Moon Warden

A Ranger Archetype Option for the Ranger Class Ever vigilant, Moon Wardens take the charge of guarding the night from those who desire darkness. Blessed by the moon, they bring to light that which hides within shadow. Clad in moonlight and guided by the stars, Moon Wardens harness the essence of the moon to stand against the tide of darkness.

Moon Warden Features Ranger Level Feature 3rd Moon Warden Magic, Shooting Star (1d8), Lunar Vigilance 7th Moonlit Aire 11th Crescent Volley, Shooting Star (2d8) 15th Lunar Polarity

Moon Warden Magic Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Moon Warden Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know. Moon Warden Spells Ranger Level Spells 3rd faerie fire 5th moonbeam 9th hypnotic pattern 13th arcane eye 17th wall of light

Shooting Star At 3rd level, you learn to harness the glow of the moon. As a bonus action, choose one creature you can see within 60 feet of you. The next time you hit that creature on this turn with a weapon attack, it takes an extra 1d8 radiant damage from the attack. When you reach 11th level in this class, the extra damage increases to 2d8. When the target of your Shooting Star takes the extra damage, it has disadvantage on Dexterity (Stealth) checks until the end of your next turn.

Lunar Vigilance At 3rd level, you are able to pierce the darkness and spot the slightest detail. You can see normally in darkness, both magical and nonmagical, to a distance of 60 feet. Whenever you make an Intelligence (Investigation) check, you gain a bonus to the check equal to your Wisdom modifier.

Moonlit Aire At 7th level, you gain proficiency in Intelligence and Charisma saving throws. The moon pierces illusion and bolsters personality.

Crescent Volley At 11th level, your attacks are imbued with divine magic from the moon, bending and curving to seek out your prey with great celerity. Once during each of your turns, you gain advantage on an attack roll against a creature that is under the effects of your Shooting Star. Also, your ranged attacks ignore half cover, three-quarters cover, and total cover. When making a ranged attack against a creature that has total cover, there must be an entryway for the attack to travel and you must be aware of the creature's position -- either through a successful Wisdom (Perception) check or Wisdom (Survival) check .