Revised Primeval Guardian
Rangers of the Primeval Guardian Conclave follow an ancient tradition rooted in powerful druidic magic. These rangers learn to become one with nature, allowing them to channel aspects of a guardian spirit in order to overcome their foes.
Guardian Magic
Starting at 3rd level, you learn additional spells when you reach certain levels in this class, as listed in the table below. Each spell counts as a ranger spell for you, and doesn't count against the number of ranger spells you know.
You also learn the Druidcraft cantrip if you don't already know it.
Ranger Level | Spells |
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3rd | Entangle, Druidcraft |
5th | Enhance Ability |
9th | Plant Growth |
13th | Hallucinatory Terrain |
17th | Wrath Of Nature |
Guardian Soul
Starting at 3rd level, you gain the ability to temporarily grow and take on the appearance of a treelike person, covering yourself and your weapon with vines, bark and sharp thorns.
As a bonus action you can assume this guardian form, which last for 1 minute, until you end it as a bonus action or until you are incapacitated.
You can use this feature a number of times equal to your proficiency bonus, and you regain expended uses when you finish a short or long rest.
You gain the following properties when you transform:
- Your size becomes Large, unless you were larger, then your size increases by one category. The weapon you are wielding when you transform increases in size by one category along with any ammo like arrows and pebbles that the weapon uses.
- Your reach increases by 5 feet.
- You gain temporary hit points equal to your ranger level + 1d10.
- You gain a +1 to AC, this increases to +2 at 9th level and +3 at 17th level.
- You have advantage on ability checks and saving throws against being moved or knocked prone.
Rooted Trance
At 3rd level, Whenever you take a short or long rest on unworked earth or stone, you can choose to enter a trance like state where roots, flowers and leaves sprout from you, rooting yourself the the ground.
Short resting this way allows you to regain a number of hit points equal to 1d10 + your wisdom modifier + half your ranger level. You can also regain one spell slot of your choice at the end of the short rest once per day.
Long resting this way allows you to only need 4 hours of rest to gain the full benefits of a long rest.
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When you rest in this way you are considered restrained.
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When you finish a rest or if you want to end your rest early, it takes you one minute to safely free yourself.
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You can also use an action to tare your roots out of the ground and take psychic damage equal to 1d10 + your wisdom modifier + half your ranger level.
- Art Credit: Moonchild; Moonxels on Deviantart
Ancient Fortitude
At 7th level, you gain the endurance of the ancient forests.
- While you are transformed by Guardian Soul, you can use a bonus action to roll one of your unspent Hit Dice and gain a number of temporary hit points equal to the roll plus your ranger level.
- In addition, you gain advantage on strength and constitution ability checks and saving throws.
Guardian Grove
Beginning at 11th level, you gain the ability to designate an area around you as your grove. You gain the following benefits.
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While you are in your guardian form, the ground within 30 feet of you is difficult terrain for your enemies.
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Interrupting Roots: As a reaction, when a creature is targeted by an attack that you can see with in your grove, you can cause the ground to erupt in front of them giving the half cover till the end of your next turn.
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Helping Vine: As a bonus action, you can cause a vine to sprout out of your grove and grab a willing creature with in 15ft and move them 15ft directly toward the vine, the vine wilts after it is used.
Guardian Aura
Starting at 15th level, your guardian grove emanates a magical aura that fortifies your injured allies.
When any ally starts their turn within your grove, they regain a number of hit points equal to half your ranger level. This aura has no effect on a creature that has half or more of its hit points, a creature that has 0 hit points or on undead and constructs.
- Art Credit: Kekai Kotaki
Weapon sizes are addressed in the Creating a Monster section of the DMG. On p 278 it says:
"Big monsters typically wield oversized weapons that deal extra dice of damage on a hit. Double the weapon dice if the creature is Large, triple the weapon dice if the creature is Huge, quadruple the weapon dice if it's Gargantuan.
A creature has disadvantage on attack rolls with a weapon that is sized for a larger attacker. You can rule that a weapon sized for an attacker two or more sizes larger is too big for the creature to use at all."
This implies that the damage is tied to the size of the weapon and not the monster. But it's here so that if a DM wants to use said rule they can, if not it's just flavour. The ruling is up to your DM!