Base Class: Ranger
Lumberjacks are those who understand balance, always giving back equal to what they recieve. They take from the forest to build shelter, protection and comfort but whatever damage is done they always do their best to heal. Rather than a protector of nature they are ones who seek a symbiotic relationship with it. These rangers tend to live on the edge of society, connected to both civilization as well as the natural world.
Dance of the Willow
At 3rd level, your connection to the life force of the trees gives you strength in combat and the power as a force of nature. As a bonus action, choose one creature you can see within 30 feet of you. The next time you hit that creature on this turn with a weapon attack they must make a strength saving throw. If they fail the check spectral vines latch on to the target, dealing an extra d6 piercing damage and pull the target 10 ft. in a direction of your choice. On a success they take half damage and are not moved. After you reach 11th level in this class the damage increases to 2d6.
True Woodsman
At 3rd Level you gain proficiency with Battle Axes & Handaxes and they can be used as finesse weapons. You also gain a climbing speed of 30 Ft.
Lumberjack Spells
| Ranger LEVEL | SPELLS |
|---|---|
|
3rd |
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5th |
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|
9th |
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|
13th |
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|
17th |
Vitality of the Wild
By 7th level, you have honed your ability to connect with the natural world. You gain proficiency in Constitution saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Wisdom saving throws (your choice).
Forrest’s Fury
At 11th level, you learn to attack with the reach of the forest. Once on each of your turns when you use the attack action, one of your attacks can be used to strike the ground. When used this way a spectral tree will erupt beneath an enemy you see within 60 ft. You can melee weapon attack and your weapon will strike at the enemy from the ghostly tree.
Timber Beast
Starting at 15th level, you can survive with the vitality of the forest. Whenever you don’t use your movement, at the beginning of your next turn you plant your “roots” in the ground with a giant ghostly tree appearing around you. All Creatures of your choice within 10ft. of it must make a Dex Saving Throw to your spell save DC or take 5d6 Slashing damage. Half as much on a Success.
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