Ranger
Base Class: Ranger

Your duty is to protect the forests and woodlands from the always encroaching bands of orcs, hobgoblins, and other creatures who bring harm and devastation to the trees there. Your duty is to ensure that the environment stays well balanced in favor of the natural state.

To this end, you are a sentinel practiced in the art of warfare and natural magic, well suited to keep evil in check where you find it - driving back those for whom Nature's bounty is merely a means to an end. 

There is a time for all things. Even destruction. But the trees can't defend themselves. Neither the bear, boar, or deer. And frequently they need more than defense. They need offense. Horrible, awe inspiring offense. That is the calling card of the Tree Warden. 

Sun or Moon

The sun and moon give the Tree Warden much of their magical ability along with the spirit of Nature. This power manifests itself in radiant energy that the Tree Warden is blessed to be able to distribute amongst the enemies of the forest. 

With you wielding them, all of your weapons are considered magical for the purpose of overcoming nonmagical weapon immunity and resistance. 

The Tree Warden can choose to follow the path of the bow (moon) or the path of the blade (sun). Either is an effective tool in their fight. Both have an expanded critical range and both do an additional 1d8 radiant damage on a successful hit. This scales to 2d8 at level 11, and 3d8 at level 19. They further gain a +2 bonus to hit with their chosen weapon type. 

Path of the Blade (sun)

As with the bow, your blade needn't be magical when you are. Your choice of sword does an additional 1d8 radiant damage on a hit and scores a critical on a roll of 19 or 20.

Path of the Bow (moon)

Your bow needn't be special as long as you're the focus of the magic. Any arrow you loose is full of radiant energy. They do an additional 1d8 radiant damage and ignore disadvantage for long range shots.

Your arrows score critical hits on rolls of 19 or 20 .

Crowd Control

Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon. 

Pursuit

You have advantage on opportunity attacks.

Retribution

If you take damage from a creature, all of your attacks on that creature after that are made with advantage and with +2 to hit and damage. 

Flame Resistant Aura

You and any ally within 30 feet of you are resistant to natural and magical fire damage. 

Barrage or Tempest

At 11th level, you gain one of the following features of your choice:

Barrage - multiple ranged attacks in a small area. 

or

Tempest - multiple melee attacks in a small area. 

Barrage

You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon's range. You must have ammunition for each target, as normal, and you make a separate attack role for each target.

Tempest

You can use your action to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target.

Extra Attack

Beginning at 11th level, you can attack three times, instead of twice, whenever you take the Attack action on your turn.

Summon Treant

Once per long rest, you gain the ability to summon 1d4 treants to come to your aid as allies. You must be in a forest or woodland setting to call on these creatures. Roll a d20 and on a natural roll of 1, there are no treants in the vicinity and you must complete a long rest to try again. 

Night or Day

Your fighting abilities have reached a point where you rarely miss a target or enemy and you're better at hitting in places that maximize damage. You gain +3 to hit and damage with either bow or blade. 

Path of the Blade (Day)

You gain a +3 to hit and to damage with your blade. 

Path of the Bow (Night)

You gain a +3 to hit and to damage with your bow. 

Fireproof Aura

Starting at 15th level, you and any ally within a 30 foot radius are immune to natural or magical fire damage. 

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