Ranger
Base Class: Ranger

A Ranger Witch Subclass

There are spirits that rule over nature, protecting the wilderness from outside threats. They are stewards of forests, deserts, snow-capped mountains, and all things that fall under the domain of nature, and their power is immeasurable. Like all spirits, though, the power they can exert upon the world of the living is limited. In order to enact their will upon the material world, these spirits lend their power to very unique witches to make them strong enough to safeguard the spirits’ domains. These witches are called guardian rangers.

Guardian rangers use the spirits that preside over nature as a source for their power and magic. The nature spirits guide them, emboldening their strikes and granting them abilities that no other witch has access to. The most powerful guardians can even briefly summon these incredibly powerful nature spirits to assist them in battle, making them an immeasurable threat to whoever dares oppose the will of the wild.

It is said that when the most powerful guardian rangers die, their own spirits transform into nature spirits — granting their powers to younger, more inexperienced ranger witches, perpetuating the cycle, and protecting the domain of nature across generations.

 

Witchmark

A guardian ranger’s witchmark changes based on which guardian the ranger has formed a connection with. A devotee of the Tree-Horned Stag will traditionally have a witchmark in the shape of a tree on their forehead, while a devotee of the Snake of Many Faces will sport a witchmark in the shape of scales along their arms and legs, or a jewel in their forehead. As for devotees of the Six-Legged Wolf, their witchmarks often take the form of fangs at the corners of their mouth.

Level 3: Witch Conclave Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Witch Conclave Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.

You always have these Coven Conclave spells prepared.

Coven Conclave Spells
Ranger Level Spells
3rd Shield of Faith
5th Augury
9th Phantom Steed
13th Guardian of Faith
17th Commune with Nature

Level 3: Devotee of the Guardians

Starting at 3rd level, when you become part of this conclave, you devote yourself to protecting and serving the guardian spirits that rule over nature’s different aspects. Choose one spirit in whose domain you have spent a long rest. Places where nature has been replaced by construction, such as in dungeons and towns, are no longer part of a spirit’s domain. For example, a castle in a forest, a city in a desert, or a dungeon in a mountain are not part of a spirit’s domain.

There are three different nature spirits you can serve. You or your GM can, however, adapt these spirits to the setting you’re playing in. For example, you could choose the Many-Tailed Scorpion in place of the Snake of Many Faces, or the Coral Crowned Whale instead of the Tree-Horned Stag.

The Tree-Horned Stag:
  • Domain: Forests and Jungles
  • Specialties: Healing and Magic
  • The Tree-Horned Stag takes the form of a white deer whose antlers grow into tree branches, which seem to constantly move through the four seasons in a never-ending cycle. The leaves from its branches are teeming with magic that can heal any sickness.
The Snake of Many Faces:
  • Domain: Deserts and Caves
  • Specialties: Fortitude and Mirage
  • The Snake of Many Faces takes the form of a snake with seven heads, each of them crowned with a sparkling jewel on its forehead. Its white scales glow with an opalescent shine that shifts with the light. Its scaly hide is thicker than any armor, and its jewels create and dispel the mirages of the desert.
The Six-Legged Wolf:
  • Domain: Tundras and Mountains
  • Specialties: Combat and Family
  • The Six-Legged Wolf takes the form of a snow white wolf with three pairs of legs and an impossibly long tail. Snowflakes flutter around its form, regardless of the weather. Any creature of nature under its domain is part of the wolf’s pack, and it will fight to the death to protect them.

Boons

Once you’ve chosen a nature spirit, it grants you a boon. The boon depends on the guardian chosen. Your witchmark evolves with your boons: the shape of antlers appears on your forehead if you choose the Tree-Horned Stag, the shape of scales on your skin if you choose the Snake of Many Faces, or the shape of fangs at the corners of your mouth if you choose the Six-Legged Wolf.

  • Tree-Horned Stag: The Tree-Horned Stag hastens your magical abilities while in combat. When you use an action to cast a spell, you can use your bonus action to make a weapon attack. You can use this feature a number of times equal to your Wisdom modifier. You regain all expended uses when you finish a long rest.
  • Snake of Many Faces: The Snake of Many Faces protects you by covering you with spectral, opalescent scales. While your HP is below 50% of your total HP, rounding down, your AC increases by 1. While your HP is below 15%, your AC increases by 1 again.
  • Six-Legged Wolf: The Six-Legged Wolf guides your attacks as you pounce on your enemies with supernatural strength. While in combat, if you use at least 10 feet of your movement to move towards a creature you are attacking, you have advantage on your attacks against that creature.
Six-Legged Wolf

Six-Legged Wolf: The Six-Legged Wolf guides your attacks as you pounce on your enemies with supernatural strength. While in combat, if you use at least 10 feet of your movement to move towards a creature you are attacking, you have advantage on your attacks against that creature.

