Base Class: Ranger
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Natures Familier
Starting a third level you can summon a dog-like creature made out of vines and branches. This feature can be used once per day, resetting on dawn. The dog has 13 AC,15 HP and 30ft of movement. You can use your bonus action to command the familier to attack using the bite action (+3 to hit, 1d6 piercing damage) or command it to move. Once used the dog will dissapear on death or after 10 minutes, then you will have to wait until dawn.
Photosynthetic Vitality
Beginning at 3rd level, you have learned to harness the energy of the sun to heal yourself and your allies. When in direct sunlight, you can spend a bonus action to heal a willing creature within 30 feet, restoring a 3d6 + wis modifier health.
this upgrades to 3d8 at level 7, 3d12 at level 11 and to 3d20 at level 15
Entangle Mastery
At 7th level, your proficiency with plant manipulation allows you to cast the "Entangle" spell without expending a spell slot, and it does not require concentration. This feature can be used once per short rest.
Plant Infusion
You learn to channel the latent magic of plants to enhance your abilities. You can expend a use of your spell slots to infuse your arrows or ranged weapon with the power of nature. On a successful hit, the target takes an additional 1d6 poison damage and must make a Constitution saving throw or be poisoned for 1 minute. The DC for the saving throw is 8 + your proficiency bonus + your Wisdom modifier.
Verdant Wrath
At 15th level, you can channel the wrath of nature into your attacks. When you hit a creature with a weapon attack, you can, once per turn, create an erruption of noxius gas centered on the target. All enemys within 10ft need to make a con save of a DC 10 + profficiency + wisdom modifier. On a fail the target takes 3d10 poison damage and is blinded for 1 minute, and half as much damage on a save. If an ally is within 10ft, they get healed for 3d10 instead.
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