Primal Guardian

Ranger Archetype

Cloaked only in the pelts and teeth of their prey, primal guardians are the nearly feral sentinels of the deep wood. They guard ancient sites where the great spirits dwell, powerful totems, and elemental nodes. They command more powerful magic than the more common rangers that live on the edges of society, drawing upon the natural magic of their favored environment through an art known as geomancy.

Geomancy

When you select this archetype at 3rd level, you gain additional spells known according to your favored terrain. When you choose additional favored terrain types at 6th and 10th level, you gain those additional spell options as well. While in your favored terrain, you always have the spells for your favored terrain prepared. In any other terrain, they may be prepared as normal. While wearing armor or using shields made of metal you lose access to the geomancy class feature.

Arctic Expanded Spells

LevelSpell
Cantripray of frost
1longstrider
2spike growth
3sleet storm
4ice storm
5cone of cold

Coast Expanded Spells

LevelSpell
Cantripmending
1create or destroy water
2gust of wind
3water walk
4control water
5scrying

Desert Expanded Spells

LevelSpell
Cantripminor illusion
1create or destroy water
2blur
3create food and water
4hallucinatory terrain
5insect plague

Forest Expanded Spells

LevelSpell
Cantripshillelagh
1sleep
2barkskin
3plant growth
4freedom of movement
5tree stride

Grassland Expanded Spells

LevelSpell
Cantripthorn whip
1thunderwave
2pass without trace
3haste
4mordenkainen's faithful hound
5insect plague

Mountain Expanded Spells

LevelSpell
Cantripray of frost
1feather fall
2spike growth
3lightning bolt
4stoneskin
5passwall

Swamp Expanded Spells

LevelSpell
Cantrippoison spray
1arms of hadar
2darkness
3stinking cloud
4blight
5contagion

Underdark Expanded Spells

LevelSpell
Cantripmage hand
1faerie fire
2web
3gaseous form
4stone shape
5cloudkill

Unarmored Defense

At 7th level, you eschew man-made protection and instead rely on your instincts and skill. While you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.

Primal Senses

At 11th level, the primal spirits enhance your senses to enable you to survive in your environment and better protect their sacred places. You have advantage on Wisdom (Perception) and Wisdom (Survival) checks involving sight, scent, or sound.

Primal Strength

At 14th level, you may bind the primal spirits to your soul. Using your action, you channel the local spirits through you to power your abilities. For 1 minute, you gain the following benefits:

  • Whenever you cast a ranger spell that has a casting time of 1 action, you can cast it as a bonus action instead.
  • You have advantage on saving throws.
  • You have advantage on Athletics and Acrobatics checks.
  • You gain a climb and swim speed equal to your speed.
Once you use this feature, you can't use it again until you finish a long rest.

“If ever you find yourself in an ring of standing stones, just back away slowly. Rarely are such places unguarded.”

- Seamus the Bard