Ranger
Base Class: Ranger

Nature Harnessers live in harmony with nature, their connection with it and respect for it giving them their power rather than commanding and bending nature to their will. They use this power to assist their allies and aid in the defeat of their enemies. 

One with Nature

You gain this feature when choosing this subclass at level 3. Due to your strong connection to nature, you gain proficiency with the Nature skill if you don’t have it already, Alchemists’ Supplies, Herbalism Kits, and Poisoner’s kits. You also gain a natural resistance to poison damage and have advantage on saving throws against being poisoned.

 

The Wild’s Ally

You also gain this feature when you choose this subclass at level 3. As a bonus action on your turn, you can use this feature to imbue your allies’ attacks with an extra 1d8 damage, your choice of acid, cold, fire, lightning, poison, or thunder damage until the end of your next turn. You can do this once per long rest.
At higher levels, the damage increases by another 1d8. The levels it increases at are 5th, 9th, 13th, and 17th.

Shielding Tactics

At 7th level, you can use your reaction to grant one of your allies the following features.

Escape the Hoarde. Opportunity attacks against the target are made with disadvantage.

Multiattack Defense. When a creature hits the target with an attack, the target gains a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.

Steel Will. The target has advantage on saving throws against being frightened. 

Counterstrike

At 11th level, you can use your reaction to take an action to attack against a creature if the creature made an attack against an ally dealing damage equal to or higher than double the ally’s character level. Your attacks deal an extra d6 damage for how much damage the creature did divided by ten (rounding down).

 

Nature’s Fury

At 15th level, your connection with nature is strong enough to the point of being able to control aspects of it to damage your enemies and benefit your allies. You strengthen one natural force around you, dealing 10d12 acid, cold, fire, lightning, poison, or thunder (your choice) points of damage to distribute amongst enemy creatures of your choosing. You also take the number of points of damage dealt and distribute it as health points amongst your allies.

All enemy creatures who suffer the damage must make a Wisdom saving throw against your spell DC or suffer 1d12 damage of the damage type you chose each round until something dispels the effect or until it dies.

You can use this feature once per long rest.