Ranger
Base Class: Ranger

This class is usually associated with a Ranger that had an extended period of time in their life spent in an environment of nature for an extended period of time (minimum 5 years). Because of this isolation in nature, they have learned to rely on the Wild Mother for their power.

Blessing of Organics

Due to your close affiliation with the Wild Mother and how closely the two of you are now intertwined, plant-life has begun to grow on you. Your appearance should now include plant-life in places of your choosing. You gain proficiency in Nature checks, as well.

Blessing of the Wild Mother

At 3rd level, you learn to call to the Wild Mother to receive aid and guidance. You gain 1 blessing of you choice from the list below. You learn one additional blessing of your choice, and you can choose one of the blessings you know and replace it with another blessing, at 5th, 9th, 13th, 16th, and 20th level.

You can use this feature once. You regain expended uses when you finish a short or long rest. Beginning at 6th level, you can use your Blessing of the Wild Mother feature twice between rests, at 11th level you can use it three times between rests, and at 19th level, you can use it four times between rests.

Blessings of the Wild Mother: 

Blessing of Deliverance

Vines shoot out of the ground, up to thirty feet away at a chosen point, reaching out to you, and grab you. You are then pulled to the point of origin of the vines. Any attacks of opportunity that may be provoked are made on the vines themselves. The vines have the same AC as the caster. If the attack hits, the vines are severed and the caster is not moved. 

Blessing of Extraction

You conjure healing plant-life around your arm. You can then touch a creature of you choosing and remove any poison, toxin, or disease the target may be suffering from.

Blessing of Healing

Vines begin to grow gently around the target of your choice within 60 ft. These vines are covered in a mucus that heals any wounds the target may have. The target is healed for 1d6 + your class level + your intelligence modifier. The vines remain around the target for 1 minute, and continue to heal the target for the same amount at the end of your turns. Only one Blessing of Healing may be active at a time. If you use the Blessing of Healing again, on a different target, while another Blessing of Healing is already active, the previous Blessing of Healing will fade and the new one will activate. If you are not in combat, the target is healed by the vines every 10 seconds. If the target goes unconscious, or dies, the vines will remain, continuing to heal the target until the spell fades, regardless if it has an effect on the target or not. If the person who casted the Blessing of Healing falls unconscious, or dies, the blessing fades.

Blessing of Light

Small flowers being to float around you, glowing with a dull light. After a few second, hundreds of these flowers surround you in a 30 ft radius. This area is now considered to be dimly light. These flowers follow you wherever you go. This lasts for up to 1 hour. If you fall unconscious or die, the blessing fades.

Blessing of Poison

A small pod grows at the point of your choosing, and explodes, releasing poisonous gas in a 15 ft radius. All creatures of your choosing within the area must make a CON saving throw. On a fail, the target takes 1d6 + your intelligence modifier in poison damage and is poisoned. On a success, the target takes no damage and is not poisoned. If a creature ends their turn in the area, they must make a CON saving throw or suffer the same damage and be poisoned. The poison cloud lasts for 1 minute. The Caster of the blessing can choose whether a creature in the poison cloud has to make a saving throw against it. The poison cloud remains regardless of the status of the caster. However, if the caster falls unconscious, incapacitated, or dies, they can no longer control who must make a saving throw and who does not. Therefore, all creatures susceptible to poison must make the saving through if they end their turn in the radius.

Blessing of Sleep

A small vine with a pointed tip grows from the ground unseen from the target. The vine pricks the target gently and injects a sleeping poison into the target. The target must make a CON saving through against your spell DC or be put to sleep. If there are others around the target they should roll perception checks to see if they notice, where applicable. The target, if failing the save can only be awoken by damage, or after 8 hours.

Blessing of the Guardian

If you or an ally are about to be hit by an attack, you may use your reaction to cast this blessing and quickly grow a shield of plant life in front of the target to attempt and block some of the damage being taken. You negate 1d12 + you intelligence modifier damage of all types, except fire. The damage negated is halved against fire damage. 

Blessing of the Soul

If a creature within 30 ft of you dies, you may use your reaction to cast the Blessing of Souls on it. You may also cast this using your bonus action on a target that has already been dead for some time. Vines pierce the body of the dead creature, preventing it from resurrection, and giving the plant life control of the body temporarily. For 1 hour, you may command the plants to do whatever you wish. The body has hit points equal to half its total hit point total. Its armour class is the base creatures armour class - 2. The body will not hold any swords, shields, or otherwise. It will fail all saving throws and takes double damage from fire. You can command the body to attack. If the attack is successful, the target takes 1d4 + 2 bludgeoning damage. Due to the grotesque nature of the body and plants, it also provokes any other enemies in the vicinity. You can use your bonus actions to command the body to do whatever you please on your turn. It will continue to do its previously issued command until told to do otherwise. At the time of summoning you may give the body an order at no penalty to your bonus action or regular action. If you fall unconscious, become incapacitated, or die, the body will continue to carry out its last given command until the 1 hour is spent. If the target's last order was to attack, it will continue to attack the closest target, regardless if the target is a friend or enemy to you.

