Hello, this is my first attempt at making a subclass. Ranger has always been my favorite class to play but I felt like there was never a class that truly explored the true nature adept aspect of being a Ranger. So I created the "Wild Harvest Conclave".
Wild Harvest Conclave
Wild Harvest Magic
Starting at level 3 with this subclass you will receive additional ranger and druid spells. These spells don’t count against your spells known.
3rd level:Wild Cunning
5th level:Enhance Ability
9th level: Plant Growth
13th level:Elemental Bane
17th level:Reincarnate
The Hunt
Beginning at level 3 the animals you hunt can be imbued with arcane energy through rituals. Once ingested you obtain special properties dependent on the animal. For example, the meat of a rabbit could increase your walking speed by 15 ft. The beast table below lists all the available resources to cast your rituals on and the beneficial properties. These effects will last till you take your next short rest. Once the ritual is cast the meat will last 1 + 1d4 days. You can cast a number of rituals equal to your proficiency bonus. You must have a different animal for each ritual.
The Harvest
Also beginning at level 3 your study of plants and their healing properties allows you to spend time with a herbalists kit and alchemical supplies to make healing potions. Spending 1 hour and 5 plants that you gather will allow you to craft a healing potion worth 2d4 + 2. Your knowledge and skill will increase at level 7, 11 and 15.
(DM note: the player must make a nature check to see how successful their harvest was. It’s DM discretion on how many plants that nature check warrants.)
Beast Blessing
The time you’ve spent practicing your rituals and respecting what nature has given you has paid off. Beginning at level 7 you can now perform 2 cantrips from the druid cantrips list. These don’t count as part of your spells known. The number of cantrips known will increase at level 15.
Also, at level 7 the beneficial properties from your rituals and the potency of your healing potion have increased as well. Now with 10 plants and 2 hours you can create a greater healing potion worth 4d4 + 4.
Animalistic Fury
Beginning at level 11 you learn to harness the true power of your rituals for a short burst of fury. While under the effects of your Harvest Rituals you can choose to amplify the effects for 1 minute. However, doing so will drain the rest of the benefits from your system after that minute has passed. Check the beast table below for your amplified effects.
Your skill with plants and medicine is becoming perfect. At level 11 your healing potency increases to 20 plants and three hours creating a superior healing potion at 8d4 + 8.
One With Nature
Your training, skill and respect for nature has granted you all that it can! Beginning at level 15 you now have 5 cantrips from the druid cantrip list to have at your disposal. Once per turn you can cast one of these cantrips as a bonus action.
Also, at level 15 you have mastered the hunt and the rituals that you cast on your kill. You have gained expertise on nature checks. The beneficial properties increase once again (see beast table below).
You have perfected turning your harvest into healing. Now with 30 plants and 4 hours you can create a supreme healing potion worth 10d4+20.
Beast Table
Rabbit/ Jackrabbit/ Arctic Fox: (Forest/ desert/ Arctic) Your walking speed is increased by 15 ft. This effect lasts till you take a short rest.
Level 7: Your walking speed has increased by another 15ft.
Amplified: You move like the wind after your last attack on your turn you can choose to dash as a bonus action without invoking opportunity attack.
Brown Bear/ Polar Bear/ Black Bear: (Forest/ Mountain/Arctic) You have the ferocity of a grizzly. Your hands grow claws giving you an extra attack as a bonus action on each one of your turns dealing 2d6+strength as long as you have a hand free to do so. {this damage will increase as you increase in levels}
Level 7: You grow the muzzle of a bear. As an extra attack included in your bonus action you can use your bite dealing 1d12+strength.
Amplified: You go into a beastly frenzy! Whenever an enemy attack hits you dealing damage you can use your reaction to throw a bite or a claw at them.
Wolf/ Hyena/ Panther/ Cougar:(Forest/Arctic/Mountain/ Desert/Jungle) You fight best when you’re in a pack. Whenever a friendly creature within 5 ft of you takes damage, you can use your reaction to push that friendly creature 5 ft away allowing him to move away without invoking an opportunity attack.
Level 7: You gain a bonus to your initiative equal to your wisdom modifier (minimum of 1) to protect your pack from harm.
Amplified: You have advantage on your attack rolls against a creature as long as a friendly creature is within 5 ft of the target.
Deer/ Antelope: (Forest/Desert) you have the grace and sense of a deer. While invoking this ritual you have advantage on perception checks pertaining to hidden creatures and traps. As well as allowing a bonus reaction to any surprise attack or trap.
Level 7: You have advantage on nature checks when searching for medicinal plants in the wild.
Amplified: Your keen senses allow you to sense any creature within a 120 ft radius.
Blood Hawk/ Vulture/ Raven: (Forest/Mountain/Desert) you have the eyes of a hawk. Your keen eyes allow no disadvantage on long range shots. Also with this your head is on a swivel. You cannot be snuck up on or surprised.
Level 7: You have advantage on all wisdom (perception) checks you make.
Amplified: You gain the ability of flight equal to your flying speed for 1 minute. If at the end of that minute you’re in the air you fall taking damage from the fall chart.
