Guardian of the Village

These rangers are rare, usually only one per village or a few per city. Guardians of the village do their very best to protect the people from nature itself, as it can be wild and untamed, leading to those who are uninformed or not wary enough of its danger to getting hurt or even killed by plant creatures, animals, or even the natural hazards of the jungle itself. Guardians of the village often act as intermediaries between the jungle and civilization, entering the jungle whenever something such as a rare herb or pelt from a dangerous animal is needed.

Enemy Focus

At 3rd level, you gain an enemy focus and must choose either plants or beasts. You gain the full effects of your Favored Enemy ability against these creatures as well as +2 extra points of damage every time you damage that enemy. Whenever you would get the choice of a new Favored Enemy, you could choose to take an additional enemy focus in the creature group that you did not at 3rd level.

Detailed Instruction

At 7th level, you learn how to give instructions to others to keep them safe and wary within a jungle environment. As an action, you can choose a number of creatures equal to your Wisdom modifier and instruct them how to best stay safe in the jungle. Until you complete a long rest, these creatures gain advantage on initiative checks while in the jungle and saving throws against natural hazards such as quicksand, poisoned plants, or the pushing water of a raging river, but specifically not against the spells or abilities of creatures.

Way of the Jungle

At 11th level, you gain the ability to sense plant and beast creatures with your Primeval Awareness ability. Whenever you sense them, you specifically do learn their number and location.

Unshakable Bond

At 11th level, as a reaction while you are mounted on your reef shark and either you or the reef shark were to take damage from a melee or ranged weapon attack, the other can intercept the attack and take the damage.

Unparalleled Rider

At 15th level, you become a fearsome combatant along with your shark companion. You only need to move 10 feet towards a creature in order to increase your critical hit range for your Underwater Charge ability. Furthermore, whenever you are mounted on your reef shark and you attack an unmounted creature, you deal an additional die of weapon damage.

One with Nature

At 15th level, you gain the ability to speak with beast and plant creatures as if you shared a common language. Furthermore, any damage bonuses you have against such creatures because of your Enemy Focus ability are increased to +4. Finally, you have advantage on Charisma (Intimidation) and Charisma (Persuasion) ability checks against beasts and plants.

Section 15: Copyright Notice

Boricubos: The Lost Isles (5E) © 2021, Legendary Games; Author: Miguel Colon.

This is not the complete section 15 entry - see the full license for this page