Base Class: Ranger
These Rangers are the guardians of nature, always sticking their neck out to protect the environment and endangered creatures. On top of mortal enemies, they also have a type of creatures they want to defend. Maybe your character was saved by one. Maybe they remind them of home. Or maybe you just have a fascination with them and hate that other people don't share your wonder. You will just focus on protecting those who do matter.
Preservation Spells
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Preservation Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.
| Ranger Level | Spell |
|---|---|
| 3rd | Protection from Evil and Good |
| 5th | Warding Bond |
| 9th | Beacon of Hope |
| 13th | Death Ward |
| 17th | Hallow |
Favored Ward
At 3rd level you took it upon yourself to preserve a specific kind of creature. Choose one type of creature: Beast, Celestial, Dragon, Elementals or Fey. Creatures of the chosen type will recognize you as their protector and not be hostile to you and your party unless provoked. They have a limited understanding of what you are saying even if you don't share a language. You have advantage on Animal Handling and Persuasion to guide the creature as long as it is not directly harmful to the creature. Additionally, you have advantage on Medicine checks to assess and treat their wounds, as well as on Intelligence checks to recall information about them.
Beast
Creatures of the chosen type will recognize you as their protector and not be hostile to you and your party unless provoked. They have a limited understanding of what you are saying even if you don't share a language. You have advantage on Animal Handling and Persuasion to guide the creature as long as it is not directly harmful to the creature. Additionally, you have advantage on Medicine checks to assess and treat their wounds, as well as on Intelligence checks to recall information about them.
Celestial
Creatures of the chosen type will recognize you as their protector and not be hostile to you and your party unless provoked. They have a limited understanding of what you are saying even if you don't share a language. You have advantage on Animal Handling and Persuasion to guide the creature as long as it is not directly harmful to the creature. Additionally, you have advantage on Medicine checks to assess and treat their wounds, as well as on Intelligence checks to recall information about them.
Dragon
Creatures of the chosen type will recognize you as their protector and not be hostile to you and your party unless provoked. They have a limited understanding of what you are saying even if you don't share a language. You have advantage on Animal Handling and Persuasion to guide the creature as long as it is not directly harmful to the creature. Additionally, you have advantage on Medicine checks to assess and treat their wounds, as well as on Intelligence checks to recall information about them.
Elemental
Creatures of the chosen type will recognize you as their protector and not be hostile to you and your party unless provoked. They have a limited understanding of what you are saying even if you don't share a language. You have advantage on Animal Handling and Persuasion to guide the creature as long as it is not directly harmful to the creature. Additionally, you have advantage on Medicine checks to assess and treat their wounds, as well as on Intelligence checks to recall information about them.
Fey
Creatures of the chosen type will recognize you as their protector and not be hostile to you and your party unless provoked. They have a limited understanding of what you are saying even if you don't share a language. You have advantage on Animal Handling and Persuasion to guide the creature as long as it is not directly harmful to the creature. Additionally, you have advantage on Medicine checks to assess and treat their wounds, as well as on Intelligence checks to recall information about them.
Warding Favor
You can use your instincts to protect others. At 3rd level, when you wear a shield you can use your reaction to impose disadvantage on an attack targeting a creature within 5ft of you. Instead of imposing disadvantage, you can also force the attack to target you instead, but only an amount of times equal to your constitution modifier, regaining all charges on a long rest.
Mark of the Guardian
Even when you are not close to them, people still know not to mess with a creature you chose to protect. At 7th level, you can use an action to touch a willing creature and mark them as your ward. While they are attacked within 60ft of you, you can use your reaction to roll a d6 and add it to their AC or Saving throw, 1d10 if they are your Favored Ward. You must do so before the DM announces if it is a hit or miss. You can do so an amount of times equal to your Constitution modifier, regaining all charges after a long rest. You can only have one creature with the mark at a time and they lose it when they are out of range for two consecutive turns or a minute or until you mark another creature.
Tough Skin
After taking all the hits for others at 11th, you have been granted resistance to one type of damage of your choice. When you use your reaction for Warding Favor or Mark of the Guardian and the attack still hits, they have resistance to one damage type (which you can change for every reaction).
Nature's Revenge
Starting at 15th level, the nature spirits you have protected all this time will come to your aid when you are the most defenseless. If you are reduced to 0 hit points or are incapacitated against your will, you can immediately summon four creatures of your Favored Ward type (Dms choice) that are challenge rating 2 or lower. The conjured creatures appear within 20 feet of you and are friendly to you and your allies. They roll for initiative as a group and on their turns they protect you from harm and attack your foes. The summoning lasts for 1 hour, requiring no concentration, or until you dismiss it (no action required).
Once you use this feature, you can’t use it again until you finish a long rest.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
7/13/2021 11:00:26 AM
|
10
|
2
|
--
|
Coming Soon
|
Comments