Nature's Handmaiden (5e Subclass)

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Nature's Handmaiden[edit]

Your reverence toward nature and purity of heart has led to your favor with the fey. You act as both a ward from the forces of civilization and a healer of the natural world.


Handmaiden Spells

Your favor with the natural world has granted you additional spells. These spells don't count against your number of spells known.

Handmaiden Spells
Ranger Level Spells
3rd bless
5th moonbeam
9th revivify
13th aura of purity
15th awaken
Nature's Blessing

After choosing this archetype at 3rd level, you gain the druidcraft cantrip along with one other cantrip from the Druid spell list. You gain an additional druid cantrip at 13th level.

If you are not wielding a heavy or two-handed weapon, nor wielding a shield, you can cast your Ranger cantrips that require an action using a bonus action instead.

Gale Step

Beginning at 7th level, when a creature makes an attack roll against you, you may use your reaction to impose disadvantage on the roll. You may use this ability after the roll, but before the outcome is determined. If the attack misses, you may move 30 feet as part of the same reaction, without provoking opportunity attacks. You may use this ability a number of times equal to your Wisdom modifier (minimum once) and regain all expended uses when you complete a long rest.

Healing Hands

Beginning at 11th level, you can cast any spell that restores the target's hit points or remove negative conditions using a bonus action, rather than an action.

Additionally, you receive resistance to Poison damage and immunity to the poisoned condition.

Blessings of the Fey

Beginning at 15th level, as an action you may entwine yourself with the nature around you, receiving the following benefits for one minute. You gain the following benefits while the blessing is active:

  • While active, you are considered a Fey creature.
  • You are considered to be under the effects of the sanctuary spell for the duration. Making attacks don't end the effects of this spell on you.
  • All creatures that you designate within 30 feet of you must make a Wisdom saving throw against your Spell Save DC or be charmed by you for the duration of this ability. The charmed condition ends if you or any of your allies attacks the charmed creature.

You must finish a long rest before you may use this ability again.

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