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### Magic Items for Primeval Druids and Rangers
#### Primeval Druids and Rangers
The Primeval Guardians are a secret sect of protectors made up of druids and rangers who follow the Primeval path.
These Guardians are fierce protectors of nature, the wilderness, and life in every form. Walking the line between Melora, the Wildmother, and Lemnsciate, the Mistress of the Hunt, these guardians embody the qualities of both deities.
To be one with the earth, to nourish nature, and to weild the tools and skills to defend it.
Find their lore [here](https://www.gmbinder.com/share/-Mybicfq6h_3sZ15wAFe)
Find the Druids of the Primeval Circle [here](https://www.gmbinder.com/share/-MnXH-JFp12RiaUs8GWJ) \columnbreak \pagebreak #### Bracelet of Geology Magic
*Wondrous item
Very Rare
Requires attunement by a druid, sorcerer or wizard*
This bracelet is made from various stones and rocks, seeming to randomly shift from one to another.
While attuned to this bracelet, no spell or magical effect can cause you to become Petrified. You also know the Mold Earth cantrip, as well as the Stone Shape and Meld into Stone spells, and they do not count towards the number of cantrips or spells you know or need to prepare.
Additionally, this bracelet has 12 charges, regaining 1d8 + 4 charges at dawn. The charges can be expended for the following abilities:
*Tremourous Earth: 2 Charges*
As a bonus action, you can cast the *Earth Tremor* spell with a DC of 18, instead dealing 2d8 bludgeoning damage.
*Shrapnel of Stone: 4 Charges*
As a bonus action, you release a burst of rock and stone in a 15ft cone. Each creature in that area must make a DC 18 Dexterity saving throw. On a failed save, a creature takes 2d8 bludgeoning and 2d8 slashing damage. The area affected is considered difficult terrain until the start of your next turn.
*Grasp of the Earth: 6 Charges*
As an action, you can choose up to four creatures on the ground that you can see within range. A Medium hand made from melded stone and rock rises and reaches for the target. The creatures must make a DC 18 Strength saving throw or become Restrained and take 2d8 bludgeoning damage on a failed saving throw, or half as much damage and no additional effects.
The creatures are Restrained for three rounds, unless they use an action to succeed on a Strength check, or another creature uses its action to attempt a Strength check. At the start of a Restrained creature's turn, they take 2d8 bludgeoning damage.
*They say various bracelets exist, controlling different elements.*
*This, an artifact to control the very nature of the earth, is beloved by Druids and others skilled in the arcane who feel an affection to what they call "Mother Earth".* \columnbreak #### Bracers of Vine:
*Wondrous item
Very rare
Requires attunement by a Druid*
These bracers are made from thick interwoven vines which wrap themselves around a creature's forearms.
While attuned to these bracers, you gain a +1 bonus to your AC.
Additionally, these bracers have 10 charges, regaining 1d6 + 4 charges at dawn. You can expend the charges for the below effects:
*Nature's Protection: 2 Charges*
You can expend these charges as a Reaction when you are hit by an attack. The vines grow and expand to create a shield to surround your body. You gain a +3 bonus to your AC until the start of your next turn.
*Nature's Wrath: 4 Charges*
As a bonus action, you can evoke the fierce anger of the Wildmother. Creatures within a 10ft radius centred on you must make a DC 19 Strength saving throw as the vines multiply, battering and attacking all hostile creatures within range. On a failed save, targets take 4d6 bludgeoning damage and are pushed 5ft away. The creatures takes half damage on a successful save, but suffers no additional effects.
*Nature's Grasp: 6 Charges*
You can use an action to forfeit the bonus to your AC, allowing the vines to launch at a single creature or two different creatures of your choosing within 30ft of you. The targets must make a DC 19 Dexterity saving throw or become Restrained. While a creature is Restrained, they take 1d6 bludgeoning damage and 1d6 piercing damage at the start of their turns as the vines contract tighter, growing sharp thorns into the enemy. The vines last for 30 seconds, or until a creature escapes by using an action to make a successful Strength check.
