Ranger
Base Class: Ranger

this class is a sub class of ranger or druid (really its own seperate class but only options offered are sub class or nothing). they are most typically elves however other races may be applicable if they are allied with or were raised by wild/forest dwelling elves (possibly druids too). this classes typical starting gear is two longswords, one dagger, bow, roll atleast one d20 more if dm allows add resulting rolls together to get the ammount of arrows you start with, studded leather armor, and a cloak of the forest guardian (also my own home brew content). your DM may allow you to substitute these items if you so wish for similar items. however the cloak is decent and adds some flavor to the class so i do not reccomend getting rid of it.

If their physical body is vanquished they enter the spirit realm and are sent to an ancient temple deep in the forest of their birth(or where they became the class if you will) where they must wait untill a new body is formed by the forest. though the forest does replicate their form completely this process takes nearly 100 years to accomplish 50 if their old body is brought to this temple for it to be restored instead of reforged (if they gets vanquished they are out of the campaign, unless reserected, but can return in future campaigns. unless 100 years passes in the campaign time spells cant bring them back faster. all revive magic does work on them.

born out of a desire to protect the forests they held so dear the forest guardian gave up willingly their past life among their clan to be willingly put through a ritual in which a powerful entity of nature is summoned and the one to become a guardian is bound to it and vise versa. this grants the entity a physical form and grants the newly made guardian the eternal life of the entity. though they and the entity can still be slain in combat they do not age once they are bound. this ritual puts a lot of strain on the entity and the now guardian. this strain leads to a mini coma usually this lasts only a few weeks to a month but in extreme cases could last years(your pick on how many as it is mostly for backstory sake and doesnt affect gameplay as you start as this class typically. you can convert from a ranger too this class or a druid also. but converts are stuck with whatever gear they have already except you get the cloak. you are however bounced back to lvl one if you convert as part of the ritual) the entity you are bound to becomes your ally, you communicate with them telepathically and can learn the language they speak and teach them yours. the companion starts with basic starter gear. it is reccomended they be a druid. but you may have them be whatever class you like as they are your companion for eternity.

few basics for making your companion. they start at lvl 1 and have immunity to whatever element they align with. they only start with the starter gear of their class (zero currency if your converting however as they only just got into the world so they wouldnt have money. if starting as this class however you can start them with 80gp assumed to be accumulated during the backstory.)they function like a player character and can accompany you on your jorneys. you do not have to make a companion or take them with you if you would rather play solo thats fine its just assumed for immersions sake you were seperated from them by some event and just havent relocated them yet.

being a hybrid of druid and ranger you have access to both spell lines among a few other spells. players choice.

 

Wild Will

you are filled with the will of nature itself. you feel as sturdy as an oak and as wise as an owl.

Natures Bounty

the wild magics you are aligned with grant you a small boon. you gain the ability to choose one extra cantrip to use.

Natures Champions Blessing

you are filled with energy by nature granting you the ability to gain one final cantrip to use as well as access to the highest levels of druidic magic allowing higher forms of wild shape. max CR of 20. (yes that means no transforming into atarrasque you cheeky monkeys) you can use your Wild Shape an unlimited number of times now that you are equivalent to an archdruid in power. Additionally, you can ignore the verbal and somatic components of your spells, as well as any material components that lack a cost and aren’t consumed by a spell. You gain this benefit in both your normal shape and your beast shape from Wild Shape.

Druid Spellcasting

Through your alignment with nature you gain the ability to draw on its magical essence to cast spells from the druid trees. you may pick two tier one spells between them.

Druid Spells

Pick 2 Cantrips

Pick 4 1st Level Spell

Pick 2 2nd Level Spell

Druid Spells (lvl10)

Pick 1 cantrip

Pick 1 5th level spell

Druid Spells (lvl4)

1 More Cantrip

1 More 2nd level Spell

Druid Spells (lvl5)

Pick 2 3rd Level Spell

Druid Spells (lvl6)

Pick 1 3rd level spell

Druid Spells (lvl7)

Pick 1 4th level Spell

Druid Spells (lvl8)

Pick 1 4th level spell

Druid Spells (lvl9)

Pick 1 4th level spell

pick 1 5th level spell

Druidic

You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message’s presence with a successful DC 15 Wisdom (Perception) check but can’t decipher it without magic.