Boar/ Wildebeest/ Ram: (Forest/Desert/Mountain/Arctic) If you’re able to charge in a 20 ft line towards a target it takes 1d12 force damage and must make a dex save equal to your ranger spell save or be knocked prone.
Level 7: While on this ritual if you are reduced to 0 HP it is reduced to 1 instead.
Amplified: You go into a relentless fury! Every hostile creature in a 20 ft radius of you must make a dex save equal to your ranger spell save or be trampled taking 1d12 damage and knocked prone.
Elk/Reindeer: (Forest/Arctic/Mountain) You let out a harrowing call! Every creature must make a constitution save equal to your ranger spell save or become frightened of you for 1 minute. Any creature that makes the save cannot be frightened of you for 24 hours.
Level 7: Your skin becomes like ivory adding a +2 to your armor class for the duration.
Amplified: For 1 minute your size becomes large. All of your weapons and equipment grow with you dealing an extra 2d6 damage for whatever the weapon type.
Frog/Gecko: (Forest/ Swamp/jungle) You have gained the ability to breathe underwater for 1+1d8 minutes before you need to surface.
Level 7: You have a long jump of 30 feet and a high jump of 20 ft from a stationary position.
Amplified: You are almost impossible to catch or pin down. As a bonus action on your turns you can jump without invoking an opportunity attack and it doesn’t count towards your movement speed.
Phase Spider: (Underdark/ethereal plane/ mountains) You gain the ability to spider climb meaning you can climb difficult surfaces without needing to make an ability check.
Level 7: You gain one use of the blur spell
Amplified: Your amplified powers allow you to coat 5 pieces of ammunition in poison from the phase spider. On a hit the creature must make a constitution save equal to your ranger spell save. On a failed save the creature takes 18(4d8) poison or half as much on a successful save.
Snake: (Forest/swamp/mountain/desert/jungle) You have advantage on checks against being grappled/restrained using either strength or dexterity for the roll.
Level 7: Your mobility defies physics. You can squeeze your body through spaces up to two times smaller than your size. Example: medium creatures can squeeze through tiny spaces.
Amplified: As a bonus action you can attempt to grapple a creature using either strength or dexterity. The save is equal to your ranger spell save. At the start of each of the creatures turns it can reattempt the save causing 4d6 force damage on each failed save.
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Hello, this is my first attempt at making a subclass. Ranger has always been my favorite class to play but I felt like there was never a class that truly explored the true nature adept aspect of being a Ranger. So I created the "Wild Harvest Conclave".
Wild Harvest Conclave
Wild Harvest Magic
Starting at level 3 with this subclass you will receive additional ranger and druid spells. These spells don’t count against your spells known.
The Hunt
Beginning at level 3 the animals you hunt can be imbued with arcane energy through rituals. Once ingested you obtain special properties dependent on the animal. For example, the meat of a rabbit could increase your walking speed by 15 ft. The beast table below lists all the available resources to cast your rituals on and the beneficial properties. These effects will last till you take your next short rest. Once the ritual is cast the meat will last 1 + 1d4 days. You can cast a number of rituals equal to your proficiency bonus. You must have a different animal for each ritual.
The Harvest
Also beginning at level 3 your study of plants and their healing properties allows you to spend time with a herbalists kit and alchemical supplies to make healing potions. Spending 1 hour and 5 plants that you gather will allow you to craft a healing potion worth 2d4 + 2. Your knowledge and skill will increase at level 7, 11 and 15.
(DM note: the player must make a nature check to see how successful their harvest was. It’s DM discretion on how many plants that nature check warrants.)
Beast Blessing
The time you’ve spent practicing your rituals and respecting what nature has given you has paid off. Beginning at level 7 you can now perform 2 cantrips from the druid cantrips list. These don’t count as part of your spells known. The number of cantrips known will increase at level 15.
Also, at level 7 the beneficial properties from your rituals and the potency of your healing potion have increased as well. Now with 10 plants and 2 hours you can create a greater healing potion worth 4d4 + 4.
Animalistic Fury
Beginning at level 11 you learn to harness the true power of your rituals for a short burst of fury. While under the effects of your Harvest Rituals you can choose to amplify the effects for 1 minute. However, doing so will drain the rest of the benefits from your system after that minute has passed. Check the beast table below for your amplified effects.
Your skill with plants and medicine is becoming perfect. At level 11 your healing potency increases to 20 plants and three hours creating a superior healing potion at 8d4 + 8.
One With Nature
Your training, skill and respect for nature has granted you all that it can! Beginning at level 15 you now have 5 cantrips from the druid cantrip list to have at your disposal. Once per turn you can cast one of these cantrips as a bonus action.
Also, at level 15 you have mastered the hunt and the rituals that you cast on your kill. You have gained expertise on nature checks. The beneficial properties increase once again (see beast table below).
You have perfected turning your harvest into healing. Now with 30 plants and 4 hours you can create a supreme healing potion worth 10d4+20.
Beast Table