Base Class: Ranger
The peace of the swamp has been disturbed by a demon. But fear not, for its protector, a gnome Righteous Huntsman, is highly skilled in dealing with evil creatures.
The Righteous Huntsman archetype encompasses the need to protect nature from any sinister forces. Your progression will be rooted in natural enlightenment and fighting against evil. It is also not possible for the Righteous Huntsman to be evil aligned.
Bane of Foes
At 3rd level, you gain one of the following features.
Resistance Breaker
Any enemy with resistance to a damage type loses it when attacked by you. (For example, a Pit Fiend is immune to Cold; Bludgeoning, Piercing, and Slashing damage from Nonmagical Attacks that aren't Silvered. You can choose one of the four damage types and the enemy now takes damage as usual.) This loss of resistance is permanent, however, it only applies when it takes damage from you. This feature can be used twice per long rest.
Vendetta
You gain +4 on attack rolls against any creature that has dealt damage to you on its last turn. This feature can be used thrice per short rest. The +4 has to be added before knowing whether the attack has hit.
Beacon of Hope
At 7th level, you gain one of the following features of your choice.
Bane of Evil
You have advantage on attack rolls and an extra 1d6 of damage against any creature with an evil alignment while in your favored terrain. You also learn either Detect Evil and Good, Dispel Evil and Good or Protection from Evil and Good.
Selfless Explorer
While you are in your favored terrain, you gain advantage while healing others and on Medicine checks. You also learn either Greater Restoration, Healing Word or Mass Healing Word.
Nature's Radiance
At 11th level, you gain one of the following features of your choice.
Radiant Magic
You deal an extra hit die of Radiant damage when you deal damage with a spell, 2 hit dice if the target has an evil alignment, when in your favored terrain or if the target is your favored enemy. Doesn't apply to friendly creatures.
Radiant Weapon
Choose one of your weapons. You deal an extra 1d10 of Radiant damage when you deal damage with it, 2d10 if the target is evil aligned, you are in your favored terrain or fighting your favored enemy.
One with Nature
You can't roll a Nature check lower than 15. (For example, if you rolled a 1, it would still count as a Natural 15.)
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