Lightbringer (5e Subclass)
Lightbringer[edit]
Ranger Subclass
A wood elf draws his bow back, and lets fly an arrow bathed in light, causing the zombie he shot to burst into radiant energy. A halfling, astride his his golden mastiff, bounds through a hoard of lesser demons, whose abyssal flesh burns in holy energy. A Dragonborn, twin blades gleaming in hand, takes off in flight, slicing hostile harpies into ribbons with the grace and elegance of a ballet dancer, her golden pseudodragon providing illumination in the dead of night. Lightbringers are a breed of ranger that brings an elegant flash to combat, aided by a celestial familiar or steed (maybe both!).
- Expanded Spell list
When you Take this subclass at 3rd level, the following spells are added to your spell list:
1st | Faerie Fire, Find Familiar
2nd | Moonbeam, Find Steed
3rd | Spirit Guardians, Fly
4th | Sickening Radiance, Find Greater Steed
these spells are treated as ranger spells for you, and don't count against your total ranger spells known
- Conjurer of Light
When you take this subclass at third level, you gain the Light cantrip and the Find Familiar spell. In addition, you gain the Find Steed spell at 5th level, and Find Greater Steed at 13th level. When you cast any of these spells, the summoned creature is always a Celestial, and your Familiar can be targeted with the light cantrip. These count as Ranger spells for you, and don't count against the total spells you know. In addition, you gain proficiency in the performance skill, and you can add your wisdom modifier to any Charisma (Performance) check you make
- Phosphorescent Strike
Beginning at 3rd level, While concentrating on a spell, you deal an additional 1d4 Radiant Damage with weapon attacks. In addition, when you hit a creature with a weapon attack, you may expend 1 spell slot to deal an additional 1d6 radiant damage per level of the slot. If the target is your favored enemy (Or marked as your Favored Foe), you deal an additional 1d6 radiant damage.
- Radiant Defense
At 7th level, You gain resistance to Radiant and Necrotic damage. In addition, your movement speed increases by 10 feet, and opportunity attacks made against you have disadvantage.
- Luminous Strike
Beginning at 11th level, the damage you deal while concentrating on a spell increases to 1d6. In addition, when you hit a creature with a weapon attack, you may expend 1 spell slot to deal an additional 1d8 radiant damage per level of the slot, and if the target is your favored enemy (Or marked as your Favored Foe), you deal an additional 1d8 radiant damage, rather than the 1d6 from Phosphorescent Strike. Furthermore, at the end of your turn, if you deal radiant damage to a creature, the next attack roll made against that creature gains a bonus to hit equal to your Wisdom modifier (min 1)
- Dazzling Flare
Beginning at 15th level, you can use your reaction to impose disadvantage on an attack roll targeting you, or a creature you can see within 30 feet of you.
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