Ranger
Base Class: Ranger

Rangers who embody the archetype of Caretaker are among the noblest of their kind. Blessed with divine magics to heal and protect, they often watch over glades, springs, and oases and all the people and creatures that seek refuge at them. In the Forgotten Realms, Caretakers are worshippers of the goddess Eldath and vow oaths of pacifism and meditation in nature. However, if their sacred lands are tampered with or threatened, they strike back with the wrath of nature and the divine.

Protector's Strike

At third level, you take on the mantle of servant of the wilds. Once on each of your turns immediately after you deal damage to a creature with a weapon attack, you may cause a burst of light to emit from your weapon's impact point, dealing 1d6 radiant damage to the target.

The radiant damage dealt increases to 1d8 when you reach 11th level in this class

Protective Surge

When you use your Protector's Strike, you may also restore hit points to one ally within 10 feet of the target equal to the amount of radiant damage dealt by that feature (you may heal yourself). You can use this trait a number of times equal to your Proficiency Bonus and regain all expended uses whenever you complete a long rest.

Caretaker Magic

You learn an additional spell when you reach certain levels in this class, as shown in the Caretaker Spells table. Each spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.

NOTE: Some spells granted by this subclass come from outside of the Basic Rules (marked here with an *). I cannot actually map these spells to this subclass and share it with the community, so if you're interested in using this, you might have to create homebrew items or feats that grant the specific spells. Everything else should work just fine.

Caretaker Spells
Ranger Level Spells
3rd healing word
5th prayer of healing
9th beacon of hope
13th aura of life*
17th mass cure wounds

Caretaker's Watch

When you reach 7th level in this class, your restorative magic lingers to protect those under your care. When you restore hit points to a creature, it also gains temporary hit points equal to twice your Wisdom modifier (minimum of 2). If any of these temporary hit points remain at the start of your next turn, they are lost.

Protective Burst

Once you reach 11th level in this class, whenever you use Protective Surge to restore hit points, you may instead heal each creature of your choice within 10 feet of the target for that amount and deal that much radiant damage to each creature of your choice within 10 feet of the target.

Prepared to Protect

At 11th level, your healing magic is always ready when you need it most. If you roll initiative and have no uses of Protective Surge remaining, you regain one use.

Unceasing Vigilance

Starting at 15th level, your supernatural wards grow even more potent. Whenever you or a creature within 30 feet of you that has temporary hit points from your Caretaker's Watch feature is hit with an attack, you can use your reaction to halve the attack's damage. You do not need to have any temporary hit points to use this reaction on yourself.

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