Base Class: Ranger
There is a tale that floats around every now and then involving the birther of life, its very foundations and the very creator of the elements. She has been taken at several names: Mielikki, Silvanus, and Chauntea. Her children, however, refer to her as Mother. Occasionally, when the very essence of life and its habitats were threatened, she would find her children and empower them to fight off the wickedness of the world for centuries. This distorted evil would take the form of famine, war, disaster, or even the acts of other Gods. Her children are bestowed and equipped with any power and weapons she can put together. She would send her sprites with them to guide them on their journey, and to give them warmth and comfort in the most cold and harshest of environments. Her children have gone on to discover peace to end wars, replenish food during famine, rebuild during disasters, and have slain the wickedest of divine rulers in order to maintain the existence of mortal life. Throughout time, these children have been separated from her and their bonds have been severed...lost to time. The need for her children nowadays wanes and crumbles, and it is very rare to come across other Children of Mother Nature, but not quite impossible. In history, they are depicted as guardians of the Earth and defenders of life.
Inhabited by Sprites
Mother's Sprites have made their way to you and have made part of your body their home. In exchange they offer you their knowledge and physical prowess.
At 3rd level you gain proficiency in one of the following: Nature, Survival, Medicine, or Animal Handling. At 7th level, you gain expertise in the proficiency that you chose.
You also gain darkvision out to 60 feet. If you have it already, this range is extended to 90 feet.
Gift of Mana
At 3rd level, Mother Nature has started searching for you and as a result you have received her scared power of Mana to aid you on your journey.
Upon receiving Mana, you instantly gain 1 + your Wisdom modifier charges of Mana. You can use Mana charges for the actions listed in the Loved by Mana section. Mana is regained upon taking a long rest.
Loved by Mana
Harnessing the power of Mana, you channel nature energy through your body and expend it to manipulate the world and those around you. Each action you take in the Mana Actions section cost Mana charges. Additionally, if your DM permits, you can try a custom action. You can choose to spend double the amount of charges to enhance the effect.
Mana Actions
Nature's Haste (1 charge)
As a bonus action, you can give yourself or an ally within 15 feet of you 15 feet of movement. If doubled, increases to 30 feet of movement.
Nature's Knowledge(1 charge)
You can give yourself or an ally advantage on an ability check. If doubled, a roll that is less than 5 is treated as a 5.
Nature's Vision (1 charge)
You can give yourself or an ally within 15 feet of you darkvision out to 60 feet for 10 minutes. If doubled, you can extend darkvision to 120 feet or you can extend the duration to 20 minutes.
Nature's Favorite (2 charges)
As a reaction, upon failing an attack roll, a damage roll, a saving throw, or an ability check you can give yourself the ability to reroll it. If doubled, can be used on an ally within 15 feet of you.
Nature's Toughness (2 charges)
As a reaction, upon taking damage you can give yourself resistance to that damage type until the end of your next turn. If doubled, can be used on an ally within 15 feet of you.
Nature's Reprieve (2 charges)
As an action, you can give yourself or an ally within 10 feet of you 1d8 temporary hit points. If unconscious, this instead stabilizes your ally and leaves them with 1 hit point. If doubled, increases to 2d8 temporary hit points.
Enveloped by Nature
Beginning at 7th level, your bond with nature and its beings has strengthened. You can call upon the forces of nature to make yourself and your allies one with your environment. You can spend 30 minutes to create a space that extends 60 feet in every direction around you. This space lasts for 4 hours and moves with you as its center point. While in this space, you and creatures you choose have advantage on Stealth, Perception, Investigation, and Survival checks as well as Wisdom saving throws. This area blends in with its surroundings but does not alter anything inside the area. Any tracks you and your allies make while in this area cannot be tracked or detected unless by magical means.
This feature requires your concentration, as if you were concentrating on spell. Once this feature has been used, you cannot use it again until you finish a long rest.
Mother's Caress
Starting at 11th level, the stray bond you share with Mother Nature senses her presence, channeling her energy and continuously rejuvenating you. If you start a turn below 1/3rd of your hit point maximum you regain 1d4 + your constitution modifier hit points.
This feature stops if you are incapacitated, are knocked unconscious, are above 1/3rd of your hit point maximum, possess 2 levels of exhaustion, or when your hit points drop to 0.
Mother's Stray Child
At 15th level, Mother Nature has found you, one of her children lost to time, and has reconnected your bond with her. She has chosen you to be one of her guardians and has bestowed upon you the greatest gifts and power she can provide.
Influence of Nature Energy
Mother Nature's magical power has modified your body on the cellular level. You can take one of the features in the Nature Energy Modifications table below.
Nature Energy Modifications
| 1d6 | Feature |
|---|---|
|
1 |
Human-sized fairy wings extends from your back. Their appearance is dependent on you. You gain a flying speed of 15 feet. |
|
2 |
As you walk your footprints are replaced by grass that disappears after 10 minutes. You no longer leave trackable footprints. |
|
3 |
Your eyes grow slightly large and take the shape similar to that of a bats. You gain blindsight out to a distance of 30 feet. |
|
4 |
Your skin color and texture changes to fit your environment. You gain advantage on stealth checks while outdoors. |
|
5 |
Your skin becomes as hard as tree bark. Your AC increases by 2. |
|
6 |
Your legs take on the strength of that of a horse. Your movespeed increases to 60 feet and you can ignore most difficult terrain. |
Reconnected
Having your bond reestablished has allowed your Mother to bestow upon you her magical prowess. As a result, you gain the spells in the Reconnected Bond Spells table below. These spells count as Ranger spells for you, but don't count against the number of spells you know.
Reconnected Bond Spells
| Spell Level | Spells |
|---|---|
|
1st |
Cure Wounds, Entangle |
|
2nd |
Animal Messenger, Flame Blade |
|
3rd |
Conjure Animals, Plant Growth |
|
4th |
Guardian of Nature, Charm Monster |
|
5th |
Commune with Nature, Wrath of Nature |
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