Base Class: Ranger
Hailing from the Old Woods of Istenfell, this clan of rangers act as intermediaries of death and decay, they prevent waste and embrace the remains of those lost. As fecundity is core to their beliefs, they adhere to principle rather than spirituality of the forest preferring to honor the passed by utilizing every part possible. The Wardens are mistaken as heartless and are reasonably mysterious as all of their history and practices are passed on as an oral tradition, teaching their young at an early age to respect the dead. In the heart of the old wood fell arts unfold pushing the limits of morality, despite this these rangers act in accordance of a greater good. Use the dead to protect the living, honor those in defense of the wood.
Read the Bones
Use the bones of your first familiar to channel the spirits of the land from both living and dead.
Beginning at 3rd level you can make a Nature check to observe tracks, remnants, fur, and old bones of any animals, beasts, abberations, monstrosities, plants, elementals, oozes, or dragons that fought, fled, or perished. The higher the roll, the more accurate the picture comes together.
If you roll a 16 or higher on this check you spend 10 minutes to burn any found bones to ash and store those ashes (maximum 1 pouch of ash). You may use these ashes to add a +2 to the result of your next Nature check, however the bonus must be added before the roll.
You may use this feature a number of times equal to your Intelligence modifier before a short or long rest.
Skinshifter
Utilize the skin or pelt of an animal to manipulate your natural surroundings.
Beginning at 7th level, while wearing the pelt or skin, you can make an Animal Handling check to commune with friendly animals, beasts, or elementals, or make an Intimidation check to frighten them (DC your Ranger level plus your proficiency level). To perform this feat you must have an animal pelt or skin in your inventory.
Each time you reuse a pelt or skin for this feat on another creature roll at an increased disadvantage due to your scent rubbing into the material. You may obtain and use a new pelt or skin to remove the disadvantage.
Carrion Agent
Decay has become a tool of retribution.
Beginning at 11th level your vengeance upon the cruel becomes fetid, you may store remains of the dead to lace your weapon with disease and decay. Make a Survival check DC 14, on success you store viscera from a dead being for future use (maximum two vials). If you fail this check, you take 1d6 of poison damage and you still store viscera, the damage goes up to 2d6 at 15th level.
As a bonus action you may apply stored viscera on your weapon. On a successful attack the target must make a Constitution saving throw DC at your player level plus your proficiency bonus. On a failed save the target suffers 1d8 necrotic damage and suffers infection status. Any target afflicted by infection status suffers 1d6 necrotic damage at the beginning of their turn for a number of turns equal to your proficiency bonus. This damage goes up to 1d8 at 15th level.
Any creature within 15ft of you must make a Wisdom or Constitution saving throw (whichever is higher) DC 12. On failure any creature becomes disgusted and must roll at a disadvantage on their next attack.
Watchdog of the Old Woods
Through a spiritual connection and dark magicks you can now use your familiar's old angered and wizened bones with any stored viscera, carrion, or decay to animate a primeval hound.
Beginning at 15th level through your clans necromancy you can summon the Watchdog of the Old Woods, utilizing your familiar's bones and stored viscera as the components. The casting time is 1 turn, and has a somatic and material components (familiar's bones and stored viscera). Commanding the Watchdog can be done as a bonus action.
The Watchdog has the following stats:
Type: Undead, Beast
Size: Large
Hit Points: 120 (10d8+80)
AC: 16
STR: 22(+6), DEX: 19(+4), CON: 17(+3), INT: 10(+0), WIS: 16(+3), CHA: 12(+1)
Speed: 50ft , Burrow 25ft
Saving Throws: STR: +11, DEX: +9, WIS: +8
Skills: Perception +8, Intimidate +6
Senses: Blindsight 40ft, Darkvision: 90ft
Damage Resistances: Necrotic
Damage Immunities: Poison, Lightning
Condition Immunities: Disease, Poison, Exhaustion, Frightened, Charmed
Vulnerabilities: Fire
Attacks:
Multiattack. The Watchdog makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 6) piercing damage plus 5 (1d6) necrotic damage.
Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 6) slashing damage plus (1d4) necrotic damage.
Frightful Presence. Each creature of the Watchdog's choice that is within 60 feet of the Watchdog and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the Watchdog's Frightful Presence for the next 24 hours.
You may use this feature once before a long rest.
Previous Versions
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12/2/2018 12:22:39 PM
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1.0
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12/4/2018 8:43:55 AM
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1.1
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12/7/2018 9:19:05 AM
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24
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1.3
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