Ranger Archetype: Realm Warden

by Cixal

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Realm Warden

As a realm warden, you are the guardian of the way by which souls slip from this world into the next. Delving into the hungry maw of dark places filled with ravenous power, you lead those innocent souls captured by the darkness back into the light. For this purpose, you were given a powerful tool: true vision into the hearts of others. Some choose to keep true to their purpose and safeguard the shallow realms between life and death but others abandon this sworn duty, leaving the path and using their powers for their own ends.

Realm Warden Magic

You learn certain spells at the ranger levels noted in the table below. These spells count as ranger spells for you, but don't count against the number of ranger spells you know.

Realm Warden Spells
Ranger Level Spell
3rd guiding bolt
5th moonbeam
9th beacon of hope
13th resilient sphere
17th holy weapon

Revelation's Gift

Starting at 3rd level, you can use your bonus action to unleash the power of your gift from within yourself, causing your appearance to transform--a mix of heavy darkness and gleaming radiance dancing upon your skin, your equipment and clothes changing to reflect their innermost or ultimate natures, and your eyes burning with a piercing light. The form lasts for 10 minutes, until you end it as a bonus action, or until you are incapacitated. To transform into your gifted form, you must be able to speak and have at least one hand free.

You have the following benefits while in this form:

  • You are wreathed in flickering bright light in a 10-foot radius around you, and dim light for an additional 10 feet.
  • Your weapons are magical for the purpose of overcoming resistance and immunity to nonmagical weapons.
  • Once per turn, when you deal damage to a creature with a spell or attack, you can deal it an extra 1d6 radiant or necrotic damage (your choice). This bonus damage increases to 2d6 when you reach 11th level.
  • As an action, you can peer into a creature's heart and see its true self. Make a Wisdom (Insight) check contested by the target's Charisma (Deception) check. If you succeed, you learn the target's creature type, alignment, and emotional state. If you fail, you fail to pierce the creature's soul and it becomes immune to this effect for 24 hours.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Outer Blessing

At 7th level, you learn how to harness the outer planes into your gifted form and grant it more defense against the darkness. Your gifted form now lasts for 1 hour. Moreover, While in your gifted form you gain the following benefits:

  • When you start your turn with at least 1 hit point, you gain temporary hit points equal to your Wisdom modifier (minimum 1). You lose these temporary hit points when this form ends.
  • You have advantage on saving throws against being charmed, frightened or possessed.

Limbo's Wings

Starting at 11th level, the realm of Limbo grants your gifted form the power over air. While in your gifted form, you can't take damage from falling, and you gain a fly speed equal to your walking speed.

Perfected Visage

At 15th level, the realm of Elysium has absorbed its magic into your gifted form, perfecting it by allowing your body to flow freely and think clearly. Your gifted form now lasts for 8 hours. While in your gifted form you gain the following benefits:

  • The temporary hit points you gain from Outer Blessing is now equal to 10 + your Wisdom modifier.
  • You cannot be grappled, restrained, or stunned.
  • You have advantage on saving throws against spells and magical effects.
  • You can peer into a creature's heart as a bonus action instead of an action. If you succeed, you have advantage on Charisma checks against the target for 1 minute.
Ranger Archetype | Realm Warden | /u/Cixal

Artwork by Falasia