Ranger
Base Class: Ranger

Witches and Witch Hunters

Occult Wardens balance their time practicing arcane arts, learning occult incantations, practicing their martial skills, and learning how travel throughout the wilderness tracking their prey. Because they tend live secluded lives, or spend much of their time away from civilization studying their craft and practicing spells, many have developed reputations as witches and  warlocks. Others choose to travel from town to town, often in the company of other adventurers, killing monsters and hunting spell casters that would prey on the common folk.

At Home, Together or Alone

Many Occult Wardens belong to a Coven or Order that relies on them for both protection, to seek out artifacts, or to act as arcane bounty hunters. In exchange for their loyalty and service, the Coven or Order teaches them the magic they know so the Warden can better defend them as well as complete the missions assigned. Other Occult Wardens are hermits, surviving off the land while practicing their arcana through trial and error, or slowly translating and implementing the instructions for spells found in an ancient text. Whether alone, in a party, or as part of an organization, an Occult Warden is equally at home and prepared for what trials may come their way.

Occult Covens and Arcane Orders

There are many less known organizations in the world that hold beliefs and values differing from their more prominent counterparts. Many of these organizations are considered misguided at best, and outright heretical at worst. Of the two, Arcane Orders are the more likely to be accepted or looked upon in a favorable light. Arcane Orders also tend to revere
or worship gods of magic or knowledge, like Mystra or Ioun, and will often be granted official status by the clergy of these deities. Occult Covens on the other hand are secret groups,
practicing their arts in hidden rooms and musty caves. These groups, even if benign or benevolent, often have a sinister reputation as rumors of witchcraft and trafficking with demons abound. While not all Occult Wardens belong to such organizations, many are at least trained by them, or have come into contact with them at some point either by accident or design.

Deadly at Any Range

Whether attacking from afar with a bow or crossbow, jumping into the fray sword in hand, or using arcane spells to wither their enemies, the Occult Warden is prepared for combat at any range, and thanks to their spells, for any circumstance. While they do not have the breadth of knowledge that a Wizard has, the arcane firepower of a Sorcerer, or the shear versatility of a Bard, the Occult Warden still has the skills to get to get to where they need to be, the weapons to engage at range or in melee, and the spells required to adapt to changing situations, all while being able to take a hit that could lay low more focused spell casters.

Occult Spellcasting

At level 3 you cast Ranger spells using your Intelligence as your spellcasting ability rather than Wisdom. Your spells come from occult incantations and rituals rather than the magical essence of nature.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
You follow all the other rules for spell casting laid out in the Ranger spellcasting feature

Arcane Coven

At level 3 you choose 2 schools of magic from the following schools: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, and Transmutation.

Each time you could learn a new spell you can pick a Wizard spell that belongs to one of the 2 schools of magic you picked instead of a Ranger spell. The spell picked must still be of a level you can cast. These spells are Ranger spells for you. As part of this feature you learn 2 wizard cantrips which must belong to one of the 2 schools you selected. Cantrips you learn from this archetype after level 3 can belong to any school of magic.

Coven Schools

You gain spells based on your Coven choices. These spells count as ranger spells and don't count against your number of spells known.

At 3rd level you select 2 cantrips and 2 level 1 spells. Both the cantrips and the spells must be from the schools chosen by your Arcane Coven feature.

At 7th level you select a 3rd cantrip and 2 spells of a level you can cast. Only the spells must be from the schools chosen by your Arcane Coven feature.

At 12th level you select a 4th cantrip and 2 spells of a level you can cast. Only the spells must be from the schools chosen by your Arcane Coven feature.

At 18th level you select a 5th cantrip and 2 spells of a level you can cast. Only the spells must be from the schools chosen by your Arcane Coven feature.

Combat Magic

You learn to cast your spells while making weapon attacks.

At level 7 Whenever you take the Attack action on your turn you can cast one of your cantrips in place of one of the attacks made as part of that action.

At level 18 When you use your action to cast a Ranger spell you know that expends a spell slot, you can make one weapon attack as a bonus action.

Occult Hunter

At Level 11 you have learned to weave your magic into your weapons. Over the course of a 1 hour short rest, you can bond a weapon to you and pick a damage type from the following table:
Bound Weapon Damage Types
School of Magic   Damage Type

Abjuration              Radiant

Conjuration            Acid

Divination               Force

Enchantment         Psychic

Evocation               Cold, Fire, Lightning, or Thunder

Illusion                    Poison

Necromancy          Necrotic

Transmutation       Bludgeoning, Piercing, or Slashing

To pick a damage type, you must have picked that damage type’s school at level 3 as part of your Occult Coven Feature. Once per round you can deal an extra 1d8 damage of the type chosen with your bonded weapon when you hit a creature. If the creature is also one of your favored enemies, you may also add your Intelligence modifier {{modifier:int}} to the extra damage. This extra damage is magical for the purpose of bypassing resistances.

You can bond with up to two weapons, but only 1 per short rest, and they do not need to have the same damage type
picked.

When you reach 14th level, the extra damage increases to 2d8.

Eldritch Defense

At level 15 you have learned enhance your defenses using the residual magic of the spells you cast.

While you are concentrating on a spell, you add your Intelligence modifier {{modifier:int}} to your Saving Throw rolls, and double your Intelligence modifier {{modifier:int*2}} if the source of the saving throw is one of your favored enemies.

Previous Versions

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