Base Class: Ranger
Deep in the woods as you trench farther in, you find an area shrouded from the outside, covered with fog. As you step through, you realize how bright it is within. There are beasts, infant monsters, and even young dragons. Everything is at harmony within the sanctuary provided by its guardian. All the creatures can talk to you and share a common language. They all feel safe and protected. Just as you do as you entered. Then you see this aged individual walk toward you with runes in his eyes. He is the warden of the area. He is very collected, and well mannered. He tells you of the times he fought against primordials, celestials, undead, fiends, and even some fey, as he protected nature and the growing young ones. This is what it means to be an Ancient Warden. There are many scattered throughout the realm, protecting all adventurers, and those creatures in need. Ancient Wardens are an order of ranger warriors that specialize in channeling ancient and sometimes forgotten powers. They have learned to manipulate the forces of nature and weave in supernatural influences from the other planes. Wardens want to create a safe haven for friends, creatures, and themselves. Protecting all of the natural world against the supernatural and elemental.
Ancient Warden Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the table below. The spells count as ranger spells for you, and it doesn't count against the number of ranger spells you know.
|
RANGER LEVEL |
SPELLS |
|---|---|
|
3rd |
Detect Evil and Good |
|
5th |
Pass Without Trace |
|
9th |
Leomund's Tiny Hut |
|
13th |
Mordenkainen's Private Sanctum |
|
17th |
Hallow |
Ancient's Blessing
Starting at 3rd level when you choose this ranger archetype, you feel the Ancient Wardens of old call to you. It is like a burning pain, but you are branded for life as a Warden. The brand is an ancient rune that provides a blessing and a curse. The rune will tell a story and itself bestows an ancient title to an individual. Where the rune appears is different for each Warden but is permanent. Some enhancements are subtle and you barely notice, others grow stronger with experience. Choose an option from each category below:
Runic Name| You will pick one rune from the list below. This will carry into the Runic Magic feature later as well as other features. There is also an associated damage type with each rune.
- Aberration - Acid :: Undead - Poison(Necrotic?) :: Celestial - Radiant
- Infernal - Necrotic(Poison?) :: Fey Wild - Psychic :: Dragonic - Force
- Primordial (or Giant): Pick one below to be specific
- Plane of Air (Storm/Cloud) - Lightning
- Plane of Earth (Hill) - Thunder
- Plane of Fire (Fire) - Fire
- Plane of Water (Frost) - Cold
Ancient Title| You are bestowed with a title that defines your skill set of abilities. These skills are involved with your Rune discussed further down.
- "Runic Name" Sage: Arcana, Medicine, or Nature.
- "Runic Name" Seer: History, Perception, or Religion.
- "Runic Name" Chief: Deception, Intimidation, or Persuasion.
- "Runic Name" Champion: Athletics, Animal Handling, or Survival.
- "Runic Name" Infiltrator: Acrobatics, Investigation, or Stealth.
- "Runic Name" Trickster: Insight, Performance, or Sleight of Hand.
Runic Abilities| The place your rune appears can be anywhere on your skin. Your rune provides you with another source of strength as shown below:
- Runic Focus : Your rune can be used as a focus for your Ranger spells.
- Runic Magic : You gain access to additional spells that will be featured later.
- Runic Energy : You have a pool of Runic Points equal to 1.5x your proficiency bonus (rounded up) in this Ranger class. Which can be used in the following ways:
- Ancient's Skill : When you make an ability check using one skill from your skill set, you can expend 1 Runic Point to gain advantage.
- Ancient's Smite : When you hit a target with a weapon attack you, you can expend a number of Runic Points to deal extra damage. The extra damage type is that of the your Runic Name listed earlier. The extra damage amount is equal to 1d4 per Runic point spent to a maximum of 6d4.
- Ancient's Speed : You can expend 1 Runic Point to take the Dodge Action as a Bonus Action.
- You regain your pool of points after a long rest.
Runic Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class based off the runic name, as shown in the table below. The spells count as ranger spells for you, and it doesn't count against the number of ranger spells you know. These spells can be increased using 1 Runic Point per spell level.
| RANGER LEVEL | Aberation/Undead | Celestial | Infernal |
| 3rd | Sleep | Bless | Armor of Agathys |
| 5th | Shadow Blade | Prayer of Healing | Suggestion |
| 9th | Counterspell | Spirit Guardians | Hypnotic Pattern |
| 13th | Vitriolic Sphere | Aura of Purity | Evard's Black Tentacles |
| 17th | Cloudkill | Mass Cure Wounds | Synaptic Static |
| RANGER LEVEL | Primordial/Giant | Fey Wild | Dragonic |
| 3rd | Absorb Elements | Fairie Fire | Chaos Bolt |
| 5th | Enlarge/Reduce | Misty Step | Dragon's Breath |
| 9th | Air/Storm/Cloud-Lightning Bolt, Earth/Hill-Erupting Earth, Fire/Flame-Fireball, or Water/Frost-Tidal Wave | Dispel Magic | Fly |
| 13th | Storm Sphere | Hallucinatory Terrain | Polymorph |
| 17th | Bigby's Hand | Wrath of Nature | Circle of Power |
Nature's Blessing
At 7th level in this ranger archetype, you are beginning to understand a balance between nature and the supernatural forces within your rune. This gives life to a greater fortitude, drawing lines between them for you.
- You gain proficiency on Wisdom or Constitution saving throws and the following based off your rune:
- Aberration, Giant, Fey Wild, or Dragonic : Once per long rest, you can cast either Alter Self without expending a spell slot or using components.
- Undead, Celestial, Infernal, or Primordial : Once per long rest, you can cast either Detect Thoughts without expending a spell slot or using components.
Runic Expansion
At 11th level in this Ranger archetype, your rune begins to expand and grow into your being. This development erupts with new enhanced abilities.
Runic Growth| Your rune has grown in strength and size providing you with added benefits to the original list as shown below:
- Runic Ward : Your Rune stores life energy for you. Once per long rest when you are reduced to 0 hit points and are not killed outright, you can instead drop to 1 hit point. When you do this you also gain a number of temporary hit points equal to your half your Ranger class level. You lose these temporary hit points in replacement of others or after a long rest.
- Runic Energy : You have a pool of Runic Points equal to 1.5x your proficiency bonus (rounded up) in this Ranger class. Add the following option below:
- Ancient's Senses : You can expend a number of Runic Point to enhance your senses as a Bonus Action. 1 Runic Point will bestow Darkvision for 1 hour, but if you already have Darkvision you can see in Magical Darkness. 2 Runic points will bestow blindsight out to 10ft and other creatures don't gain advantage on attack rolls against you as a result of being unseen by you for 1 hour.
Nature's Warden
At 15th level in this Ranger archetype, you have now mastered the powers of your rune. This brings forth a power that you can control at will.
Rune Mastery| Your rune flows with energy adding new abilities to your list again as shown below:
- Runic Ambush : If you are hidden from an enemy/enemies or they don't see you, then they have disadvantage on your spell saves.
- Runic Energy : You have a pool of Runic Points equal to 1.5x your proficiency bonus (rounded up) in this Ranger class. Add the following option below:
- Ancient's Shield : As a reaction you can expend 1 Runic Point to give yourself resistance to all damage for the turn.
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