Eldeen Ranger

When humans first came to the Eldeen Reaches, the orc natives shared their druidic traditions with the newcomers. Over the centuries, these teachings were twisted and reinterpreted, and today five major sects exist in the Eldeen Reaches. These groups dominate the great forest. Some seek to protect travelers and settlers from the dangers of the wild, while others see it as their duty to drive civilization back from the Reaches and ultimately from Khorvaire itself.

After a ranger has learned the basic ways of wood and wild, he can travel to the Eldeen Reaches and seek admission to one of the sects. A sect usually requires an applicant to pass one or more tests to prove his skill and devotion to the ideals of the sect. Once he has been accepted into the sect, an Eldeen ranger learns special techniques and abilities that help him to fulfi ll the goals of his sect.

Elden Sect

At 3rd level, an Eldeen Ranger must select a sect. Each of the five major sects within the Eldeen Reaches embraces a different aspect of nature. Your choice provides you with abilities unique to your sect.

Ashbound: The Ashbound consider non druidic magic to be unnatural, and go out of their way to strike at farms and ranches that attempt to confine or cultivate nature. The Ashbound prefer to avoid killing; their goal is to encourage their targets to abandon their unnatural ways and embrace the harmony of nature.

Children of Winter: The Children of Winter seek to cleanse the land through blight, disease, and cold, believing that the strong will survive to populate the great spring that lies beyond their dark winter.

Gatekeepers: The Gatekeepers protect nature from unnatural threats, specifi cally aberrations, fiends, and other ancient evils.

Greensingers: This small druid sect maintains a strong bond with the fey of the Eldeen Reaches. As wild and chaotic as the forest spirits they revere, the Greensingers embrace revelry as they dance through the magical world of the forest and the fey.

Wardens of the Wood: The largest and most influential of the Eldeen sects, the Wardens of the Wood guard the plains and forests. They are most closely connected to the Great Druid Oalian.

Eldeen Ranger Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Eldeen Ranger Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.

Eldeen Ranger Spells
Ranger Level Spell
3rd Goodberry
5th Beast Sense
9th Dispel Magic
13th Stoneskin
17th Scrying

Iniciate

At 3rd level, you gain the ability to manifest your sect judgement through your hand.

When you hit a creature with a weapon Attack, you can expend one spell slot to cause additional effects depending on your choosen sect. Your attack deals 1d4 extra damage of the type your sect describes, plus 1d4 for each Spell Level higher than 1st. The special effect of this feature last one turn per Spell Level.

Ashbound: Your attack deals extra force damage. If the creature takes force damage from this feature, it must succeed on a Intelligence Saving Throw. On a fail, it is surrounded by a force field. The next time the creature cast a cantrip or a spell, it takes 1d6 of force damage plus 1d6 for each Spell Level it casted.

Children of Winter: Your attack deals extra necrotic damage. If the creature takes necrotic damage from this feature, it must succeed on a Strenght Saving Throw. On a fail, it is under the effects of the Bane spell.

Gatekeepers: Your attack deals extra radiant damage. The damage increases by 1d4 if the target is an Undead, a fiend or an aberration. If the creature takes radiant damage from this feature, it must make a Wisdom saving throw. On a failed save, a creature is blinded.

Greensingers: Your attack deals extra fire damage. If the creature takes fire damage from this feature, it must make a Charisma saving throw. On a fail, it is under the effects of the Faerie Fire spell.

Wardens of the Wood: Your attack deals extra poison damage. If the creature takes poison damage from this feature, it must succeed on a Constitution Saving Throw or become poisoned.

Emissary

At 7th level, your training grants you advantage over your prey. You learn the Hunters Mark Spell, and it has an improved effect depending on your chosen sect.

Ashbound: You have advantage on saving throws against the marked creature spells or supernatural abilities.

Children of Winter: Every time the marked creature damages you with an attack, it must roll a d6 and subtract the number rolled from the damage.

Gatekeepers: Every time the marked creature damages you with an attack, it takes radiant damage equal your wisdom modifier.

Greensingers: When the marked creature attacks you, if it miss, the next attack it makes against you on the same turn is made with disadvantage.

Wardens of the Wood: Every time the marked creature damages you with an attack, it must succeed on a Constitution saving throw or become poisoned until its next turn.

Herald

At 11th level, your sect has instructed you on the battle arts.

Ashbound: If you hit a creature that is concentrating on a spell with a weapon attack, that creature makes its concentration roll with disadvantage and takes 1d8 extra force damage.

Children of Winter: When you attack an enemy with the first attack of your attack action, the next attack of the same action against the same creature deals 1d10 + your wisdom modifier extra necrotic damage.

Gatekeepers: If you use your attack action to attack two different enemies, you can make an aditional attack against another diferent enemy as part of the same action.

Greensingers: If you hit a creature with a weapon attack, you can teleport to an unoccupied space you can see up to your remaining movement speed as part of the same action. This moment counts against your maximum movement of that turn.

Wardens of the Wood: When you damage an enemy with a weapon attack, you gain your wisdom modifier temporary hit points until your next turn.


Master

At 15th level, you are a master on your sect, and your power and knowledge let you take action, even in split second situations.

Ashbound: When you are damaged by another creature using magical means, you can use your reaction to force that creature to make a Wisdom Saving Throw. If it fails, it takes psychic damage equal to half of the damage you take.

Children of Winter: When a creature attacks and hits you, you can use your reaction to make a weapon attack. If your attack roll is higher than the creature's attack roll, the enemy attack miss.

Gatekeepers: After you are damaged, you can use your reaction to gain the same amount of temporary hitpoints until the end of your next turn.

Greensingers: When an enemy attacks you and miss, you can use your reaction to mark it. The next attack made against a marked creature is made with advantage and deals 1d6 extra radiant damage. The mark last for 1 minute, until its triggered or until you use this feature again.

Wardens of the Wood: When an enemy damages you with an attack, you can use your reaction to force that creature to make a Dexterity Saving Throw. On a fail, a writhing mass of thorny vines appears at its feet and restrains it until its next turn.

Playtest Material

All content will probably be tweaked for purposes of balance

English is not my native language, so I hope that there aren't a lot of mistakes in the text.