Snake of Many Faces

Snake of Many Faces: The Snake of Many Faces protects you by covering you with spectral, opalescent scales. While your HP is below 50% of your total HP, rounding down, your AC increases by 1. While your HP is below 15%, your AC increases by 1 again

Tree-Horned Stag

Tree-Horned Stag: The Tree-Horned Stag hastens your magical abilities while in combat. When you use an action to cast a spell, you can use your bonus action to make a weapon attack. You can use this feature a number of times equal to your Wisdom modifier. You regain all expended uses when you finish a long rest.

Level 3: Gift of the Spirits

Once a day, you can commune with the guardian spirit from which you possess a boon and ask it for help in your journey. To do so, you must meditate for 10 minutes while your bare feet touch the ground. Roll a d20 plus your proficiency modifier; this represents your ability to focus and establish a connection with the spirit.

If you use this feature while in the domain of the spirit you wish to contact, you roll this check with advantage. This check cannot be assisted by another creature using the Help action or by helping spells such as guidance. On an 11 or higher, the GM rolls on the table below to decide what gift you receive:

d6       Gift

1

Weather is favorable to you on your journey

2

Foraging and hunting for food yields bountiful results.

3

Ask a yes or no question that the spirit could reasonably have knowledge of. The spirit answers you honestly.

4

Choose one skill you are proficient with. Until you finish a long rest, you add a +1 when rolling checks with that skill.

5

Your path is clear of random combat encounters with hostile beasts or plants, so long as you don’t go out of your way to provoke them.

6

Choose a gift from the list above.

 

The gift lasts until you finish a long rest. Once you’ve used this feature, you can’t use it again until you finish a long rest.

Level 7: Chosen of the Spirits

At 7th level, your bond with the nature spirits strengthens, the powers they give you growing in turn. You can choose the same nature spirit you selected at 3rd level or a different one, provided you’ve spent at least one long rest in its domain.

  • Tree-Horned Stag: The Tree-Horned Stag gifts you its magic to aid you in your journey. Choose any cantrip from the cleric or druid spell list. You are now able to cast this cantrip at will. Wisdom is your spellcasting ability for this cantrip. Additionally, you know one extra spell of your choice from the ranger spell list.
  • Snake of Many Faces: The scales of the Snake of Many Faces shield you not only from physical blows, but from magic. When you are subjected to an effect that allows you to make a Strength or Dexterity saving throw to take only half damage, you instead take no damage when you succeed on the roll.
  • Six-Legged Wolf: The Six-Legged Wolf teaches you its ways of hunting in a group. You have advantage on a weapon attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn’t incapacitated.
Six-Legged Wolf

Six-Legged Wolf: The Six-Legged Wolf teaches you its ways of hunting in a group. You have advantage on a weapon attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn’t incapacitated.

Snake of Many Faces

Snake of Many Faces: The scales of the Snake of Many Faces shield you not only from physical blows, but from magic. When you are subjected to an effect that allows you to make a Strength or Dexterity saving throw to take only half damage, you instead take no damage when you succeed on the roll.

Tree-Horned Stag

Tree-Horned Stag: The Tree-Horned Stag gifts you its magic to aid you in your journey. Choose any cantrip from the cleric or druid spell list. You are now able to cast this cantrip at will. Wisdom is your spellcasting ability for this cantrip. Additionally, you know one extra spell of your choice from the ranger spell list.

Level 11: Favored Domain

At 11th level, the domain over which the nature spirit rules is your home and sanctuary, and you are at your strongest when fighting in it. You can choose the same nature spirit you selected at 3rd or 7th level or a different one, provided you’ve spent at least one long rest in its domain.  When you are in that spirits domain:

Tree-Horned Stag. When you are in its domain:
  • You can cast one healing spell at first level without consuming a spell slot. Once you’ve cast a healing spell using this feature, you can’t cast it again until you finish a long rest.
  • When you cast a healing spell, you can choose to heal the maximum amount of hit points possible for that spell. Once you’ve empowered a healing spell using this feature, you can’t do so again until you finish a short or long rest.
Snake of Many Faces. When you are in its domain:
  • You are able to see through illusions without the need for a roll.
  • You can cast a modified version of the project image spell without using a spell slot. The spell only lasts for 1 hour, not 1 day, and you can only make the illusion seem either like yourself, or like a white snake that is as long as you are tall. Once you’ve cast this spell using this feature, you can’t do so again until you finish a long rest.
Six-Legged Wolf’s domain. When you are in its domain:
  • You can choose to use a bonus action instead of an action to help a friendly creature within 5 feet of you.
  • Your movement goes up by 10 feet, you are resistant to cold damage, you are not affected by extreme cold temperatures, and your Wisdom (Perception) rolls are not made at a disadvantage when within an area of heavy snowfall.
Six-Legged Wolf

Six-Legged Wolf’s domain. When you are in its domain:
  • You can choose to use a bonus action instead of an action to help a friendly creature within 5 feet of you.
  • Your movement goes up by 10 feet, you are resistant to cold damage, you are not affected by extreme cold temperatures, and your Wisdom (Perception) rolls are not made at a disadvantage when within an area of heavy snowfall.

