Spirit Guardian

Some rangers turn to the primordial to protect their homes, bonding with an elemental spirit. Spirit Guardians entwine their essence with these totemic guardians, manifesting aspects of the spirits’ powers, and becoming far more attuned to the denizens of the Elemental Planes.

Level 3: Spirit Guardian Magic

You learn an additional spell when you reach certain levels in this class, as shown in the Spirit Guardian Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.

 
Ranger LevelSpells
3Unseen Servant
5Elemental Spike
9Elemental Weapon
13Summon Elemental
17Primordial Weapon
 

Level 3: Elemental Bond

When you choose this archetype at 3rd level, you learn to speak, read, and write Primordial. Whenever you make a Charisma check when interacting with elementals, your proficiency bonus is doubled if it applies to the check.

Additionally, your connection to the natural world causes you to bond with an elemental guardian spirit. Choose its elemental type: Boulderbear, Firecat, Riversnake, or Thunderbird. You gain that elemental type’s Spirit Strike, as well as additional abilities it grants once you reach 7th level and 15th level in this class.

When you finish a long rest, you can choose for your guardian spirit to manifest as a different elemental type of your choice, replacing the abilities granted by its previous type with those of its new one.

Level 3: Spirit Strike

You can have your guardian spirit harry creatures, imbuing your attacks against those creatures with elemental power. As a bonus action, choose one creature you can see within 60 feet of you. The next time you hit that creature with a weapon attack before the start of your next turn, the attack gains benefits based on your guardian spirit’s elemental type.

Boulderbear. The target takes an additional 1d4 force damage, and its speed is halved until the start of your next turn as stone and dust impede its movements.

Firecat. The target takes an additional 1d4 fire damage, and it sheds bright light in a 10-foot radius and dim light for an additional 10 feet until the start of your turn as ethereal flames alight on its body. For the duration, the creature can’t become invisible or hidden.

Riversnake. The target takes an additional 1d4 cold damage, and it suffers disadvantage on the first attack roll or ability check it makes before the start of your next turn as frost forms on its extremities.

Thunderbird. The target takes an additional 1d4 thunder damage, and you push it up to 10 feet in a straight line away from you as a boom of thunder audible to 300 feet knocks it back.

Level 7: Elemental Aspect

An aspect of your guardian spirit’s metaphysical body appears on you, granting you a feature based on your guardian spirit’s elemental type.

Boulderbear. Whenever you finish a short or long rest, you gain temporary hit points equal to half your ranger level + your Wisdom modifier. Additionally, you have advantage on saving throws against disease and poison.

Firecat. Your base walking speed increases by 10 feet, and whenever a creature within 5 feet of you hits you with an opportunity attack, it takes fire damage equal to your proficiency bonus.

Riversnake. You can breathe in both air and water, and you gain a swimming speed equal to your base walking speed. Additionally, you can take the Disengage action as a bonus action on your turn.

Thunderbird. Your high and long jump distances are tripled. Additionally, the wind rises in your defense against distant attackers. After you end your turn, the next ranged weapon attack targeting you before the start of your next turn is made with disadvantage.

Level 11: Guardian Spirit

When you hit the target of your Spirit Strike with a weapon attack, your guardian spirit continues to harry the creature until the start of your next turn, warding your allies from the creature’s attacks. If the target makes an attack against a target other than you, you can use your reaction to make a weapon attack against it. If your attack hits, it gains the benefits of your Spirit Strike.

Level 15: Elemental Vessel

You gain the ability to merge your physical form with your guardian spirit, transforming into it. As an action, you can transform into the physical manifestation of your guardian spirit for 1 minute.

Boulderbear. Your transformation has the statistics of an earth elemental, though with the appearance of a large bear made entirely of pieces of earth and stone.

Firecat. Your transformation has the statistics of a fire elemental, though with the appearance of a jungle cat made entirely of roaring flame.

Riversnake. Your transformation has the statistics of a water elemental, though with the appearance of a venomous snake made entirely of rushing water.

Thunderbird. Your transformation has the statistics of an air elemental, though with the appearance of a giant eagle made entirely of flashing storm clouds. While you are transformed, the following rules apply:

  • Your game statistics are replaced by the statistics of your guardian spirit (earth elemental, fire elemental, etc.) but you retain your alignment, personality, and any ability score that is higher than the stat block’s. You also retain all of your skill and saving throw proficiencies, as well as each feature and trait from your class, race, or other source (including special senses such as darkvision) and can use them if the new form is capable of doing so.
  • When you transform, you assume your guardian spirit’s hit points. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form.
  • You choose whether your equipment falls to the ground in your space or merges into your new form. Equipment that merges with the form has no effect until you leave the form.
  • The new form’s weapon attacks are magical.

You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you drop to 0 hit points or die.

Once you use this feature, you can’t use it again until you finish a long rest, unless you expend a spell slot of 4th level or higher to use it again.


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