Ranger
Base Class: Ranger

As a Swanmay, you are part of a secret order that has sworn to protect nature from all evil. You live near secluded bodies of water with other member of your order, hidden deep in the forest. Walking in the path of the Sawnmay allows you to transform into a swan, flying great distances to scout through the natural world you swore to protect. Even if you prefer a secluded life, you never hesitate to take wing when evil show's its ugly mug.

Swanmay Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Swanmay Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know and are always prepared.
 
Additionally you can choose to use one of your weapons as your spellcasting focus. For example, by choosing your bow as a spellcasting focus, your spells will usually manifest as arrows made of pure magic. by choosing a short axe, you spells could be sent forth in the same way you would normally perform a cutting motion. You can only have one weapon at a time as your spellcasting focus. You can change your choice of weapon as spellcasting focus after a long rest.
 
Swanmay Spells
Ranger LEVEL SPELLS

Level 1 (1rst level spells)

detect evil and good, speak with animals

Level 3 (2nd level spells)

moonbeam, lesser restoration

Level 5 (3rd level spells)

wall of water, speak with plants

Level 7 (4th level spells)

control water, watery sphere

Level 9 (5th level spell)

dispel evil and good, greater restoration

 

Shifting

Starting at 3rd level, in a similar way to the druid's wild shape feature, you can use your action to magically assume the shape of a swan. You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses of it when you finish a short or long rest.

Your Swan form has the following stats:

Swan
Small beast, unaligned
Armor Class 12
Hit Points 8 (1d12)
Speed 10 ft., fly 60 ft, swim 25 ft.
STR
8 (-1)
DEX
15 (+2)
CON
10 (+0)
INT
6 (-2)
WIS
12 (+1)
CHA
6 (-2)
Skills Stealth+4
Senses Passive Perception 13
Languages --
Challenge 0 (10 XP)

Gracious Glider. The swan has advantage on Dex (Stealth) checks when in water or in flight.

Flyby. The swan doesn't provoke opportunity attacks when it flies out of an enemy's reach.

Actions

Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.

  • All your game statistics are replaced with those of the beast, but you retain your armor class, alignment, personality, and your Intelligence, Wisdom and Charisma scores. You also retain all of your skills and saving throw proficiencies, additionally gaining those of the creature.
  • When you transform, you assume the beast’s hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.
  • You can’t cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you’ve already cast.
  • You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision, unless your new form also has that sense.
  • You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.

Magic Resistance

You have advantage on saving throws against spells and other magical effects.

Swan's Ire

When an allied creature up to 60 ft. from you is wounded by another creature in that same radius, you can use your reaction to instantly attack it, adding an extra d6 to the total damage. If you use melee weapons, you only attack with your main hand weapon. You can use this feature a number of time equal to your Wisdom modifier per short or long rest.

Swanmay's Sight

By 11th level, you become a more proficient hunter against evil creatures. As part of your action you can spend a spell slot to gain advantage when trying to hit a creature of any Evil alignment with a weapon attack. You also add an extra d6 per spell slot level. For example: spending a 5th level spell slot allows you to add 5d6 to the total damage dealt.

Blessings of the Lake

At 15th level, your type changes to Fey. This results in you being immune to the frightened condition and the charmed and you cannot be put to sleep by magical means (if it wasn't already the case).

When you are hit, you can quickly shift into your swan form to fly up to 30 ft. away from your initial position before taking your normal appearance back. This does not expend an use of your Shifting feature.

Additionally, you can attempt to send back spells or nullify magical effects that try to force you to shape shift against your will, like the polymorph spell. If you succeed against a caster, you can try to send the spell back to the caster or to another creature up to 60 ft. from you that you can see. To do so, you must spend a reaction. The original caster or the new target must then succeed the appropriate saving throw (against your spell save DC) or suffer the effect of the spell.

If you choose to not try to send the spell back or if you don't have a reaction available, the spell's effect are then simply negated.

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