Ranger
Base Class: Ranger

You have had encounters with inter-planar beings and have sworn to protect your home plane against them. Whether you stay on your own plane to protect it, or travel the planes hunting down trespassers of your world. You dedicated yourself to a realm and train to better protect it no matter what.

Realm Guard Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Realm Guard Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.

Realm Guard Spells

Ranger Level Spell
3rd detect evil and good
5th moonbeam
9th magic circle
13th banishment
17th dispel evil and good

Natural Protection

At 3rd level, you gain the ability to channel your home plane’s natural defenses to protect yourself against entities from other planes. You can cast the protection from evil and good without expending a spell slot. When cast this spell this way, it requires no concentration. When you use this feature, you can only target yourself.

You can use this feature to cast this spell a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Planar Rejuvenation

Starting at 3rd level, you can regain some of your magical energy by sitting in meditation and communing with your home plane. During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than one-fourth your ranger level (rounded up). You can’t use this feature again until you finish a long rest.

For example, when you are a 6th-level ranger, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level slot or two 1st-level slots.

Supernatural Sense

At 7th level, you have gained the ability to see the borders of your home plane. You can cast the true seeing spell without expending a spell slot and requiring no verbal, somatic, or material components. You can only target yourself with this feature.

Once you cast this spell in this way, you can’t use this feature again until you finish a long rest.

Observer of the Realms

At 7th level, you have learned a lot about the planes and their denizens and the threats they may pose. You gain proficiency in Intelligence saving throws.

In addition, you become proficient in the Arcana and Religion skills.
Your proficiency bonus is doubled for any ability check you make that uses either of those skills.

Realm Avenger

At 11th level, you have learned the behavior of your favored enemy and can land additional attacks against them. When you take the Attack action and make an attack against a creature of your favored enemy type, you can make one additional attack as part of that action. This additional attack must be against another creature of your favored enemy type. This attack can be against the same target that your original attack targeted.

Arbiter of the Realms

At 15th level, You have honed your magic for the purpose of hunting inter-planar entities.  Creatures of your favored enemy type have disadvantage on saving throws against ranger spells you cast.

In addition, when you hit a creature of your favored enemy type with an attack roll, you can force the target to make a Wisdom saving throw. if the creature fails, it is frightened of you until the start of your next turn.

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