Base Class: Ranger
Verdant Sentinels are rangers who have forged a deep connection with the natural world, becoming its protectors and defenders. They embody the harmony between civilization and the wilderness, using their skills to ensure that the delicate balance of nature is preserved. These rangers are often found in remote regions, safeguarding ancient forests, untamed wilderness, or sacred groves.
Level 3: Nature's Bond
At 3rd level, you establish a profound connection with the natural world, gaining the ability to communicate with beasts and plants. You can now understand and speak to beasts and plants, and they can understand you. Additionally, you have advantage on all Wisdom (Survival) checks to track creatures and navigate through natural environments.
Level 3: Verdant Strike
Also at 3rd level, your attacks become imbued with the essence of nature. When you hit a creature with a weapon attack, you can expend a spell slot to deal an additional 1d8 damage of a type associated with your environment. The damage types and their corresponding environments are:
- Acid (swamps and marshes)
- Cold (arctic and tundra)
- Fire (forests and grasslands)
- Lightning (mountains and storms)
- Poison (jungles and deserts)
The extra damage increases to 2d8 at 7th level, 3d8 at 11th level, and 4d8 at 15th level.
Level 7: Nature's Veil
At 7th level, you learn to blend seamlessly into your surroundings. You have advantage on Dexterity (Stealth) checks made to hide in natural environments, such as forests, undergrowth, or rocky terrain. Additionally, you have resistance to non-magical damage from natural hazards such as extreme temperatures, rough terrain, or noxious gases.
Level 11: Nature's Wrath
Starting at 11th level, your connection with nature empowers your attacks further. Whenever you hit a creature with your Verdant Strike feature, you can choose to ensnare the target with thorny vines. The creature must succeed on a Strength saving throw against your spell save DC or be restrained for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.
Level 15: Guardian of the Wild
At 15th level, you become a true guardian of the wild. You gain resistance to all damage dealt by creatures of the aberration, fiend, and undead types. Additionally, while you are in a natural environment, you and friendly creatures within 30 feet of you have advantage on saving throws against spells and other magical effects.
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