Ranger
Base Class: Ranger

Ranger's communing with the spirits of the land.

Spirits of the Land

At 3rd level, you learn how to form a contract with spirits of the land and borrow a portion of their power.

  • Spirit Contractor: One who communes with nature's spirits.
  • If a druid is from the circle of the land, you can sense which one.
  • Depending on your favored terrain, you contract different spirits.
  • Just being in a contract with one, grants passive benefits.
  • They can be summoned with a bonus action for 1 minute, granting a summoning bonus.
  • When present in their favored terrain, their powers are enhanced.
  • While summoned, the spirits are visible, but cannot be targeted, and are not residing within the material plane.
  • These land spirits, appear in different shapes and forms, but most commonly look like Wisp.
  • The maximum charges for summoning, are equal to your proficiency bonus and reset on a short and long rest.
Lesser Arctic Spirit

  • Summoning bonus: Using your bonus action, you can bless a single ally within 30ft.
  • Its attacks deal extra 1d6 cold damage for 1 round.
  • For a spell to be affected, it needs to deal cold damage.
  • Passive: you are immune against the effects of Extreme Cold
  • Favored terrain: within 30ft. your allies are protected against the effects of Extreme Cold.

Lesser Coast Spirit

  • Summoning bonus: using your bonus action, the spirit can attack a target 30ft. away using your spell attack modifier.
  • It deals 2d4 thunder damage.
  • Passive: your swimming speed becomes 30ft.
  • Favored terrain: attack range increases to 60ft., and it deals 1d4 extra thunder damage.

Lesser Desert Spirit

  • Summoning bonus: you can cast produce flame and gain fire resistance.
  • Passive: you are immune against the effects of Extreme Heat.
  • Favored terrain: within 30ft. your allies are protected against the effects of Extreme Heat.

Lesser Forest Spirit

  • Summoning bonus: Using a bonus action, you can cast ensnaring strike on yourself or an ally(30ft.), without consuming a spellslot.
  • Passive: All healing you receive, is increased by 3.
  • Favored terrain: ensnaring strike can be maintained on 2 targets.

Lesser Grassland Spirit

Lesser Mountain Spirit

  • Summoning bonus: allies within 30ft. deal 1 extra lightning damage with their non spell attacks. On a critical hit, the target is hit by lightning and takes extra 2d6 lightning damage.
  • Passive: you are considered acclimated to the effects of high altitude.
  • Favored terrain: allies within 30ft. are considered acclimated to the effects of high altitude.

Lesser Swamp Spirit

Lesser Underdark Spirit

  • Summoning bonus: Using your action, you can force a target creature within 60ft., to make a wisdom save equal to your spellsave. On fail, it is blinded for 1 minute, concentration.
  • Passive: gain 60ft. darkvision.
  • Favored terrain: you can use your bonus action, to shake the ground beneath a target, it needs to make a dexterity saving throw, and falls prone on fail.

Spirit Sense

At 7th level, you honed your senses to feel the presence of ones own spirit.

  • Nature's Blessing: You can sense if one is connected to the spirits of nature. (druid, ranger, nature cleric/paladin/warlock etc.)
  • While touching a creature, you know if its spirit is charmed.
  • Spirit Sense: The spirit is related to wisdom.
  • You can accurately sense the wisdom score and saving throw of a creature.
  • Charges are equal to your proficiency bonus.
  • Resets on short rest.
  • Spirit Sight: See the world, without your eyes.
  • You can see 30ft. into the ethereal plane.
  • The spirits of creatures are visible to you.
  • This does not require your eyes.
  • Duration is 10 minutes.
  • Maximum charges are 2.
  • Resets on short and long rest.

Strong Bonds

At 11th level, your connection with nature becomes stronger.

  • Strong Bonds: Your senses extend through your spirits, increase your initiative by your wisdom modifier.
  • Spirit Summoning duration changes from 1 to 10 minutes.
  • You can activate 2 spirits, with 1 bonus action.
  • Spirit Possession: You can use your spirits to possess an ally or an object.
  • The target needs to be within 30ft. and willing.
  • You share your vision and hearing with the spirit, and you grant your spirits' bonus to the target.
  • You can cast spells through your spirit.
  • Objects are considered animated while possessed.
  • If your ally ends up unconscious while possessed, the spirit is able to move the body, but cannot attack with it.

Genius Loci

At 15th level, your summoning ability reaches its peak, and makes it able to summon an avatar of the land.

  • Genius Loci: Once per long rest, you can summon an avatar of the land.
  • Duration for the avatar is 1 minute.
  • The avatar has 80 hit points, an AC of 18 and a walking speed of 30ft.
  • It can attack twice with +10 hit and deals 3d8 bludgeoning damage.
  • Its size is large.
  • Depending on what type of land spirit, it has special effects.
Greater Arctic Spirit

  • Cold Immunity.
  • Cold Aura: If a creature starts its turn or enters within 30ft. of the genius loci, it needs to make a DC 18 Constitution save.
  • On fail, they take 2d10 cold damage and movement speed is halved.
  • On success, only half damage.

Greater Coast Spirit

  • It has 30ft. swimming speed.
  • Thunder resistance.
  • It has a special attack that it can use every 3 rounds.
  • Shockwave: In a 20ft. cone, all enemies need to make a DC 18 Constitution save.
  • On fail, they take 2d8 thunder damage and are prone
  • On success, only half damage.

Greater Desert Spirit

  • Fire immunity
  • Attacks deal extra 1d8 fire damage.
  • Wreathing Flames: Enemies that attack it within 5ft. need to make a DC 18 Dexterity save.
  • On fail, they take 3d8 fire damage.
  • On success, only half damage.

Greater Forest Spirit

  • Healing Aura:Allies within 30ft. are healed by 5 hit points at the start of their turn.
  • Allies within 30ft. have advantage against disease and poison.

Greater Grassland Spirit

  • Its attack has 30ft. range.
  • It has a 30ft. flying speed.
  • Attacks deal slashing damage.
  • Retribution: Using its reaction, it can attack an attacker.

Greater Mountain Spirit

Greater Swamp Spirit

  • Poison immunity.
  • Hit points are increased by 20.
  • Poison Touch: Creatures that are hit by its attack, need to make a DC 18 Constitution save.
  • On fail, they take 2d8 poison damage and are poisoned until they succeed on the saving throw.

Greater Underdark Spirit

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