Blessing of the Wolf

The plant life will begin to grow at tremendous speed next to you. At the end of the current turn, the plants will have formed a small hound made entirely of plant life. This creature will roll its own initiative. This creature has the stat sheet of the common Wolf. This creature will obey all commands given to it by the caster. You may use your bonus action to issue a new command to the plant-wolf. The plant-wolf will continue to follow this order until told otherwise by the caster or until the caster falls unconscious or dies; should this happen, the plant-wolf will stand over the body and attack anyone who attempts to make an attack on the body. The creature can recognize healing spells and potions and will allow them to go through without attacking. The plant-wolf will last for 24 hours, or until destroyed. The plant-wolf takes double damage from fire.

Blessing of Thorns

Thorny vines grow around your weapon of choice. Every successful attack will now deal an additional 1d4 + your intelligence modifier piercing damage to the target. This lasts for 1 minute. If you are using a bow, the vines grow around the bow itself. Whenever you cock a new arrow, the vines grow around the arrow imbuing it with this blessing. The amount of attacks possible is unlimited during the duration of the blessing. If your weapon of choice falls out of your hand, you fall unconscious, or you die, the blessing fades.

Blessing of Binding

The Wild Mother has blessed you with increased control over plant life. You can now use you magics to use the 1st level spell Plant Bind. This spell does not count towards spells known, but you must expend a spell slot to cast it. Additionally, the plant life growing on you becomes more prominent than it was previously, increasing your AC by 1.

 

Plant Bind

You conjure a plant-type of your choosing. This plant shoots up, out of the ground, and attempts to bind the target of your choosing. The target must make either a DEX or STR save of 8 + your spellcasting modifier + your proficiency bonus or the target will be restrained for 1 minute. The target also takes 1d4 + 2 bludgeoning damage.The target can use their action to attempt to break free from the plants. They must roll a STR check higher than your spell DC to be a success. 

he damage increases by 1d4 if cast at second level or higher (does not scale). If cast at 3rd level or higher, this spell affects 3 additional targets within 20 ft of the initial target.

Blessing of Understanding

The Wild Mother has become impressed with your devotion. Because of this she has granted you the ability to talk to all manner of beasts and plant life. She has also granted you access to the spell Forest of Protection to ward off enemies while resting in the wild. This spell does not count towards your known spells, but you must still expend a spell slot to cast it. Additionally, the plant life that is growing on you becomes even more prominent still, increasing your AC further by 1.

Forest of Protection

You conjure around you, in a 15ft radius, a wall of plant life, including a ceiling. The species of the plants is of the caster's choosing. No persons, objects, spells or otherwise can enter or leave this area until the caster has chosen to end the spell's effect.

Blessing of Rebuke

The Wild Mother has noticed and acknowledge the trials and tribulations that you have faces to get this far. To help you reach your goals and make sure that you remain safe, she has granted you access to the spell Armour of the Forest, to help protect you and to hurt those who wish to do you harm. This spell does not count towards your known spells, but you still must use a spell slot to cast this spell. Additionally, the plant life that has been growing around you becomes exceedingly prominent. You can no longer wear armour of any kind (normal clothes still fit fine, though you may need to get a size up from what you previously wore). Your AC increases by an additional 2.

Armour of the Forest

Your body becomes encased in a plant of you choosing. These plants protect you from harm and will damage any enemy that attempts to attack you. Your AC increases by 2 while this spell is active. Furthermore, if an enemy attempts to attack you with a melee attack, the plant life around you will lash out and damage them for 1d6 + your spellcasting modifier of slashing damage. The plant life will strike regardless if the enemy hits or misses with their melee attack. This spell can only make a reactionary attack twice per round. The wearer can decide which attacks the spell will use its reaction on.

This damage increases by 1d6 based on the level the spell is cast at. This spell does an additional 1d6 at 2nd level (2d6), and a final 1d6 at 3rd level (3d6). If cast at 3rd level or higher, this spell will make reactions against any type of attack (ranged, melee, spell, etc). If the target is within 30 ft it automatically hits. If the target is within 60 ft but outside 30 ft, you must make an attack roll at advantage. If the target is within 90 ft but outside 60 ft, make a straight attack roll. If the target is within 120 ft but outside 90 ft, make an attack roll at disadvantage. Anything outside 120 ft is an automatic miss.

Previous Versions

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