Champion of Nature (5e Subclass)
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Ranger Archetype: Champion of Nature[edit]
An archetypal Champion of Nature is a sworn vigilante who protects the Mother Nature and wards off the foul beings from without who dares violate and trespass the realm.
- Sentinel of the Nature
Starting at 3rd level when you choose this archetype, your attacks become especially deadly to those who dare violate the Mother Nature. Once on each of your turn when you hit a fiend or an undead with a weapon attack, you can expend one spell slot to deal an extra damage with the attack. The extra damage equals 2d6 for a 1st-level spell slot, plus 1d6 per each spell slot level above 1st, to a maximum of 5d6.
- Channel Mysticism
Also starting at 3rd level, you can channel the mystic power of the nature to fuel magic effects. When you use Channel Mysticism, you choose which option to use between two options: Nature's Wrath and Rebuke Undead. You must then finish a short or long rest to use your Channel Mysticism again.
When a Channel Mysticism effect requires saving throws, the DC equals your ranger spell save DC.
- Nature's Wrath. As an action, you can cause spectral vines to spring up and reach for a creature you can see within 10 feet of you. The creature must succeed on a Strength or Dexterity saving throw (its choice) or be restrained. While restrained, the creature can repeat the saving throw at the end of each of its turns, ending the effect and frees itself on a successful save.
- Rebuke Undead. As an action, you can invoke a magic word to rebuke undeads under submission. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. On a failed save, an undead becomes rebuked for 1 minute or until it takes damage. A rebuked undead falls prone and becomes incapacitated for the duration.
- Champion of Nature Magic
You gain access to additional spells at 3rd, 5th, 9th, 13th, and 15th level. You are always able to cast these spells, and they do not count against the number of ranger spells you know. If a spell does not appear in the ranger spell list, the spell is nevertheless a ranger spell for you.
Ranger Level | Spells |
---|---|
3rd | protection from evil and good |
5th | hold person |
9th | protection from energy |
13th | banishment |
17th | dispel evil and good |
- Extra Attack
If you are playing the revised ranger introduced in Unearthed Arcana, you also gain the Extra Attack feature.
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
- Iron Mind
When you reach 7th level, you gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).
- Guardian of the Nature
Starting at 11th level, when you use the Sentinel of the Nature feature, you can force the target to make a Wisdom saving throw against your ranger spell save DC. On a failed save, the creature becomes frightened for 1 minute. While frightened this way, the creature's speed drops to 0, and it cannot use its reaction.
At the end of each of its turn, a frightened creature can repeat the saving throw, ending the effect on itself on a successful save.
- Dampen Magic
When you reach 15th level, as long as you are conscious, you gain resistance against damage from spells.
Additionally, as an action, you can end the effects of all spells that affects only you. Once you use this feature, you must finish a long rest before you can do so again.
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