Base Class: Ranger
While many of the Ranger archetypes are focused on hunting, combat, and navigating the wilderness and surviving, the Nature's Sentry is an entirely new and recent subclass that devotes itself to healing nature. They dedicate themselves to chasing storms, diving into wildfires, and working against the destructive forces of civilization and deforestation to heal plants and animals with swiftness.
Nature's Sentry Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Nature's Sentry 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 Sentry Spells
| Ranger Level | Spell |
|---|---|
| 3rd | cure wounds |
| 5th | aid |
| 9th | revivify |
| 13th | fabricate |
| 17th | greater restoration |
Sentry's Skill
When you take the Nature's Sentry archetype at 3rd level, you become excellent with healing capabilities. As a Nature's Sentry, you become proficient in Medicine (Intelligence) and become proficient with the Herbalism Kit and the Healer's Kit, if you are not already.
In addition, you can craft healing potions out of the natural materials around you. You can spend 1 hour finding herbs, roots, and other natural materials to attempt to create a healing potion, which you can only do so as part of a long rest. To gather materials, your DM may make you perform a Survival (Wisdom) or Nature (Intelligence) check. If you perform one of these checks to gather materials, you can add your Herbalism Kit proficiency to that check, if you have an Herbalism Kit.
If you've found the correct materials, you can spend 2 hours during a Long Rest to create a Healing Potion. You have naturally learned the methods and necessary ingredients to create the Healing Potion, but mishaps can sometimes occur. When attempting to craft a Healing Potion, roll a d20. If you roll a 1, the crafting fails, and you lose the materials you've gathered to create the Healing Potion.
Nature's Attendant
At 3rd level when you take the Nature's Sentry Archetype, you have the ability to heal nature with your care and attention. If a plant you see has been damaged within the last hour, you can use your Herbalism Kit and your own magical capabilities to heal that plant, restoring it to a point where it will be restored to the state it was before the damage, at your DM's discretion.
In addition, if you use a medicine check, your Healer's Kit, or any spell to heal a beast, you gain advantage on any Animal Handling checks made against that creature for the next hour.
Favored Specialty
At 3rd level, this replaces your 1st level Favored Enemy feature. Instead, your studies have been focused more on the healing applications of your craft, therefore bolstering your capabilities in healing and assisting a specific type of creature.
Choose a favored specialty: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid as favored specialties.
You have advantage on Wisdom (Survival) checks to track your favored specialty, as well as on Intelligence checks to recall information about them. You also have advantage on any Medicine checks or checks made with your Healer's Kit on that creature type.
If you perform a successful medicine check on a creature who has fallen to 0 HP and died within the last minute, you instead stabilize that creature, although they are still unconscious at 0 HP. You can only do this if the creature's form seems capable of maintaining life despite its injuries. For example, a creature who has been burned by a dragon's breath weapon to a crisp cannot be brought back.
When you gain this feature, you also learn one language of your choice that is spoken by your favored specialty, if they speak one at all.
This feature also replaces the Favored Enemy feature at 6th level and 14th level as well.
Sentry's Sprint
At 7th level, if a creature you can see who has not attacked your or your allies drops to 0 HP, you can Dash as a bonus action, but only if you are moving the most direct route to that creature.
Whenever a creature that is not hostile to you takes damage, you can use your reaction to move up to your movement speed toward that creature, not provoking any opportunities attacks if you do so.
Healing Shot
At 11th level, you can use an action to pour a healing potion onto a piece of ammunition and utter magical incantation. If you hit a creature or plant with that piece of ammunition before the end of your next turn, any damage that creature or plant would take instead heals it for that amount of damage.
If you are targeting an ally, you have advantage on the attack.
Sentry's Frenzy
At 15th level, you are able to coat up to two pieces of ammunition with a healing potion each time you use your Healing Shot feature. If you see a creature who is not hostile to you within range of your weapon take damage, you can use your reaction to make a ranged attack with one of these Healing Shot pieces of ammunition at your ally.
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7/20/2020 1:13:28 AM
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