Ranger
Base Class: Ranger

The Hollowgrove Guardians of Darken Wood


Origins


In the heart of Darken Wood, where ancient oaks stretch their gnarled limbs toward the moon, the first Hollowgrove Guardian emerged. These enigmatic rangers are chosen by the spirits of the forest itself, bound by an oath to protect the delicate balance between the living and the undead.


The Whispering Forest


Darken Wood is a realm of perpetual twilight, where moonbeams pierce the canopy and shadows dance among the cypress trees. Here, the Hollowgrove Guardians find their purpose. Their homes are hidden within the roots of ancient oaks, their cloaks woven from shadow and bone. Their eyes reflect the silver glow of the moon, and their footsteps echo the forest’s pulse.


The Skeletal Minions


Each Hollowgrove Guardian summons a skeletal minionβ€”an echo of a fallen warrior, bound by ancient magic. These minions wear armor crafted from the bones of long-dead knights, their gaunt faces etched with runes. The guardians communicate with their minions through wordless gestures and shared purpose. The undead serve as both protector and companion, their loyalty unyielding.


Guardians of the Twilight Veil


The Hollowgrove Guardians patrol the twilight boundary between the material world and the ethereal plane. Here, the veil is thin, and spirits drift like mist. They ensure that restless souls find peace and that malevolent specters do not breach into the living realm. Their bows are carved from petrified wood, and their arrows carry the essence of twilight.


Balancekeepers


The Hollowgrove Guardians maintain equilibrium. They neither fear nor despise the undead; instead, they seek to understand their purpose. They guide lost spirits to their final rest, and when necessary, they bind restless wraiths to their service. The guardians know that death is not an end but a transitionβ€”a dance between light and shadow.


Rituals of Renewal


When a minion falls in battle, the Hollowgrove Guardian performs solemn rituals. They gather moonflowers and bone shards, weaving them into a wreath. Placing it upon the fallen minion’s skull, they chant ancient verses. If the guardian offers their own blood, the minion rises anew, its loyalty deepened. Otherwise, it returns after a night’s rest, its bones mended by the forest’s magic.


The Undying Pact


The Hollowgrove Guardians bear a markβ€”a silver crescent moon etched on their foreheads. This symbolizes their pact with the spirits: to safeguard the balance, to honor both life and death. They are neither wholly alive nor fully undead, existing in twilight. Their duty transcends mortality, and their footsteps echo through the ages.

Skeletal Minion

At 3rd level, you gain the ability to summon a skeletal minion. Here are the details:

Summoning Ritual: As an action, you can summon your skeletal minion. It appears within 30 feet of you and obeys your commands. The minion’s appearance reflects its skeletal nature, adorned with ancient runes and armor scraps.

Minion Stats: The skeletal minion uses the Skeletal Minion stat block except for the following changes.

  • Hitpoints: The minion's hitpoints are equal to ten times your ranger level.
  • Armor Class (AC): The minion’s AC is either 10 + your proficiency bonus or the AC of its worn armor (whichever is higher).
  • Armor and Weapons: The minion can wear light and medium armor, wield martial and simple weapons (excluding those with the heavy property), and use shields.
  • Spells: The minion has access to cantrips that the ranger can cast. The minion uses the rangers spell attack and spell DC for these cantrips.
  • Extra Attack: The minion can attack a second time when the ranger reaches level 5.

Additional Spells

At 3rd level, you gain the Chilled Touch  as well as Inflict Wounds which may be cast at 1st once per long rest without using a spell slot.

Bone Rejuvenation

At 7th level, you gain the ability to restore your minion.

During a short rest, you can offer the bones of a Medium creature to your minion. If you do, the minion regains all its hit points. Otherwise, it regains hit points after a long rest.

Soulbound Healing

Starting at 11th level, Whenever your minion deals damage to a creature, you and it regain hit points equal to half the damage dealt by the minion (rounded down).

Undying Loyalty

At 14th level, your minion’s bond with you strengthens to the point that you can transfer damage that you would take to the minion.

As a reaction if you would take damage, you may transfer the damage that you would have taken to your skeletal minion.

Comments

Posts Quoted:
Reply
Clear All Quotes