Ranger
Base Class: Ranger

Spirit Guardians guard their domains against threats to the spirits they watch over and their resting places. They seek out areas dense with spirits and spiritual energy and watch over them, venturing only to seek aid or further wards for their spirits. These rangers are also friends to druids of these locations, as their goals are generally aligned with one another.  It's not uncommon for Spirit Guardians to form partnerships with the local druid circles.

Spirit Guardian Magic

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

Spirit Guardian Spells

RANGER LEVEL SPELL
3rd entangle
5th barkskin
9th spirit guardians
13th banishment
17th awaken

Call Spirit

At 3rd level, you gain the ability to call forth a spirit once per short rest (at 7th level twice per short rest).  As an action you summon one of the following spirits of your choice within 10 ft in an unoccupied space.  The spirit creates an aura in a 20-foot radius around that point. It counts as neither a creature nor an object, though spirits appear ethereal and have a look depending on the location they're summoned from.  For example, a spirit from the swamp may appear as a creature made of brambles, or a spirit from the ocean may appear made of kelp or sea grass. Spirits summoned this way exist for 30 seconds or until dismissed with a bonus action.

Spirit of Conflagration: Each ammunition fired by creatures you choose (equal to half the total of your wisdom modifier +1, minimum 1) within the area of the spirit do an additional 1d6 fire damage (2d6 at level 15).

Spirit of Renewal: This spirit is summoned with a pool of hit points equal to twice your ranger level.  As a bonus action you may heal allies within the aura of the spirit up to the remaining amount in its pool.  When the pool runs out of hit points, the spirit disappears.

Spirit of the Zephyr: Creatures you chose equal to half your wisdom modifier +1 (Minimum 1) within the aura of the spirit are able to use their bonus action to Disengage.

Spiritual Watcher

At level 7, during each long rest, a Spirit of Tranquility watches over you.  The spirit grants the following benefits:

  • Temporary HP equal to your ranger level + your wisdom modifier to friendly creatures within 20 ft. These expire before your next long rest.
  • The benefits of the alarm spell in a radius of 20 ft of you.  This is not triggered by creatures that are friendly to you.

Spiritual Growth

At 11th level, your spirits from Call Spirits are improved.  As a bonus action you can now move your called spirits up to 30 ft per turn to a new unoccupied space.  In addition your spirits now last twice as long, and have their auras increased by an additional 10 ft.

Spiritual Bonds

At 15th level, you gain the ability to switch places with your spirits.  Using a bonus action you may switch places with your called spirit, as long as they are within 60 ft of you.

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