Base Class: Ranger
Wardens of the Seasons are an often divided type of ranger between two specific practices: those that make their home in a specific place and shift their style to match the season and those that move with the season as it travels over the land. Even with these two different practices, a common thread ties the two together: these rangers are highly attuned to the climate and season of the natural world. Channeling the essence of Winter, Spring, Summer, or Autumn, Wardens of the Seasons strength is their ability to adapt to many situations.
Magic of the Seasons
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Horizon Walker Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.
Warden of the Seasons Spells
| Ranger Level | Spell |
|---|---|
| 3rd | fog cloud |
| 5th | misty step |
| 9th | tiny hut |
| 13th | fire shield |
| 17th | conjure elemental |
Call of the Seasons
At the end of a long rest, you attune yourself to a specific season: Winter, Spring, Summer, or Autumn. You are particularly adapted to the transitions of the seasons, in particular the harsh weather in them. You gain access to druidcraft, you have advantage to Constitution saving throws in Hot and Cold climates, and you have advantage making Wisdom perception checks in heavy weather.
Mark of the Seasons
Starting at 3rd level, you can channel the essence of your attuned season into your very attacks. As a bonus action, you mark one creature you can see within 60 feet of you with a mark of your attuned season. The first time each turn that you hit that target with a weapon attack, it takes an extra 1d6 of the damage type listed below from the weapon.
| Season | Damage Type |
| Winter | Cold damage |
| Spring | Radiant damage |
| Summer | Fire damage |
| Autumn | Necrotic damage |
This benefit lasts until you finish a short or long rest. It ends early if you designate a different creature.
Shield of the Seasons
At 7th level, you can gain temporary hit points equal to your ranger level + your Wisdom modifier at the end of a short or long rest. While you have these hit points, you gain resistance to the damage type of your attuned season (referenced in your Mark of the Seasons feature).
Surge of the Seasons
At 11th level, you learn to unleash the magic contained in your Mark of the Seasons as a surge of energy. When you hit a creature that has your Mark of the Seasons applied to them with a weapon attack, you can cause the energy contained in your mark to surge forth to any creature of your choice within 10 feet of the marked creature. A creature can only take this extra damage once per turn.
Effigy of the Seasons
At 15th level, you can magically summon an effigy of yourself just before being struck by an attack. Whenever a creature hits you with an attack, you can use your reaction to teleport to an unoccupied space within 30 feet causing an effigy of your image to take the attack instead. This effigy bursts in magical energy dealing 6d6 of the damage type of your Mark of the Seasons to the attacking creature. You must complete a long rest before you may use this feature again.
Previous Versions
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11/21/2021 2:59:17 AM
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Coming Soon
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