For every round a creature is Restrained, they take an additional 1d6 bludgeoning and piercing damage. You regain the bonus to your AC once the vines return to your arms.
*Those who write fanciful tales talk of the forest's beauty; the charm and allure of peace. And while those stories hold truth, there is a deeper truth only few travellers know. Those who often walk the land know that the Wildmother is loving, that Melora is kind and nurturing. They also know that if the peace of a forest is at risk, if nature is harmed – nature itself will seek vengeance.*
*Mother nature defends her own, and gives us the means to do the same. We carry a semblance of the wild with us, to remind us of our capacity for righteous wrath.*
*- A quote from the diary of Archdruid G'redove Azurevale's lost collection.* \columnbreak \pagebreak #### Circlet of the Primeval Druid
*Very rare
Wondrous item
Requires attunement by a Druid of the Primeval Circle*
This beautiful circlet is interwoven with soft branches and leaves, with intricate druidic runes decorating it.
While attuned to this item, your Constitution and Wisdom scores gain a +1 bonus.
This circlet has 3 charges which recharge at dawn. As an action, you can expend 1 charge to extend your mind into the area around you. When you do this, you can sense the presence of any *abberation, beast, fiend, monstrosity* or *undead* within 100ft of you. You know the general number of creature types in the area, but it does not give you their precise location.
Additionally, you gain an extra 2nd level spell slot.
Once per long rest, you can cast the *Cure Wounds* spell with a range of 30ft. When this ability is used, you gain hit points equal to half the healing given, rounded down.
*As the Wildmother embraces you with life and nature, Lemniscate provides you with the tools to protect it*
#### Earthly Tether
*Rare
Wondrous item
Requires attunement by a Druid of the Primeval Circle with a Constitution score of 13*
This magic item is a set of bracers, woven from bark and vines, decorated with intricate druidic runes.
While attuned to these bracers and not wearing armour or carrying a shield, you calculate your AC by 10 + your Wisdom modifier + your Dexterity modifier.
Additionally, you can cast the *Shield* spell once per long rest.
*Guardians of the Grove are often tied to nature, drawing energy and magic from the earth itself. For such warriors, they require something to tether and bind them to the wilderness they protect.* \columnbreak
#### Elder Kauri Scale Mail
*Armour (scale mail)
Very Rare/Legendary
Requires attunement by a Primeval Druid or Ranger*
This armour is made with the oldest wood in existence and crafted wtih ancient magic. Druidic runes have been infused with consecrated ash of a fallen and powerful fiend.
You gain a +2 bonus to your AC while wearing this armour.
*Primeval Thorns*:
Once per day you can use a bonus action to awaken the protective force of the armour, surrounding yourself in spectral thorns for 1 hour. You gain 20 temporary hit points. While you have these temporary hit points, whenever a creature hits you with a melee attack, they take 20 points of piercing damage.
*Consecrated Bark*:
As a bonus action, you can activate this ability. You are considered under the effects of the *Protection from Evil and Good* spell. This effect lasts for 1 minute and does not require concentration. You can use this feature once per day.
*Guardian’s Root*:
Once per day, when you are reduced to 0 hit points, massive roots flare from the armour, holding you upright. You drop to 1 hit point instead, and each hostile creature of your choice within 15 feet must succeed on a DC 17 Strength saving throw or be Restrained until the end of your next turn.
*The history of the Primveal Guardians is as old as the deepest roots of the Kauri tree. It is said that the tree was there at the beginning, and will outlive all mortal creatures, as will the deeds of Guardians.*
*Only those who truly prove themselves as guardians of nature are considered worthy to wear armour made from its sacred and powerful bark.*
*This armour has been enhanced beyond the normal deep magic provided by the Kauri, acting as the perfect defence against those who would threaten the beauty and importance of life.* \columnbreak \pagebreak #### Elder Kauri Scale Mail (Alt)
*Armour (scale mail)
Very Rare/Legendary
Requires attunement by a Primeval Druid or Ranger*
This armour is made with the oldest wood in existence and crafted wtih ancient magic. Druidic runes have been infused with consecrated ash of a fallen and powerful fiend.
