Ranger
Base Class: Ranger

These rangers are guardians of the natural borders of the world and the natural balance that maintains them. These rangers are inherently attuned to the eco, or life energy, of an environment. While each living thing has an eco, so to does every natural system. Ecotone rangers are masters at observing and manipulating this energy, drawing on it for a variety of magical affects, eventually learning to craft natural weapons infused with this energy. Originated among, but not limited to, Eladrin Elves.

Primeval Savant

In addition to being able to use a spell slot to use the Primeval Awareness feature, you are able to use the feature a number of times equal to half your ranger level, rounded up, per long rest without using a spell slot.

Survivalist

Gain proficiency with Woodcarver's Tools. During any short rest you may use these tools to craft any simple weapon that has no blade or 10 pieces of ammunition for any type of bow. If there is a blade available make a DC 15 Survival check to incorporate the blade. If the weapon would have a stone blade make a DC 12 survival check to find an appropriate stone. (Note that if the weapon the player wants to craft does not have a 'blade' but some other element that wouldn't be made of wood, e.g. maul, morningstar, spear, etc., they can create that weapon but must make a survival check to find appropriate material and then to incorporate it. If the use a natural alternative to a typically metal piece they can make the weapon however the weapons damage die will be reduced by 1 size, to a minimum of 1d4, unless the crafter succeeds on a DC 20 survival check with their woodcarver's tools.)

Eco Sight

Gain blindsight out to a range of 30 feet. If you already posses blindsight increase it's range by 15 feet.

Mental Fortress

Gain advantage on all saving throws against being charmed, frightened, or stunned. 

Improved Crafting

Improves Survivalist feature.  During any short rest you may use Woodcarvers Tools to craft any 2 simple weapons that have no blade, 20 pieces of ammunition for any type of bow, or any 1 martial weapon that does not require a blade. If there is a blade available make a DC 12 Survival check to incorporate the blade. If the weapon would have a stone blade make a DC 8 survival check to find an appropriate stone. (Note that if the weapon the player wants to craft does not have a 'blade' but some other element that wouldn't be made of wood, e.g. maul, morningstar, spear, etc., they can create that weapon but must make a survival check to find appropriate material and then to incorporate it. If the use a natural alternative to a typically metal piece they can make the weapon however the weapons damage die will be reduced by 1 size, to a minimum of 1d4, unless the crafter succeeds on a DC 15 survival check with their woodcarver's tools.)

Any crafted weapons/ammunition are considered magical for the purpose of overcoming resistances.

Eco Guardian

Gain truesight out to a range of 30 feet and increase the range of your blindsight by 30 feet. If your character already possesses truesight the range increases up to 30' but does not increase beyond that. You gain immunity to being charmed, frightened, or stunned, by any illusions or other non-physical manifestations of magic.

Additionally, your Primeval Savant feature improves. You can now expend two spell slots or uses of the feature at once to reveal the location and number of the creatures detected OR to reveal if and what natural or magical disease is afflicting a particular region/population. If the affliction is not a form of disease that will be revealed instead.(i.e. it would not reveal the details of the death curse but would reveal that the afflicted were not being affected by a natural or magical disease)

Nature's Wrath

When you craft a weapon or piece of ammunition roll 1d6. The weapon or piece of ammunition deals an additional 1d6 of the damage type rolled in the chart below during creation.

1 - Fire

2 - Cold

3 - Thunder

4 - Lightning

5 - Poison

6 - Acid

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