Ranger
Base Class: Ranger

The Wardens of the Northwood Order are a recent development in the region of Faerun called the Silvermarches. Developed by a group of adventurers pledged to defend the north against the many evils of the area the wardens have quickly become a powerful and well-respected force. Members of the order tend to be human, or half elven, although the order does not discriminate against race or social class. Would be members of the order must pass several tests and allow divination spells to be cast upon them to determine alignment and morals. Those that pass are appointed wardens and taught the ways of the Order.

Order Magic

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

Warden of the Northwood Order Spells

Ranger Level Spell
3rd faerie fire
5th moonbeam
9th call lightning
13th hallucinatory terrain
17th geas

Crag Cat Pounce

At 3rd level, a warden learns to stalk like the northern crag cat. You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier.

At the start of your first turn of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra 1d8 damage of the weapon’s damage type.

Silvanus's Blessing

At 3rd level the Warden of the Northwood Order gains the favor of the god of nature thus granting a robust vitality that makes you immune to all disease, magical or otherwise. This includes lycanthropy and mummy rot.

Pulse of the Forest

At 7th level the warden’s connection to the land increases. While in the Silvermarches the warden gains 10ft land movement.

Additionally, while you are in the Silvermarches, you can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended. You may not expend a spell slot higher than 5th level in this way. 

Savage Fury

At 11th level, you learn to attack with such unexpected speed that you can turn a miss into another strike. Once on each of your turns when you miss with a weapon attack, you can make another weapon attack as part of the same action.

Fey Shadows

Starting at 15th level, you can dodge in unforeseen ways, with wisps of supernatural shadow around you. Whenever a creature makes an attack roll against you and doesn’t have advantage on the roll, you can use your reaction to impose disadvantage on it. You must use this feature before you know the outcome of the attack roll.

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