You gain a +2 bonus to your AC while wearing this armour.
*Primeval Thorns*:
Once per day, you can activate this ability as a bonus action. You gain 20 temporary hit points which last for one hour.
In addition, a spectral shield of thorns appears around you for five minute. Whenever a creature within 5ft of you hits you with a melee attack, the thorns errupt from the shield and the attacker takes 2d8 piercing damage.
*Consecrated Bark*:
As a bonus action, you can activate this ability. You are considered under the effects of the *Protection from Evil and Good* spell. This effect lasts for 1 minute and does not require concentration. You can use this feature once per day.
*Guardian’s Root*:
Once per day, when you are reduced to 0 hit points, massive roots flare from the armour, holding you upright. You drop to 1 hit point instead, and each hostile creature of your choice within 15 feet must succeed on a DC 17 Strength saving throw or be Restrained until the end of your next turn.
*The history of the Primveal Guardians is as old as the deepest roots of the Kauri tree. It is said that the tree was there at the beginning, and will outlive all mortal creatures, as will the deeds of Guardians.*
*Only those who truly prove themselves as guardians of nature are considered worthy to wear armour made from its sacred and powerful bark.*
*This armour has been enhanced beyond the normal deep magic provided by the Kauri, acting as the perfect defence against those who would threaten the beauty and importance of life.* \columnbreak
#### Fey Essence
*Rare
Wondrous item
Requires attunement by a Druid of the Primeval Circle with a Wisdom of 18*
This magic item is a deep green sash imbued with energies from the Feywild, almost shimmering with an emerald hue.
While attuned to this item, magic cannot put you to sleep, and you have advantage on saving throws against being charmed or frightened.
Additionally, you can cast the *Misty Step* spell without expending a spell slot. You can use this ability once per long rest.
*As she tied the sash around her waist, she could feel the essence of the Feywild through her body, her mind, her being.*
*The mighty and ancient dryads of the Feywild, mirrored protectors on the other side, had given the Guardians this gift eons ago. She would now protect the forests with pride, for as long she could.*
*- An excerpt from the diary of Warden T'verla Fostro.* \columnbreak \pagebreak #### Heart of the Wild
*Very rare
Wondrous item
Requires attunement by a Druid of the Primeval Circle*
This magic item is a token of the wilds itself, containing its very will. It takes the shape of either a beastly shamanic skull or necklace with a Tiger's Eye gemstone.
While attuned, you gain proficiency in either Dexterity or Chasimsa saving throws, chosen when you attune to the item.
The wilderness bolsters your natural communication skills. You can cast the *Speak with Animals* and *Speak with Plants* spells at will, without expending a spell slot.
Additionally, you can have the will of the wilds offer you some protection. When a creature you can see within 60ft of you makes an attack roll or saving throw, you can use your Reaction to subtract your Wisdom modifier from their total roll. Once this ability makes a creature miss its attack or fail its save, you cannot use this it again until the next dawn.
*With every breath he takes he can almost feel the earth beneath his feet do the same. Closing his eyes, he remembers that Melora gifted him and his Guardians with the ability and task to look after her wilds.*
*Every wilderness is a beacon of life. And Melora will help thwart any who endangers them.*
*- A quote from the diary of Archdruid G'redove Azurevale's lost collection.* \columnbreak \pagebreak #### Heartwood Sentinel
*Wondrous item
Legendary
Requires attunement by a Druid of the Primeval Circle or a Primeval Ranger.*
This ancient shield is one of the only items crafted from the *Heartwood tree*. Its magic is old and runs deep within the runes circling the shield.
This shield is a sentient and lawful neutral item. It has an Intelligence of 18, a Wisdom of 20, and a Charisma of 15. It has hearing and darkvision out to a range of 120 feet.
While attuned, you gain a +2 bonus to your AC.
The magic of the *Heartwood tree* allows you to gain the below abilities:
*Ageless Time:* While attuned, aging spells and effects do not work against you.
