Base Class: Ranger
A paladin overcome with grief, abandoned his oath to hunt down those who killed his family. After exacting vengeance upon his foes, he now wanders in the forest regretting his decision. You are his apprentice and before losing his way he was teaching you how divine smite works. You being better at bow than sword decide to channel all your magical energy and his teachings into a new form of attack, Spirit Strike, and thus the Spirit Warden was born.
Spirit Strike
Spirit Strike - Starting at 3rd level, when you hit a creature with a ranged weapon attack, you can expend one spell slot to deal force 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 your favored enemy, to a maximum of 6d6.
Favored by the Spirits
Favored by the Spirits - At 7th level, being in a specific environment can greatly improve your situation. When you make a death saving throw in your favored terrain you have advantage on the roll. If you have talked to a spirit that is or has resided in this area, you instead regain consciousness and your HP is at 1.
Resist the Elements
Resist the Elements - You have been blessed by nature itself and have a guardian spirit that follows you wherever you go. After entering your favored terrain, gain resistance to the most dominant element in the area. When you leave the terrain, you lose the resistance that you gained.
Spirit Sentinel
Spirit Sentinel - Starting at 15th level, if you meditate for 1 minute, every spirit within 1 mile will congregate on you. For the next 8 hours you can call forth one of these spirits, and it will obey any command you give it, but they will not assist in combat or leave their current terrain. You may use this feature once per long rest.
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