Ranger: Star Strider
Star striders are at home where ever the stars shine: at the peaks of misty mountains, atop untamed seas, in barren deserts, and wherever else the stars shine over head. Star striders are a beacon of light in the dark, pushing back the dark of night to defend against its terrors. Wanderers at heart, a star strider is always on the move, chasing the stars as they make their journey across the sky.
Star Strider Spells
Ranger Level | Spells |
---|---|
3rd | faerie fire |
5th | augury |
9th | melf's minute meteors |
13th | fire shield |
17th | far step |
Bonus Proficiency
When you choose this archetype at 3rd level, you gain proficiency in the History or Nature skill (your choice). Additionally, you gain proficiency with cartographer's tools.
Motes of Starlight
At 3rd level, you can summon motes of starlight to guide you strikes.
You gain a bonus action that you can use to summon a Mote of Starlight in a space within 30ft of you. The mote lasts for 1 minute, sheds bright light in a 5ft radius around it and dim light for an additional 5 feet.
Once per turn, you may add 1d4 to any attack roll made against a creature within the light shed by the mote. You can choose to add this die after rolling the d20 but must decide before the DM says whether the attack hits or misses. When you engage in two-weapon fighting, you can summon a mote as part of the same bonus action you use to make the attack.
You can have a maximum number of motes summoned equal to your Wisdom modifier, and if you summon one while you are at your maximum the oldest mote vanishes.
Horizon Chaser
At 7th level, your stride is swift and tempered by starlight. You do not provoke opportunity attacks while in bright light and opportunity attacks are made at disadvantage against you while you are in dim light.
Step Among the Stars
At 11th level, you can teleport between your Motes of Starlight with a flare of luminous energy.
As an action, you teleport yourself to a space occupied by one of your Motes of Starlight. Immediately after you disappear, a flash of light bursts from the mote you chose, and each creature within 10 feet of the space you chose must make a Constitution saving throw. On a failed save, the creature takes 3d10 radiant damage and is blinded until the start of your next turn. On a successful save, it takes half as much damage and isn’t blinded.
Once you use this feature, you can’t use it again until you finish a long rest, unless you expend a 3th-level spell slot to use it again.
Guiding Starlight
At 15th level, the starlight you summon helps guide you and your allies to safety. Whenever your or an allied creature is forced to make a saving throw while within the light shed by one of your Motes of Starlight, they can choose to add 1d4 to the roll..
Additionally, whenever an allied creature makes an attack against a creature within the light shed by the mote, they may add 1d4 to the attacking roll. They may only do so once per turn. They can choose to add this die after rolling the d20 but must decide before the DM says whether the attack hits or misses.
Credits
Made By: Jober7
Artwork: Cosmic Emporer Pantheon By: Noah Thatcher
Special Thanks: Fantomp and others in the Discord of Many Things