Ranger
Base Class: Ranger

They embody natures animal and human creations with their magic. They gain aspects of the beast, form changing magic and much more in this mystical subclass.

Morph (3rd level)

This feature is used to embody animals. It can be used once and recharges every long rest. As a bonus action you can morph into an animal of challenge 1/4 or less until you choose to stop.

Animal weapons (7th level)

As a bonus action you can manifest a natural weapon with this power.

Claws - light finesse melee weapons that deal 1d6 damage on a hit you can also attack twice with your bonus action (if you used your action to attack) for a total of three strikes.

Bite - finesse melee weapon that deals 1d8 damage on a hit and the damaged creature can’t regain hit points until the end of your next turn and has disadvantage on attack rolls and saving throws.

You can use this a number of times equal to your proficiency bonus.

Advanced nature magic (11th level)

 You can now morph into animals that are 1 challenge rating or less with your advanced nature magic. Additionally you can cast conjure animals without expending a spell slot the animals can be twice as powerful as normal (cr 4). 

Whirlwind of magic (15th level)

As a bonus action you unleash a pent up burst of primal magic. This causes a number of things to happen.

-the land within 20 feet of you is difficult terrain for hostile creatures

-you manifest a bestial weapon (without expending your use of it)

-if any hostile creatures end their turn in your difficult terrain they must make a DC 15 wisdom saving throw or be frightened of you for one minute

-each creature within 10 feet of you must succeed on a DC 15 dexterity saving throw or take 4d6 damage on a fail or half as much on a successful save

this feature recharges on a long rest

Previous Versions

Name Date Modified Views Adds Version Actions
6/8/2022 11:23:20 AM
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