Snake of Many Faces

Snake of Many Faces. When you are in its domain:
  • You are able to see through illusions without the need for a roll.
  • You can cast a modified version of the project image spell without using a spell slot. The spell only lasts for 1 hour, not 1 day, and you can only make the illusion seem either like yourself, or like a white snake that is as long as you are tall. Once you’ve cast this spell using this feature, you can’t do so again until you finish a long rest.

Tree-Horned Stag

Tree-Horned Stag. When you are in its domain:
  • You can cast one healing spell at first level without consuming a spell slot. Once you’ve cast a healing spell using this feature, you can’t cast it again until you finish a long rest.
  • When you cast a healing spell, you can choose to heal the maximum amount of hit points possible for that spell. Once you’ve empowered a healing spell using this feature, you can’t do so again until you finish a short or long rest.

Level 15: Final Summoning

At 15th level, your connection to the guardian spirits of nature reaches its full potential. You are able to summon one of the spirits to your aid and use their incredible powers at great cost.

As an action, you can summon an aspect of the spirit of your choice, provided you have chosen that spirit at least once at 3rd, 7th, or 11th level. Each time you use this ability, you may choose a different spirit. When you do so, a manifestation of your chosen spirit envelops you in its spectral form while your body floats in its middle. Your size is Large (if there isn’t enough room for the spirit, the summoning fails), you regain all of your hit points, your speed is 40 feet, and you are immune to being charmed, paralyzed, petrified, or prone. Unless otherwise stated, any ability that takes an action, a bonus action, or a reaction can’t be used while in this state; your abilities are replaced by a new set of abilities detailed below. You can make as many attacks as is stipulated by the abilities below. You are considered proficient for all your attacks under this form, and add your proficiency bonus to the attack rolls.

You can summon the spirit for a maximum of 3 rounds. You can end the summoning with a bonus action.

 

Tree-Horned Stag: A manifestation of the Tree-Horned Stag envelops you, granting you its magical abilities.

  • Your Wisdom score increases by 2.
  • You can cast a leveled spell that uses an action and a leveled spell that uses a bonus action on the same turn.
  • Once per round, you can cast a ranger spell you know without using a spell slot.
  • If you use a spell to heal one creature, you can use a bonus action to heal a second creature you can see for the same number of hit points without consuming an additional spell slot.
  • You and a number of creatures you can see equal to your Wisdom modifier have advantage on all Wisdom saving throws.
  • You can use your action to make two attacks per round. All your attacks are considered magical for the purposes of overcoming resistances.

You can make a melee attack with your horns. Your reach is 10 feet and you add your Wisdom modifier and your proficiency bonus to the attack roll. On a hit, you deal force damage equal to 2d8 plus your Wisdom modifier.

 

Snake of Many Faces: A manifestation of the Snake of Many Faces envelops you, granting you its protection.

  • Your AC increases by 2.
  • You have resistance against non-magical damage.
  • All illusions within a 50-foot-radius sphere centering on you are instantly dispelled. No hostile creature is able to cast any illusions while in this zone.
  • A number of creatures you can see equal to your Wisdom modifier increase their AC by 1.
  • You can make one tail attack and one bite attack per round. All your attacks are considered magical for the purposes of overcoming resistances.

You can make a tail melee attack. Your reach is 10 feet and you add either your Wisdom or your Strength modifier and your proficiency bonus to the attack roll. On a hit, you deal force damage equal to 2d8 plus the modifier you used in your attack roll, and the creature must make a Dexterity saving throw against your spell save DC. On a failure, the creature is grappled. If the creature tries to liberate themselves from your grasp, you can choose to contest their Strength (Athletics) or Dexterity (Acrobatics) check with a straight Wisdom check (d20 + Wisdom modifier) instead of a Strength (Athletics) check.

You can make a bite melee attack. Your reach is 10 feet and you add your Wisdom or your Strength modifier and your proficiency bonus to the attack roll. On a hit, you deal force damage equal to 1d12 plus the modifier you used in your attack roll, and the creature must make a Constitution saving throw against your spell save DC. On a failure, the creature is poisoned until your summoning ends. Immunities to the poisoned condition are ignored.

 

Six-Legged Wolf: A manifestation of the Six-Legged Wolf envelops you, granting you its combat prowess.

  • Your Strength or your Dexterity score increases by 2.
  • Your movement does not provoke attacks of opportunity.
  • You have advantage on all attack rolls.
  • You can make one pounce attack and one bite attack per round. All your attacks are considered magical for the purposes of overcoming resistances.

