Base Class: Ranger
The elven rangers of the deepwood have spent countless centuries, honing their connections with the land, and learning techniques to aide in the defense of their kinsmen from threats without and within the woods.
Deepwood Magic
3rd-level Deepwood Guardian feature
The rangers of the Deepwood learn the Druidcraft and Thorn Whip cantrips from the Druid spell list. You also learn an additional spell when you reach certain levels in this class which are always prepared, as shown in the Deepwood Guardian Spells table.
Deepwood Guardian Spells
| RANGER LEVEL | SPELLS |
|---|---|
| 3rd | Druidcraft, Thorn Whip, Ensnaring Strike |
| 5th | Pass without Trace |
| 9th | Plant Growth |
| 13th | Grasping Vine |
| 17th | Tree Stride |
Woodland Barbs
3rd-level Deepwood Guardian feature
You can augment your weapon strikes with nature magic, drawn from the verdant depths of the Deepwood. When you hit a creature with a weapon, you can deal an extra 1d4 piercing damage to the target, which can take this extra damage only once per turn.
The extra damage increases to 1d6 when you reach 11th level in this class.
Nature's Resilience
By 7th level, you have honed your ability to resist the elements, and the toxins of creatures lurking in the deepwood. You gain proficiency in Constitution saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Wisdom saving throws (your choice).
Extra Attack
You can attack three times, instead of twice, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks.
Nature's Vitality
You gain the effect's of a Ring of Regeneration. You regain 1d6 hit points every 10 minutes, provided that you have at least 1 hit point. If you lose a body part, the missing part regrows and returns to full functionality after 1d6 + 1 days if you have at least 1 hit point the whole time.
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