Ranger
Base Class: Ranger

You attune to the spiritual element of magic more than the physical. This is more difficult and takes time to master, but you understand that all things have spiritual power. Your magic will manifest differently than other Rangers. You instead through long times studying and communing with the very spirits of nature have learn how to embody the spirits of your companions you hold dear to you. In return the Spirit Ranger gains benefits to becoming one with his companion. This practice comes at a cost though, losing a companion becomes devastating to the spirit ranger as they not only create a bond with them but they have literately shared the very essence of the ranger themselves. 

There are three different types of Spirit rangers in the world, and how they ranger chooses to simulate can make for unique outcomes, They are the Guardian, the Seeker, or the Stalker. 

The Guardians take pride in protecting Nature and those they seem fit to protect. Many of the spirit rangers that choose this path take on companions such as Bears, Gorillas, Dogs, Octopus's, Boars. Often times you may find these rangers wielding swords and shields 

The Seekers excel at scouting and picking up on the smaller details of the world around them. Many of the spirit rangers choose Eagles, Owls, Ferrets, Cats, Dolphins. Many of these rangers use ranged combat such as bows, and cross bows 

Stalkers are the most animalistic and vicious rangers. Most of these rangers choose Wolves, Big cats, sharks, badgers as pets. Often times they are duelwilders and wielding two handed weapons. 

Spirit Companion

Starting at 3rd Level, the ranger gains the ability to bond with an animal of their choice. This bond allows them to communicate with simple gestures and sounds. As a reaction you may command the companion to move and attack, additionally as a bonus action you may consume the companion for additional affects. This ability has multiple affects, 

The process of creating the spiritual bond takes 1 hour of un-interrupted meditation that requires the following Material components: 
10 Gold worth of incense, 1 pound of the animals favored food, an Arcane rune stone worth 15 gold all materials are consumed with the ritual.
The first companion is given to the ranger for free but additional companions must adhere to the cost.  

While in the midst of combat because of the mystical bond with your companion with simplistic gestures and sounds you can command your companion to move up to its speed and then attack. additionally you may choose to split any amount of healing any way you choose with your companion. 

As a bonus action, you may absorb the spirit of the companion, when this happens your companion disappears from the material plane, you gain the benefits of of your chosen hidden power. You may do this starting at 3rd level once per a day, then at 7th, 12th, 15th level you may do it an additional time. When the Ranger takes more than 50% of their health he must make a Concentration check DC 10 or lose the Absorption, returning the companion to the material plane. When the Ranger takes 75% of their health they must make a Concentration Check DC 15 or lose the Absorption, returning the companion to the material plane. When the Ranger is dropped to zero health the Absorption, is lost and the Ranger rolls 1d6 + Wisdom Modifier and regains that many hit points, He may not absorb the companion for 3 rounds after this. 

The Spirit ranger can have multiple companions, but starting at 3rd level they may only have one, when they reach 11th level they may take an additional companion and hold the bond with two animals. 

If the Companion dies, the ranger is riddled with guilt and pain from the loss of the companion, this pain is the physical reflection of having part of the rangers spirit ripped form them. The ranger must spend the next week finding his new companion after a week of reflection. He must do this before he can use the ritual bonding the new animal to them. 

Spiritual Path

Starting at 3rd level, the Ranger must pick a path he wishes to travel. Along with the path he gains benefits to his absorb spirit feature. You get to choose a new hidden power at 9th, 17th level.

Choose from 

  • Guardian
  • Seeker
  • Stalker

 

Guardian

By following the path of the Guardian, you protect the natural world from creatures that would despoil it, even as you engage with the common folk who rely upon nature’s bounty to survive. You patrol the pathways through the wilds, keeping them clear of bandits and rampaging monsters, even as you keep careful watch on how civilized realms interact with the wilderness. Those who take more than their fair share—clear-cutting forests or hunting for sport rather than survival—risk your wrath. When you use your Absorb powers your eye's glow a blue hue and you gain 