You can make a pounce melee attack. Your reach is 10 feet and you add either your Dexterity or your Strength modifier and your proficiency bonus to the attack roll. On a hit, you deal force damage equal to 2d8 plus the modifier you used in your attack roll, and the creature must make a Dexterity saving throw against your spell save DC. On a failure, the creature is prone.

You can make a bite melee attack. Your reach is 10 feet and you add either your Dexterity or your Strength modifier and your proficiency bonus to the attack roll. On a hit, you deal force damage equal to 1d12 plus the modifier you used in your attack roll. On a hit, the creature must make a Wisdom saving throw against your spell save DC. On a failure, the creature is frightened of you until your summoning ends. Immunities to the frightened condition are ignored. Once the spirit’s manifestation fades, you suffer the consequences of hosting such a powerful spirit in your body: you take psychic damage equal to half of your normal maximum HP, rounding up; your hit point maximum is halved until you finish a long rest; you take one level of exhaustion; and you must make a Wisdom saving throw against your own spell DC. You must subtract from the saving throw roll the number of rounds the summoning has been active. This save cannot be assisted through the Help action or by spells such as bless. On a failure, you fall unconscious. Once you’ve used this feature, you can’t use it again until you finish 1d4 long rests.

Six-Legged Wolf

Six-Legged Wolf: A manifestation of the Six-Legged Wolf envelops you, granting you its combat prowess.

  • Your Strength or your Dexterity score increases by 2.
  • Your movement does not provoke attacks of opportunity.
  • You have advantage on all attack rolls.
  • You can make one pounce attack and one bite attack per round. All your attacks are considered magical for the purposes of overcoming resistances.

You can make a pounce melee attack. Your reach is 10 feet and you add either your Dexterity or your Strength modifier and your proficiency bonus to the attack roll. On a hit, you deal force damage equal to 2d8 plus the modifier you used in your attack roll, and the creature must make a Dexterity saving throw against your spell save DC. On a failure, the creature is prone.

You can make a bite melee attack. Your reach is 10 feet and you add either your Dexterity or your Strength modifier and your proficiency bonus to the attack roll. On a hit, you deal force damage equal to 1d12 plus the modifier you used in your attack roll. On a hit, the creature must make a Wisdom saving throw against your spell save DC. On a failure, the creature is frightened of you until your summoning ends. Immunities to the frightened condition are ignored.

Snake of Many Faces

Snake of Many Faces: A manifestation of the Snake of Many Faces envelops you, granting you its protection.

  • Your AC increases by 2.
  • You have resistance against non-magical damage.
  • All illusions within a 50-foot-radius sphere centering on you are instantly dispelled. No hostile creature is able to cast any illusions while in this zone.
  • A number of creatures you can see equal to your Wisdom modifier increase their AC by 1.
  • You can make one tail attack and one bite attack per round. All your attacks are considered magical for the purposes of overcoming resistances.

You can make a tail melee attack. Your reach is 10 feet and you add either your Wisdom or your Strength modifier and your proficiency bonus to the attack roll. On a hit, you deal force damage equal to 2d8 plus the modifier you used in your attack roll, and the creature must make a Dexterity saving throw against your spell save DC. On a failure, the creature is grappled. If the creature tries to liberate themselves from your grasp, you can choose to contest their Strength (Athletics) or Dexterity (Acrobatics) check with a straight Wisdom check (d20 + Wisdom modifier) instead of a Strength (Athletics) check.

You can make a bite melee attack. Your reach is 10 feet and you add your Wisdom or your Strength modifier and your proficiency bonus to the attack roll. On a hit, you deal force damage equal to 1d12 plus the modifier you used in your attack roll, and the creature must make a Constitution saving throw against your spell save DC. On a failure, the creature is poisoned until your summoning ends. Immunities to the poisoned condition are ignored.

Tree-Horned Stag

Tree-Horned Stag: A manifestation of the Tree-Horned Stag envelops you, granting you its magical abilities.

  • Your Wisdom score increases by 2.
  • You can cast a leveled spell that uses an action and a leveled spell that uses a bonus action on the same turn.
  • Once per round, you can cast a ranger spell you know without using a spell slot.
  • If you use a spell to heal one creature, you can use a bonus action to heal a second creature you can see for the same number of hit points without consuming an additional spell slot.
  • You and a number of creatures you can see equal to your Wisdom modifier have advantage on all Wisdom saving throws.
  • You can use your action to make two attacks per round. All your attacks are considered magical for the purposes of overcoming resistances.

You can make a melee attack with your horns. Your reach is 10 feet and you add your Wisdom modifier and your proficiency bonus to the attack roll. On a hit, you deal force damage equal to 2d8 plus your Wisdom modifier.

Previous Versions

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