Ranger
Base Class: Ranger

 Warden

Emulating the Warden archetype means your ranger has been called to be the bulwark which protects the natural balance of the world. As you walk the Warden’s path, you learn specialized techniques for defending against these threats using martial and magical means.

 Nature’s Communion (Primeval Awareness)

Beginning at 3rd level, you can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you: aberrations, celestials, dragons, elementals, fey, fiends, and undead. You can sense the difference between individual and groups and the direction they are from your location.

 Young Strider’s Grace (Land's Stride)

Starting at 8th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. Once per day, you can Tree Stride.

In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.

Camouflage (Hide in Plain Sight)

Starting at 10th level, you can spend 1 minute to create an aura around you refracting light. You must be in the open with visible light, this skill does not work in enclosed spaces without sufficient light sources.

Once you are camouflaged in this way, you can try to hide action against a tree, wall, or floor. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions.

Nature’s Grace (Vanish)

Starting at 14th level, you can use the Hide action as a bonus action on your turn. Also, you can’t be tracked by nonmagical means, unless you choose to leave a trail.

Preternatural Senses (Feral Senses)

At 18th level, you gain preternatural senses allowing you to sense subtle changes in the environment around you. Your inability to sense your surroundings does not impose disadvantage on attacks against creatures within 30 feet of you. This feature is unaffected by the blindness or deafened status.

Nature’s Vengeance (Foe Slayer)

At 20th level, your reverence is rewarded with a boon, bathing your weapon in nature magic. Once per attack, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against one of your favored enemies dealing additional necrotic damage.

Call of the Wild

Emulating the Warden archetype means your ranger has been called to be the bulwark which protects the natural balance of the world. As you walk the Warden’s path, you learn specialized techniques for defending against these threats using martial and magical means.

Horned Hunter’s Guidance (Archery, Druidic Warrior, Thrown Weapon Fighting)

Once on each of your turns when you make the attack action, you can make another attack against a different creature that is within your ranger’s sight and range of your weapon or spell.

Old Father’s Wisdom (Defense, Thrown Weapon Fighting, Two Weapon Fighting)

Your weapons are blessed by the Old Father. Before your turn, designate an enemy, you have advantage on your first attack roll. When you hit a creature with this weapon attack, the creature takes an extra 1d10 poison damage if it’s below its hit point maximum. You can deal this extra damage only once per turn.

Young Strider’s Ire (Blind Fighting, Defense, Dueling)

When a creature within 5 feet of you hits or misses you with an attack, you can attack that creature immediately after its attack without modifier, provided that you can see the creature.

The Forest's Blessing

At 7th Level, you Commune with Nature to receive the blessing of Deep Forest, choose one of the following features:

Eldath's Embrace

As a reaction to an attack or ability that would cause sickness or madness, the ranger is healed of the status and recovers HP equal to 1D4+Wis Modifier

Mielikki’s Shelter

When the ranger is flanked or surrounded by two or more enemies, you get a +4 to AC. As a reaction, the ranger can use the Disengage action to move 10ft away.

Shiallia's Will

Once per round, as a reaction to an attack, the ranger can call on a Foo’s protection. You have advantage on saving throws against being frightened or intimidated, gain +1 to AC. If the enemy’s attack misses, the ranger can make the riposte action.

Nature's Bounty

At 11th level, you gain one of the following features of your choice.

The Earth Mother

You can use your action to make a ranged attack, upon hit, magical green arrows descend doing 1D8 + WIS modifier force and 1D4 acid damage against any number of creatures within 15 feet of the target.

The blessing of the Earth Mother bestows the ranger with expertise in Medicine and Nature.

The Morning Lord

Once per turn, if the ranger makes the attack action, upon hit, radiant energy erupts from the point of impact. Enemies within 10 feet of the strike take 1D8 radiant damage and must make a CON saving throw or be blinded for the duration of the round.

The blessing of the Morning Lord bestows the ranger with expertise in Nature and Survival.

The Earth Mother

You can use your action to make a ranged attack, upon hit, magical green arrows descend doing 1D8 + WIS modifier force and 1D4 acid damage against any number of creatures within 15 feet of the target.

The blessing of the Earth Mother bestows the ranger with expertise in Medicine and Nature.

The Morning Lord

Once per turn, if the ranger makes the attack action, upon hit, radiant energy erupts from the point of impact. Enemies within 10 feet of the strike take 1D8 radiant damage and must make a CON saving throw or be blinded for the duration of the round.

The blessing of the Morning Lord bestows the ranger with expertise in Nature and Survival.

Champion of Deep Forest

At 15th level, you gain the protection of the Deep Forest, gaining 1D4+WIS modifier boons, and are bestowed the following features.

Fall's Assurance

Whenever a creature makes an attack against you without advantage, you can expend a boon to impose disadvantage on it. You must use this feature before you know the outcome of the attack roll. Magical leaves fall around the target obscuring their view.

Spring's Assurance

When you are targeted by an attack or effect that requires a Dexterity to take half damage, expend a blessing, you instead take no damage on a successful saving throw, and only half damage if you fail. An oaken barricade erupts from the ground in the direction of the attack and dissipates after shielding you.

Summer's Splendor

When a hostile creature misses you with an attack, you can expend a boon to force that creature to make a wisdom saving throw or be charmed during your next turn, upon success the creature instead repeats the same attack on an adjacent creature.

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