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Ranger

The Claimed

When one spends too much time in an area, hunting the creatures of the area, taking its resources, sometimes the land can lay claim upon them. In the harshest areas this can lead to a Ranger becoming one of The Claimed or Claimed Rangers. Claimed Rangers have a deep bond with the land that shaped them and can access supernatural powers linked to that land.

Terrain Feature
ArticDamage from your weapon attacks, Ranger Spells, and Ranger features ignores Resistance to Cold damage. You have Resistance to Cold damage. When you hit a creature with a melee or ranged weapon attack you deal an extra 1D4 Cold damage to the target, which can take extra damage once this turn.
DesertDamage from your weapon attacks, Ranger Spells, and Ranger features ignores Resistance to Fire damage. You have Resistance to Fire damage. When you hit a creature with a melee or ranged weapon attack you deal an extra 1D4 Fire damage to the target, which can take extra damage once this turn.
MountainDamage from your weapon attacks, Ranger Spells, and Ranger features ignores Resistance to Lightning damage. You have Resistance to Lightning damage. When you hit a creature with a melee or ranged weapon attack you deal an extra 1D4 Lightning damage to the target, which can take extra damage once this turn.
SwampDamage from your weapon attacks, Ranger Spells, and Ranger features ignores Resistance to Poison damage. You have Resistance to Poison damage. When you hit a creature with a melee or ranged weapon attack you deal an extra 1D4 Poison damage to the target, which can take extra damage once this turn.
UnderdarkDamage from your weapon attacks, Ranger Spells, and Ranger features ignores Resistance to Psychic damage. You have Resistance to Psychic damage. When you hit a creature with a melee or ranged weapon attack you deal an extra 1D4 Psychic damage to the target, which can take extra damage once this turn.
Terrain Feature
ArticIce protects you and hinders your prey. You gain temporary hit points equal to 1D10 + your Ranger level. While the creature is marked it can’t take the Disengage action.
DesertFire burns your prey. While the creature is marked it takes 1D4 Fire damage at the start of each of its turns.
MountainThe earth shakes and draws your prey in. While the creature is marked all of its movement speeds are halved and if the target is Flying or Hovering it falls at a rate of 10 ft per turn.
SwampPoison seeps into your prey. While the creature is marked it has disadvantage on CON saving throws and has a 1D4 penalty to STR and DEX based skill checks.
UnderdarkThe depths crush the mind of your prey. While the creature is marked it will make an attack of opportunity on any creature including allies if it is able to if they provoke an attack of opportunity. If the creature makes an attack of opportunity while marked it deals an additional 1D6 Psychic damage.
Level Arctic Spells Desert Spells Mountain Spells Swamp Spells Underdark Spells
3Ice KnifeBurning HandsFeather FallRay of SicknessDissonant Whispers
5Hold PersonMirror ImageEarthbindWither and BloomInvisibility
9Remove CurseFireballCall LightningFearHypnotic Pattern
13Ice StormFireshieldDivinationBlightPhantasmal Killer
17Cone of ColdHold MonsterWall of StoneCloudkillMislead
Terrain Feature
ArticYou take on a ghostly, snowy form. You are Immune to Cold damage and at the start of each of your turns each creature within 15 ft of you takes 2D4 Cold damage.
DesertYou take on a ghostly, fiery form. You are Immune to Fire damage and at the start of each of your turns each creature within 15 ft of you takes 2D4 Fire damage.
MountainYou take on a ghostly, electric form. You are Immune to Lightning damage and at the start of each of your turns each creature within 15 ft of you takes 2D4 Lighting damage.
SwampYou take on a ghostly, noxious form. You are Immune to Poison damage and at the start of each of your turns each creature within 15 ft of you takes 2D4 Poison damage.
UnderdarkYou take on a ghostly, shadowy form. You are Immune to Psychic damage and at the start of each of your turns each creature within 15 ft of you takes 2D4 Psychic damage.

Subclass Features

Lv 3

Extreme Terrain

You have survived against all odds and have gained great power. Choose one of the following Terrain Types and you gain powers from them. You cannot change which terrain by any means less than a Wish spell or divine intervention.

Claimed Mark

Your Hunter’s Mark spell is changed by the magic of the land. When you cast Hunter’s Mark the additional features are added to the spell

Conclave Spells

Your specific expertise grants you certain spells. You know the following spells and they do not count towards the number of spells you can prepare.

Lv 7

Fortifying Soul

The land aids you and those that ally themselves with you. As a magic action you can target yourself and a number of creatures equal to your WIS modifier (Minimum 1). Each creature chosen this way regains hit points equal to 1D10 + your Ranger level and has advantage on saving throws against and ending the Frightened condition for one hour.

You can use this feature once per long rest.

Lv 11

Land’s Retribution

When a creature hits you with an attack roll, you can take a reaction to force the creature to make a WIS saving throw DC equal to your spell save DC. On a failed save the target has the Stunned condition until the end of your next turn. While Stunned this way the creature has a movement speed of 0 ft.

You can use this feature a number of times per long rest equal to your WIS modifier (Minimum 1).

Extreme Terrain’s Anger

The extra damage your melee and ranged attacks gain from the Extreme Terrain feature is increased to 1D6 as the land seeks to end those that harm the one who has been claimed.

Lv 15

Claimed Haunt

The land reaches up and claims your form for brief periods when you call the hunt. When you cast Hunter’s Mark your form changes until the spell ends in the following ways as determined by your Extreme Terrain feature. In this state you are partially incorporeal giving you Immunity to the Grappled, Prone, and Restrained conditions. You can move through creatures and objects as if they are Difficult Terrain, but you take 1D10 Force damage if you end your turn inside of a creature or object. If the effect ends while you are within a creature or object, you are shunted to the nearest unoccupied space.

Once you use this feature you can’t use it again until you complete a long rest or expend a 4th level spell slot or higher to regain the use of this feature (No action required).