Ranger
Base Class: Ranger

Wardens are the ranger most closely connected with nature. Their lives are dedicated to preservation of natural cycle of life, standing as protectors against those who would disrupt it. 

As a protector of the wilderness, you draw strength from nature and the beasts that reside within, taking on the characteristics of those whom you protect, such as the keen sight of the hawk, the agility of the cat, and even the stalwart nature of the trees. With these aspects you strive to guard nature and the beasts of the land, sea, and sky from undue harm.

Aspects of Nature

At 3rd level, your connection with the wild grants you special abilities. You gain 3 aspects of nature of your choice, which are detailed under “Nature Aspects” below. If an aspect requires a saving throw, the DC equals your ranger spell save DC.

You learn an additional aspect of your choice at 7th, 11th, and 15th level. Each time you learn new aspects, you can also replace one aspect you know with a different one. 

Nature Aspects

 
 
Bat

As long as you can hear, you gain blindsight within 15 feet of you.

Bear

You gain a number of temporary hit points equal to twice your ranger level when you finish a long rest.

Boar

If you move at least 20 feet straight toward a creature right before hitting it with a melee attack, the target takes an extra 1d6 damage and must succeed on a Strength saving throw or be knocked prone.

At 7th level, the damage increases to 2d6

At 15th level, the damage increases to 3d6

Cat

You have advantage on Dexterity saving throw against effects that you can see.

Crocodile

You can hold your breath for 15 minutes and suffer no disadvantage on attack rolls when fighting underwater.

Eagle

You have advantage on Perception checks, that rely on sight. 

Frog

Your running jump distance and high jump distance are both doubled. Jumping still costs movement as usual. 

Goat

You have advantage on checks and saving throws made against effects that would knock you prone.

Hawk

When you make an attack with a thrown or ranged weapon that is outside of the weapon's normal range, you can use a bonus action to negate the disadvantage of one attack. 

Horse

Your movement speed increases by 10 feet.

Mastiff

You have advantage on Investigation, Perception, and Survival checks that rely on smell.

Monkey

You ignore difficult terrain made of plants

Mule

You are considered to be one size larger for the purpose of determining your carrying capacity.

Octopus

You have advantage on checks to grapple, and maintain grapple, on a creature

Owl

You gain darkvision to a range of 60 feet.

Panther

You have advantage on attack rolls against any creature that hasn’t yet taken a turn in the combat. 

Raven

You can flawlessly mimic any creature's speech in short sentences and as simple sounds. A creature that hears the sounds you make can tell they are imitations with a successful Insight check against your DC. The creature makes these checks at disadvantage

Scorpion

As a bonus action on your turn, you can add a poisonous sting to the next melee attack you make before the end of your turn. On a hit, the target takes an extra 1d8 poison damage.

At 11th level, the damage increases to 2d8 and ignores resistance to poison damage

Shark

Once per turn, when you reduce a creature to 0 hits points with a melee attack, you can make an additional melee attack as part of the same attack action, against an enemy within reach. 

Snake

Whenever you grapple a creature, it is also restrained by you until the grappled ends.

Spider

Once per long rest you can cast spider climb on yourself, without expending a spell slot. 

At 11th level you can cast the spell at will, targeting only yourself. 

Tree

Your skin takes on the ruggedness of bark, giving you a +1 bonus to AC while not wearing heavy armor.

Wolf

When a creature is marked by your Favored Foe ability or hunter's mark, you gain 1d4 bonus on attack rolls against them.

Nature's Warden Magic

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

Nature's Warden Spells

Ranger Level Spell
3rd feather fall
5th web
9th phantom steed
13th polymorph
17th insect plague

Adapting to nature

At 7th level, at the end of a long rest you can choose to gain resistance to one of the following damage types: acid, cold, fire, lighting, poison, or thunder

The resistance lasts until you complete a long rest.

At 15th level, you can choose an additional resistance per long rest

Acid Resistance

You gain resistance to acid damage

Cold Resistance

You gain resistance to cold damage

Fire Resistance

You gain resistance to fire damage

Lightning Resistance

You gain resistance to lightning damage

Poison Resistance

You gain resistance to poison damage

Thunder Resistance

You become resistant to thunder damage

Uncanny Instincts

You possess the uncanny ability to avoid disaster.

When you are hit with an attack, you may use your reaction to have the attack miss instead. Alternatively, when you fail a saving throw from an effect that allows you to make a saving throw to take only half damage, you may use your reaction to succeed instead.

Once you use this feature, you can’t use it again until you finish a short or long rest.

Nature's Champion

At 15th level, your affinity with nature deepens, as you gain one of the following features of your choice.

Beastial Fury

When a hostile creature misses you with a melee attack, you can use your reaction to make a single attack at them. This attack is made with advantage

Feline Reflexes

When you are subjected to an effect, such as a red dragon’s fiery breath or a lightning bolt spell, that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Thicker Hide

When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.

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