine Magic

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

Divine Spells
Ranger Level Spells
3rd protection from evil and good
5th zone of truth
9th revivify
13th guardian of faith
17th dispel evil and good

At 3rd level, you gain the ability to sense lies. Whenever you make a Wisdom (Insight) check to discern the truth of a statement, your proficiency bonus is doubled if it applies to the check.

Radiant Arrows

At 3rd level, you learn to draw on the divine energy within you to augment your attacks.

When you hit a creature with a ranged weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d6 for a 1st-level spell slot, plus 1d6 for each spell level higher than 1st, to a maximum of 5d6. The damage increases by 1d6 if the target is an undead or a fiend.

Extra Attack (Revised Ranger)

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

Bright Guard

At 7th level, you learn to blind your foes to protect yourself from damage. When you are attacked by a creature within 5 feet of you that you can see, you can use your reaction to force the creature to make a Constitution saving throw against your spell save DC or become blinded for 1 minute. If they fail the saving throw, this also imposes disadvantage attack roll. You can use this feature after the roll, but before the outcome is determined. The creature can repeat the saving throw at the end of turn, ending the effect on a success.

You can use this feature once per short or long rest.

Image by Wizards of the Coast

Searing Burst

At 11th level, you learn to infuse your radiant arrows with explosive energy. When you hit a creature with your Radiant Arrows, you can will the arrow to burst with light and fire. Each creature in a 10-foot radius must make a Dexterity saving throw against your spell save DC, taking the damage equal to the Radiant Arrow on a failed save, or half as much damage on a successful one. Once you've used this feature, you must finish a short or long rest before you can use it again.

Slaying Arrows

At 15th level, you learn to channel the deadly power of a Solar in your shots. If you hit a creature with your Radiant Arrows and reduce its hit points to less than your Ranger level, it must make a Constitution saving throw against your spell save DC or die.

 

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