Ranger
Base Class: Ranger

In a secret location, an ancient oak grows. No one knows how long it has been there, and no one understands its magic. A few brave or desperate souls seek out the oak, some simply stumble upon it by accident. If a person pledge themselves to the tree, both physical and psychic powers are given to the person. Their skin grows grey as the bark, their hair as big as the crown, and their eyes as green as the leafs. These people are called, the hunters the ashen oak.

The tree is a guardian of nature spirits- a responsibility shared with the the hunters who pledge them selves to the tree. With the powers of these souls/spirits, hunters are able to move fast, manipulate nature to their will and summon spirits to help them fight. The tree grants this power to thoughs it findes worthy, however no one knows how it difines "worthy".

Spirits of the oak

At 3rd lvl, you gain a number of spirits equal to your wisdom modifier (minimum 1). 

These spirits can be summoned and un-summoned at any time as an action. Spirits fly/hover around the hunter in a 30ft radius always moving to the location the hunter is (no need to move them around, they are all places within the 30ft radius at the same time). The spirits are ethereal, and are therefore unnoticeable for all without ethereal sight, (blindsight) or true sight. The spirits can pass through solid objects and are unaffected by all non-magical effects. The hunter can make a spirit do one of 2 things as a bonus action:

- Do a Perception(WIS) check

- Swap positions with the hunter. The next attack after a swap deals increased damage: 1d6 at lvl 3, 1d8 at lvl 7, 2d6 at lvl 11 and 2d8 at lvl 15

After use the spirit is expended, reappearing after a long rest.

The spirits can take any shape the player wants, giving room for creativity. It can be the animals of the forest or the devils of hell. They can be representations of a lost family or the enemies that destroyed your town. 

Defensive spirits

At 7th lvl, you learn how to use your spirits for defensive maneuvers. You can use a bonus action for the following effects: 

- Your spirit briefly materialize in the face of a target, giving them disadvantage for their next turn

- Your spirit flies to your or an ally, sharpening their senses or energizing them, giving them advantage to either wisdom or dexterity checks/saves for the next minute

- Your spirit flies to a person/object and materialize as a shield giving an +1 to ac for the next turn 

Spirits of the crown

At 11th level, your spirits gain 2 additional abilities:

Double swap

You can use your action to make a you and another tiny to large object/creature swap places. This does not include equipped weapons. Creatures needs to pass a wisdom save equal to the hunters spell save dc, or be transported with the hunter. This expends one spirit. 

Swooping spirit

You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your spirits range. When attacking, you swap multiple times, allowing you to strike each target once. This only expends one spirit. 

Spirit harvesting and charged spirits

At 15th level, you learn to reap the energy of your fallen foes and friends. When you score the killing blow on a creature, you can harvest the energy and regain an expended spirit.

You also learn how to swap places with a spirit, in the middle of an enemy attack, as a reaction. You must however do this, before knowing the outcome of the attack. 

Previous Versions

Name Date Modified Views Adds Version Actions
10/21/2019 9:32:57 PM
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