Wild Shape

Starting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest.

Your druid level determines the beasts you can transform into, as shown in the Beast Shapes table. At 2nd level, for example, you can transform into any beast that has a challenge rating of 1/4 or lower that doesn’t have a flying or swimming speed.

Beast Shapes

Level Max. CR Limitations Example
2nd 1/4 No flying or swimming speed Cat
4th 1/2 No flying speed Wolf
8th 1 No land or swimming speed Giant eagle

You can stay in a beast shape for a number of hours equal to half your druid level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.

While you are transformed, the following rules apply:

  • Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours. If the creature has any legendary or lair actions, you can’t use them.
  • When you transform, you assume the beast’s hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.
  • You can’t cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you’ve already cast.
  • You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision, unless your new form also has that sense.
  • You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.

Timeless Body

the primal magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year.

upgrade at Level 10 your alignment with the primal energys that be grows stronger making you age even slower you now only age one year for every one hundred that passes.

upgrade at level 18 the primal energy practically surges through your body at a constant rate halting the aging process entirely.

Timeless body improvement

your alignment with the primal energys that be grows stronger making you age even slower you now only age one year for every one hundred that passes.

Timeless Body Improvement

the primal energy practically surges through your body at a constant rate halting the aging process entirely.

Wild Shape Improvement

Starting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest.

Your druid level determines the beasts you can transform into, as shown in the Beast Shapes table. At 2nd level, for example, you can transform into any beast that has a challenge rating of 1/4 or lower that doesn’t have a flying or swimming speed.

Beast Shapes

Level Max. CR Limitations Example
2nd 1/4 No flying or swimming speed Cat
4th 1/2 No flying speed Wolf
8th 1 No land or swimming speed Giant eagle

You can stay in a beast shape for a number of hours equal to half your druid level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.

While you are transformed, the following rules apply:

  • Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours. If the creature has any legendary or lair actions, you can’t use them.
  • When you transform, you assume the beast’s hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.
  • You can’t cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you’ve already cast.
  • You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision, unless your new form also has that sense.
  • You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.

Wild Shape Improvement

Starting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest.

Your druid level determines the beasts you can transform into, as shown in the Beast Shapes table. At 2nd level, for example, you can transform into any beast that has a challenge rating of 1/4 or lower that doesn’t have a flying or swimming speed.

Beast Shapes

Level Max. CR Limitations Example
2nd 1/4 No flying or swimming speed Cat
4th 1/2 No flying speed Wolf
8th 1 No land or swimming speed Giant eagle

You can stay in a beast shape for a number of hours equal to half your druid level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.

While you are transformed, the following rules apply:

  • Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours. If the creature has any legendary or lair actions, you can’t use them.
  • When you transform, you assume the beast’s hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.
  • You can’t cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you’ve already cast.
  • You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision, unless your new form also has that sense.
  • You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.

Wild Shape Improvement

you may now chose to wild shape to any creature with a maximum CR of 18, that you have seen before. however you may only use this form for land, sea, or air travel. any combat you initiate breaks you out of this form and you may not fight while in this form only move.

Additional Fighting Style

you may pick a second fighting style giving you a total of two fighting styles. you adopt a particular style of fighting as your second specialty. Choose one of the following options.
You can’t take a Fighting Style option more than once, even if you later get to choose again.

through study of warfare, you have gained a new choice of style in addition to the choices from your first choice.

Two-Handed-Weapon Fighting

You gain an understanding of large two-handed weapons like claymores, warhammers, and spears. (other weapons that require two handing apply) giving you the ability to use them proficiently. you gain a +2 damage modifier to your damage roll when using these weapons.

 

Forest Guardian Image

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