*Resilient Bark:* You gain 1d6 hit points whenever you succeed on a Constitution saving throw an enemy forces you to make.
*Rooted Guardian:* Once per day, as a reaction, you can use this ability to channel the strong roots of the *Heartwood*. Once used, you cannot be moved against your will and have advantage on Strength saves and checks until the end of your next turn.
*Protector's Form*: Once per day, the shield can transform into a shortsword. It has a +2 bonus to attack and damage rolls. It deals an additional 2d6 piercing damage which bypass Resistances and Immunities. This change lasts for 1 minute unless you change it back to its shield form as a bonus action. While in its *Protector's Form*, you lose the bonus provided to your AC.
*All Roots are Connected:* Once per day, you can use the shield to cast the *Commune with Nature* spell. \columnbreak
*I remember the ceremony like it was yesterday. The beat of the drums ran in tempo with the beat of my heart, and the pace of my footfalls on the the soft grass. I had joined the Primeval Guardians years ago, and today I was elevated to be one of the Council.*
*For over 100 years I have passed by the magnificent Heartwood Tree, seen those in quiet meditation around it. I was one of those who meditated numerous times before the great bristlecone pine tree. Nothing, not one moment in all my life, could have prepared me for the voice.*
*Terms like "ancient" and "old" barely encompass the power behind its words. It is no wonder items such as this exist only from pieces of the Heartwood Tree. Us who are connected to nature can give plants the ability to speak, to communicate. As always, there are some that do not talk back.*
*All I can advise is that you listen when it speaks to you unprompted.*
*- An excerpt from the journal of Archdruid Acacia Willow.* \columnbreak \pagebreak #### Incense of the Ancestors
*Depends on Rarity
Wondrous item
Consumable*
This magic item is found with 1d4 + 1 sticks of incense. The effects are dependent on the rarity of the item.
When lit, up to five creatures can breathe in the smoke, gaining the effects. This process takes 10 minutes.
Once used, it burns into ash.
*Uncommon:*
When used, those who inhaled its incense are shown visions of the past. The location and topic are not related to them. You learn one interesting detail up to the DM's discretion.
*Rare:*
When used, those who inhaled its incense are shown visions of the past. The location and topic can be about a long lost ancestor or a hidden city. You learn two interesting details up to the DM's discretion.
*Very Rare:*
When used, those who inhaled its incense are shown visions of the past. Once inhaled, the creature can choose a point in time showing a location and incident of their choosing that either directly affects the creature, or the creature's ancestor. The sounds and visuals are clear, and is as if the creature is there reliving that moment.
*The traditions and heritages of our ancestors are important, they shape us into who we become. Although customs and heritages can be lost in fire, they can be found again in the smoke.* \columnbreak
#### Incense of Preparation
*Depends on item's rarity
Wondrous item
Consumable*
This magical item is found with 1d4 sticks of incense.
A stick of incense can be lit, allowing up to 5 creatures to inhale its smoke to gain the benefits.
This process takes 5 minutes.
Once used, it burns into ash.
*Uncommon:*
Once inhaled, all creatures who took part have advantage on saving throws against being Charmed or Frightened.
*Rare:*
Once inhaled, all creatures who took part have advantage on saving throws against being Charmed or Frightened.
Additionally, all creatures gain +5 to their hit point maximum and their current hit points increase by 5 for the duration.
These effects last for 4 hours.
*Very Rare*:
Once inhaled, all creatures who took part cannot be Charmed or Frightened.
Additionally, all creatures gain +10 to their hit point maximum, and their current hit poins increaase by 10.
These effects last for 8 hours. \columnbreak \pagebreak #### Incense of Protection
*Legendary
Wondrous item
Requires attunement by a druid of the Primeval Circle*
This single stick of incense is made up of thick wrappings of sage and other herbs.
A druid may light the incense to begin a Protection ritual. This ritual takes place over 4 hours, with the druid walking the borders of a 90ft cube. Once the ritual is complete, the attunement ends and the effects take place, the smoke mixing into a soft and peaceful fog along the borders.
