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Coven Conclave
Source: Hexbound
There are spirits that rule over nature, protecting the wilderness from outside threats. They are stewards of forests, deserts, snow-capped mountains, and all things that fall under the domain of nature, and their power is immeasurable. Like all spirits, though, the power they can exert upon the world of the living is limited. In order to enact their will upon the material world, these spirits lend their power to very unique witches to make them strong enough to safeguard the spirits’ domains. These witches are called guardian rangers.
Guardian rangers use the spirits that preside over nature as a source for their power and magic. The nature spirits guide them, emboldening their strikes and granting them abilities that no other witch has access to. The most powerful guardians can even briefly summon these incredibly powerful nature spirits to assist them in battle, making them an immeasurable threat to whoever dares oppose the will of the wild.
It is said that when the most powerful guardian rangers die, their own spirits transform into nature spirits — granting their powers to younger, more inexperienced ranger witches, perpetuating the cycle, and protecting the domain of nature across generations.
Witchmark
A guardian ranger’s witchmark changes based on which guardian the ranger has formed a connection with. A devotee of the Tree-Horned Stag will traditionally have a witchmark in the shape of a tree on their forehead, while a devotee of the Snake of Many Faces will sport a witchmark in the shape of scales along their arms and legs, or a jewel in their forehead. As for devotees of the Six-Legged Wolf, their witchmarks often take the form of fangs at the corners of their mouth.
Favored Domain
At 11th level, the domain over which the nature spirit rules is your home and sanctuary, and you are at your strongest when fighting in it. You can choose the same nature spirit you selected at 3rd or 7th level or a different one, provided you’ve spent at least one long rest in its domain.
- Tree-Horned Stag: When you are in the Tree- Horned Stag’s domain:
- You can cast one healing spell at first level without consuming a spell slot. Once you’ve cast a healing spell using this feature, you
can’t cast it again until you finish a long rest. - When you cast a healing spell, you can choose to heal the maximum amount of hit points possible for that spell. Once you’ve empowered a healing spell using this feature, you can’t do so again until you finish a short or long rest.
- You can cast one healing spell at first level without consuming a spell slot. Once you’ve cast a healing spell using this feature, you
- Snake of Many Faces: When you are in the Snake of Many Faces’ domain:
- You are able to see through illusions without the need for a roll.
- You can cast a modified version of the project image spell without using a spell slot. The spell only lasts for 1 hour, not 1 day, and you can only make the illusion seem either like yourself, or like a white snake that is as long as you are tall. Once you’ve cast this spell using this feature, you can’t do so again until you finish a long rest.
- Six-Legged Wolf: When you are in the Six-Legged Wolf’s domain:
- You can choose to use a bonus action instead of an action to help a friendly creature within 5 feet of you.
- Your movement goes up by 10 feet, you are resistant to cold damage, you are not affected by extreme cold temperatures, and your Wisdom (Perception) rolls are not made at a disadvantage when within an area of heavy snowfall.