Woodsman
A Shaman that has connected with a secretive and powerful Ranger. The ancestor lends their skills and powers in the ways of the Ranger. Those that connect with a Woodsman ancestor tend to be versed in combat and have a deep connection with nature. A WoodsmanShaman’s magic is intertwined with strength of arms and a connection with nature.
| Level | Prepared Spells |
|---|---|
| 3 | Ensnaring Strike, Silence |
| 5 | Flame Arrows |
| 7 | Grasping Vine |
| 9 | Steel Wind Strike |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 12 (+1) | 20 (+5) | 16 (+3) | 10 (+0) | 18 (+4) | 12 (+1) |
Subclass Features
Connection Spells
The connection you formed ensures you always have certain spells prepared. You know the following spells and they do not count towards the number of spells you can prepare.
Ranger Training
Your ancestor trains you in the ways of the Ranger. You gain proficiency in two of the following skills: Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, or Survival. You are also trained in combat becoming proficient with Light armor, Medium armor, shields, and all weapons.
Primal Spells
When you cast a leveled spell your ancestor guides you to the next strike. When you use this feature choose a target within 60 ft of you, for the next minute the next time you would deal damage to the target, they take an additional 1D6 damage of the weapon or spell’s type.
Blessing of the Shamanic Ancestor
Your ancestor blesses you greatly. You gain proficiency with STR or DEX saving throws.
Extra Attack
You can attack twice, instead of once, whenever you take the Attack action on your turn as you are guided by your ancestor.
Greater Primal Spells
Your bond with your ancestor strengthens your blow. Your damage bonus increases to 1D8.
Tireless Ancestor
As an action your ancestor can give you temporary hit points equal to 1D8 plus your WIS modifier (Minimum 1). You can use this feature a number of times equal to your WIS modifier (Minimum 1) per long rest.
Whenever you finish a short rest, if you have a level in Exhaustion you reduce your Exhaustion level by one.
Ancestor’s Veil
You invoke the power of your ancestor to hide yourself. As a bonus action you can cause yourself to become Invisible until your next turn.
You can use this feature times per long rest equal to your WIS modifier (Minimum 1).
Woodsman Stand
Your connection allows your ancestor to take on flesh again for brief periods to aid you. You can use one action to summon your ancestor in the form of a Woodsman Stand that acts after your turn in initiative and acts according to your direction for one minute. The Stand takes the form of a lith ranger complete with cowl, bow, and twin short swords and a longbow slung on its back. If you fall Unconscious your Stand takes the Dodge action on each of its turns or you can use a reaction to dismiss the Stand and remain at one hit point.
Woodsman Stand
Medium Fey
Armor Class: 18 (Breastplate)
Hit Points: 110
Speed: 40 ft
Damage Resistances: Non magical Bludgeoning, Piercing, or Slashing.
Condition Immunities: Charmed, Frightened, Grappled, Prone, Restrained
Senses: Darkvision 60 ft, Passive Perception 17
Languages: Understands the languages you speak
Proficiency Bonus: Equals your bonus
Actions
Woodsman Stand can cast any of the following spells with a spell save DC of 19 and a spell attack bonus of +11.
6/Summon: Detect Magic, Ensnaring Strike, Hail of Thorns
5/Summon: Cordon of Arrows, Lesser Restoration, Spike Growth
4/Summon: Conjure Barrage, Lightning Arrow, Wind Wall
Short Swords: Woodsman Stand makes three melee attacks with plus 11 to hit dealing 1D8 + 5 magical Slashing damage and one bonus action attack with plus 9 to hit dealing 1D8 + 5 magical Slashing damage.
Bow: Woodsman Stand makes three ranged attacks with plus 13 to hit with a range of 150/600 ft dealing 1D10 + 5 magical Piercing damage. Woodsman has unlimited magical ammunition.
Hunter’s Mark 2/Summon: Woodsman Stand Casts Hunter’s Mark without expending a spell slot. Woodsman Stand has advantage on attack of targets with Hunter’s Mark. Hunter’s Mark damage die is 1D10.