Base Class: Ranger
You have learned to use the magic of the wood to create charms to help you on your way
Charm of the Wood Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Charm of the Wood Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.
Charm of the Wood Spells
| Ranger Level | Spell |
|---|---|
| 3rd | entangle |
| 5th | misty step |
| 9th | erupting earth |
| 13th | giant insect |
| 17th | insect plague |
Wood Charms
At 3rd level, you become able to carve charms out of wood and bones. During a long or short rest you can craft 2 charms of your choice, granting the wearer special benefits. the charms remain in effect until the next long or short rest. You also gain proficiency with woodcarver’s tools, which you use when you craft your charms. You know how to craft all the listed charms, but you may only craft a certain number at any given time, as detailed by this feature.
Upon reaching 7th level in this class, you may craft 3 charms during the daily short rest and all of these stay in effect. At 11th level, this number increases to 4. At 15th level, this number increases to 5. You can wear your own charms, and a person can wear multiple charms, but not two of the same kind. The available charms can be read at the end of this subclass.
Charms
You know how to craft the following charms:
Eyes of Dark: A cat eye adorn this charm. You have darkvision out to a range of 60 feet, and you have advantage on Perception checks that rely on sight.
Moving Shade: You move to shadow to shadow quickly. You have advantage on Stealth checks while in dim light, and you have advantage on initiative rolls.
Thorns and Fangs: Various carvings of teeth and thorns decorate this charm. Choose one damage type from acid, cold, fire, and lightning when crafting this charm. Whenever you make a successful weapon attack, you deal 1d4 extra damage of the chosen type with the attack. At 11th level this increases to 2d4
Roots of Oak: Carved out of the roots of a great oak. You have advantage on STR and DEX saving throws that would knock you prone or move you against your will, and you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift, to a maximum of the size large.
Nimble Feet: A figure of tribal dancer. Your speed increases by 10 feet, and moving through difficult terrain costs you no extra movement.
Eyes of the Forest: A carving tree with many eyes carved into it. Choose one skill from, Animal Handling, Investigation, Perception, Survival when crafting this charm. You have advantage skill checks when wearing
Helping Heart: A small heart of wood and vines. Whenever you regain hit points from a spell or potion, you regain extra hit points equal to 1d4 + your proficiency bonus.
Spring Revival
Starting at 7th level, your charms are imbued with the magic of spring, keeping wicked spirits away. While wearing a charm, the wearer has advantage on death saving throws and saving throws against being possessed. The first time the wearer puts on a charm, they gain temporary hit points equal to twice your Wisdom modifier + proficiency bonus. If they put on multiple charms, the effect happens multiple times. If the charm is taken off, the magic lost, so are the temporary hit points.
Wood Splinter
Beginning at 11th level, when you hit a creature with a weapon attack you may try to splinter one of their bones, assuming they have any. Boneless creatures are unaffected by this feature. The creature you hit must make a Constitution saving throw against your ranger spell save DC.
On a failed save, the creature breaks one of their limbs. Upon breaking a bone, the creature has disadvantage on the first attack it makes each round, and its movement speed is halved.
This lasts until the creature has finished a long rest, or is healed with magic or potion.
Once you’ve used this feature, you can’t use it again until you’ve finished a short or a long rest.
Whispers of the Wood
At 15th level, you gain one of the following features of your choice.
Evasion
When you are subjected to an effect, such as a red dragon’s fiery breath or a lightning bolt spell, that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Uncanny Dodge
When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.
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