Base Class: Ranger
You commune with wilderness on a primal level and have a deep connection with nature spirits who grant you special abilities.
Spiritual enforcement
At level 3 nature spirits help you defeat your enemies and empower your attacks. You can now cast the following spells without expending a spell slot: Ensnaring Strike, Hail of Thorns, Searing Smite and Zephyr Strike. You must know this spells in order to use this feature.
Spiritual guidance
At level 3 nature spirits can bless you with the primal knowledge of the world around you. Once per long rest as an action you can ask nature to guide you and you gain following features until you finish your next long rest:
- you choose one additional Favored terrain granted by your Natural explorer feature and while you are in one of your Favored terrains you can use hide action as a bonus action, if you can already use hide action as a bonus action you can then use hide action by spending 5ft of your movement. You also have climbing and swimming speed equal to you walking speed.
- you choose one more Favored enemy, you do not learn the language of that enemy but can understand them and communicate with them for the duration of this feature and once per turn can give yourself advantage on one attack roll made against one of your Favored enemies.
Primal reflexes
At level 7 you can use your reaction 2 times per round.
One with the wild spirit
At level 11 you can concentrate on 2 spells at the same time under the condition that one of these spells has a casting time of one action and the casting time of the second spell is one bonus action, you can cast both of these spells on the same turn and only if both of them require concentration. You make one constitution saving throw for both spells.
Terrain expert
At level 15 while you are in one of your favored terrains whenever you take a cover you gain additional +1 bonus to your AC and you have advantage on all attack rolls made against your favored enemies.
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