Guardian’s Shroud

Your companion spirit helps to protect you and the creatures closest to you. As a bonus action, you invoke your spirit companion and choose yourself or an ally you can see. The chosen creature gains temporary hit points equal to 2d6 + your Wisdom modifier. This can only be applied to one target at a time. This does stack with leadership Feat

Additionally; you gain advantage on saves versus poisons and diseases 

Seeker

By taking up the Seeker path, you are drawn into the unknown wilds far from civilization in search of lost treasures, forgotten evil, and sites of primal magic. You understand that the trackless wilderness can harbor many secrets. Some of those secrets—such as a lonely oasis providing water to a desert realm—must be protected. Others—such as an ancient idol infused with the foul magic of the demon worshipers who crafted it—must be destroyed before their evil awakens once more. When you use your absorb, your eyes glow a golden yellow and you gain the following affect

Seeker’s Eye

Your companion spirit lends its sharp combat senses to you and your companions. As a bonus action, you invoke your spirit companion and choose a creature you can see. Until the end of your next turn, all attacks made against the chosen creature have advantage. This ability has a Recharge of 4 - 6 

Additionally; you gain advantage on all survival checks made for tracking. 

Stalker

As a ranger of the Stalker path, you prowl the wilderness in search of aberrations, fiends, and other monsters that must be slain before they wreak havoc on the natural world. You are the power of nature’s vengeance made manifest, and anything that poses a threat to nature is your target. When a powerful creature such as a dragon threatens a region, a ranger of the Stalker path leads the hunt that will take it down. Like others of your kind, you do not rest until your quarry is dead and the natural world is safe. When you absorb your companion,your eyes glow a deep red and you gain the following: 

Stalker’s Fangs

Your companion spirit lends the strength of its deadly bite to you or one of your companions. As a bonus action, you invoke your spirit companion and choose yourself or a creature you can see. The next time [within 3 rounds ] the chosen creature hits with a weapon attack, the target of the attack takes extra slashing damage equal to 2d6 + your Wisdom modifier.

Additionally; you gain a +10 on stealth checks. 

Hidden Power

Starting at 3rd level, the ranger now gains an additional affect when absorbing his companions. The ranger may choose an additional hidden power at 9th and 17th level. You may only have one power active at a time unless stated otherwise, you may change the active hidden power as a bonus action. 

Badger

The ranger gains the nature of the Badger when absorbing their companion, they gain the following:

  • You can stand your ground to just about anything, gain advantage on Saves Vs Frighten effects 
  • Your skin becomes more dense giving you a +2 Natural AC 

Bear

choosing the bear power gives the ranger increased strength and stalwart vigor. When absorbing your companion you gain the following benefits:

  • +2 Strength (can not exceed 20) 
  • Add Wis modifier to AC 

Big Cats

The ranger now gains the nature of the big cats when absorbing their companion, they gain the following:

  • You can walk the tops of trees with grace, conditions may cause difficulty ask your DM 
  • If you have flanking on your attack deal an additional D4 slashing damage

Boar

Gain the stubbornness of the boar the ranger can now hold his ground and force their physical presence on another. The ranger gains the following traits when absorbing their companion:

  • reduce the amount of feet you are moved by 10 feet 
  • when moving at least 10 feet you can push your target 5 feet times your Str Modifier

Cat

The ranger gains the feline grace of domesticated cats when absorbing their companion, they gain the following:

  • Can walk along any edge so long as it has 1 in. of surface. Conditions may make it difficult consult your DM 
  • Gains Advantage on Acrobatics checks

Dog

With the devotion of Mans best friend, you now can protect any allies with in 10 feet of you. When you have absorbed your companion you gain the following:

  • You may use your reaction to force a target to attack you instead of an ally with in 10 feet of you
  • You gain the Sentinel Feat 

Dolphin

The ranger now gains the abilities of the dolphin when they absorb their companion, they gain the following:

  • Eco location, Blind sight 120 ft, must be able to make sound
  • Water breathing and swim speed 40 ft. 

Eagle

The Ranger gains the sight and grace of the bird of prey, when they absorb their companion they gain the following:

  • You gain vision in day light up to a mile away
  • you gain Slow Fall 100 ft. 

