Ranger
Base Class: Ranger

Rangers known as Land's Claws are some of the most vicious and dangerous ones. Dedicated entirely to protecting the land around them, they are one with the land itself, and will not hesitate to call upon it's wrath to strike down anything that may pose a threat to it. Their dedication to their cause and unwillingness to compromise can make them hard to interact with, and once they set their mind to a cause, most people are more than happy to simply get out of the way rather than reason with them.

Land's Embrace

When you take this archetype at level 3 your connection to the lands around you expands, and you become able to use the terrain around you to your advantage. You gain an additional Natural Terrain choice. You get a further additional one at levels 7 and 15. Additionally, while in your favored terrain, you have advantage on stealth checks, and can try to hide even when only lightly obscured.

(Note: Do not pick a favored terrain that you already have)

arctic

arctic

coast

coast

desert

desert

forest

forest

grassland

grassland

mountain

mountain

swamp

swamp

the Underdark

the Underdark

Earth Sense

You can feel through the land around you. Starting at 7th level, while your Primeval Awareness feature is active, you know how many of each detected creature type is within each 1 mile increment detected from you, but not their direction. For example, while in your favored terrain you might detect that 2 undead creatures and 1 aberration are within 1 mile, 1 dragon is within 3 miles, and 1 construct is within 4 miles.

Nature's Shield

You protect nature, and in turn it protects you. Starting at level 11, when you fail a dexterity saving throw or are hit by an attack you can use your reaction. When you do, nature interposes itself to aid you, moving the ground underneath you to push you out of harms way. Reroll the saving throw or attack and use the new roll instead. You can use this feature an amount of times per long rest equal to your wisdom modifier, minimum of 1.

Fury of the Land

Starting at 15th level, you can call upon the fury of the land around you to aid your attacks against your foes. Once per turn when you take the attack action, you can call upon the land's fury to strike out at your foes. When you use this ability, you cause one of the effects to happen based on what terrain you are in. Each of these options is used against a creature that you can see within 120 feet of you. If you can sense the creature's presence with Feral Senses you can target them with these options. Your DM may rule that a certain effect can not happen in a given place based on the nature of the terrain. You can cause this to happen an amount of timer per long rest equal to your wisdom modifier, minimum of 1.

 

Distract: You cause a sudden distraction near your target. This could be a sudden burst of cold air, the ground shaking beneath the creature, or a loud noise. The affected creature must make a constitution saving throw against your spell save DC. On a failed save attacks have advantage to hit the affected creature until the start of your next turn.

Tangle: You cause something to tangle around the feet of your target. If a creature isn't standing on the ground, they can not be targeted by this option. This could be the grass wrapping around their feet, the ground swelling up around their feet, or the ground weakening and pulling the creature's feet down into it. The affected creature must make an athletics or acrobatics check against your spell save DC or become grappled. This grapple lasts for a minute or until the affected creature uses its action to escape. Any check made to escape this grapple made in this way automatically succeeds.

Bash: Something smacks into your target. This could be a flying rock, a swinging branch, or something similar. The affected creature must make a dexterity saving throw against your spell save DC, taking damage equal to an amount of d8s equal to half of your proficiency bonus on a failed save.

Trip: Something causes your target to become unsteady on their feet and fall. This could be a root surging out of the ground, ground heaving under the target, or the ground freezing under the target. The target must make a dexterity saving throw against your spell save DC or be knocked prone

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