Gorilla

The ranger gains an impressive ability to move and lift thing. When Absorbing your companion gain the following: 

  • Gain a climb speed of 30 ft, in addition you can leap 10 ft. further and from a stand still as if you took a running start. You take no damage from leaping
  • you gain advantage on Strength checks meant to lift or pull objects 

 

Octopus

The Ranger can now grapple with multiple foes. When absorbing your companion you gain the following: 

  • You can now grapple up to two targets of equal size to you or one creature up to one size larger than you. 
  • You gain water breathing and a swim speed of 20 ft. 

Owl

Gain the insight of the owls spirit, when you absorb your companion you gain the following:

  • Dark Vision 120 ft. / if you already have dark vision gain an additional 60 ft. 
  • gain Advantage on Insight checks  

Shark

The ranger gains the nature of the shark when absorbing companion, they gain the following:

  • When making an attack deal an extra d4 damage, if the target is already damaged deal a d6 instead
  • Gain Water breathing and a swim speed of 30 ft. 

Spirit of Protection

The ranger that possess this power can take punishment like no other. When you Absorb your companion you gain the following benefits, this can be used with one other power. 

  • Resistance to all Piercing, Slashing, and Bludgeoning damage
  • Gains Regeneration 10

Spirit of Rage

The ranger now envelopes the aspect of rage, when absorbing their companion they gain the following:

  • When making an Attack you may use your bonus action to make another attack, if your attack drops the target to zero hit points you make make an additional attack on a new target. 
  • You are hard to flank. Once per a round if you are flanked you gain a free movement up to 10 ft. you do not take Opportunity Attacks when you move, but must end your movement with in 5 ft. of one of the original flankers. you may also move through an enemy square. You may choose to use this anytime you become flanked.

You may use with with other powers 

Spirit of Zephyr

The ranger now gains the insight of the wind spirits when absorbing their companion, they gain the following:

  • You can now fly and have a fly speed of 30 ft
  • Wind tunnel, creating a gust of wind when firing arrows or bolts gain an additional 1D6 + Wisdom Mod in all damage from ranged attacks. 

You may use this with other Hidden powers.  

Weasel

The ranger gains the abilities of a weasel when they absorb their companions, they gain the following:

  • Can bend nearly any way, becoming overtly flexible and able to preform extreme feats of contorting. Can squeeze through areas of at least 2 feet wide. 
  • gain advantage on Investigation checks  

Wolves

The ranger now embraces the nature of the wolf when absorbing your companion, you gain the following:

  • You gain a +1 to your attack and damage for each ally in flanking with you. 
  • You gain the stride of a wolf, you can run up to 25 MPH for up to 3 hours. 

Attuned Spirits

Starting at 7th level, the Ranger when he absorbs his companion gains a stronger shroud, the following changes 

  • Guardians Shroud - 2D8 instead of 2D6 
  • Seekers Eye - Now extends ranged attack by 20/ 50
  • Stalker's Fang's - 2d8 instead of 2d6

 

 

Shared Fury

Starting at 11th level, the ranger can now share the hidden powers with his second animal companion.

Essence of Nature

Starting at 15th level, the ranger can now call forth the very essence of nature to aid him and his allies. You have come full circle. You perceive that when the spiritual and material are combined, true balance can be achieved. As an action, you summon forth Nature it self to aid you, the spirit stays for 1 + Wisdom Modifier in rounds, After you use this ability you may not use it again until a long rest

  • Spirit of Life - a Large Spirit of Nature forms in a 10 foot square with in 15 feet of you, Any one with in 15 radius of the spirit gains Regeneration 15. To change to this you must use a bonus action
  • Spirit of Protection - a Large Spirit of Nature forms in a 10 foot square with in 15 feet of you, Any one with in 15 ft. radius of the spirit Gains advantage on all saving throws. To change to this you must use a bonus action
  • Spirit of Fury - a Large Spirit of Nature forms in a 10 foot square with in 15 feet of you, Any one with in 15 ft. radius of the spirit adds 2d8 poison damage to all attacks. To change to this you must use a bonus action

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