*Restriction*:
*Abberations, fiends, monstrosoties* and *undead* cannot cross the borders by non-magical means. If a creature of the listed type tries to gain entry through teleportation spells or abilities, they must first succeed a DC20 Charisma saving throw, or waste the spell slot or ability.
*Identification:*
If an *abberation, fiend, monstrosity* or *undead* manages to pass the border, the smoke turns into a colour signifying the presence of that creature. Additionally, the creature or creatures must succeed a DC20 Dexterity saving throw or be under the effects of the *Faerie Fire* spell for 1 hour. They glow with their specific colour.
*Red: Fiend
Black: Undead
Orange: Monstrosity
Yellow: Abberation*
These effects last until dispelled by a *Dispel Magic* spell cast at 9th level or higher.
*The creation of these legendary items are a closely kept secret, and very few alive know of its creation process.*
*Within the groves of the Guardians, this incense is sacred, and only used to consecrate lands of importance.*
*- A quote from the diary of Archdruid G'redove Azurevale's lost collection.* \columnbreak
#### Leaf of the Wild
*Wondrous item
Rare*
This beautiful leaf changes its colour to represent the season of the area it is currently in. It is noticeably larger than most leaves, being big enough to fit comfortably in the palm of a hand.
As an Action, you can press this leaf to a living tree or plant large enough to travel through. Once done, the leaf magically grows and encompasses the tree, creating the effects of the *Transport via Plants* spell.
Any creature who enters and passes through has their Exhaustion level decreased by 1, and they gain 10 temporary hit points.
The leaf remembers the last creature who touched it, and will revert to its usual leaf form on the plant or tree that the creature exits through.
You can only use this leaf once per day.
*"They say that leaves float and fly on the very breath of Melora herself. That every tree, plant and root is tied intrinsically to the Wildmother. That anything she touches can be a gateway to another that feels her breath as wind."*
*- A quote from the diary of Archdruid G'redove Azurevale's lost collection* \columnbreak \pagebreak #### Moon-Touched Blade
*Weapon (any sword)
Very rare
Requires attunement by a Bard, Druid, Cleric, Fighter, Ranger, Rogue, Warlock or Wizard*
This sword has a soft silver blade with runic symbols reminiscent of the moon's phases.
As a bonus action, you can have the weapon shed moonlight, creating bright light in a 15ft radius and dim light for an additional 15ft.
It deals 1d8 slashing damage (for a longsword or short sword), or 1d8 piercing damage (for a rapier or similar weapon).
The sword deals an extra 1d6 radiant damage on a successful hit.
The blade has three charges, regaining all charges at dawn. You can expend charges for the below effects:
*New Moon: 1 Charge*
As a bonus action, you can make an additional attack with this weapon. On a hit, the blade releases a bright burst of moonlight. The target of the attack, and all hostile creatures within 5ft of them, must make a D18 Constitution saving thow. On a failed save, creatures take 3d6 radiant damage and are Blinded until the end of their next turn. On a successful save, they take half damage and suffer no additional effects.
*Eclipse: 2 Charges*
As a bonus action, you can activate this effect, becoming Invisible. This lasts until the end of your next turn, make an attack or cast a spell.
*"These blades are rare, almost a myth save for those who have seen them. It is unknown what metals these weapons are made from, only that they draw their power from the moon itself.*
*There are whispers of other items, artifacts that are imbued with lunar magics, but they are -"*
- *An excerpt from journals found by the Magicae Magistrum* \columnbreak
#### Nature's Veil
*Wondrous item
Rare
Requires attunement by a Primeval Ranger or Druid 10th level or higher*
This magical shawl is made with lush green fabrics that almost seem to disappear in some lights.
As a bonus action, you can choose to magically become invisible, along with any items you are holding or wearing, until the end of your turn.
You can use this ability a number of times per day equal to your Wisdom modifier.
*"There are reasons why Melora, Lemniscate and the Primeval Guardians are illusive in song,*
*The moment you think you see something,*
*It's gone"*
*- Old tribal proverb* \columnbreak \pagebreak #### Primeval Cloak of the Hunter:
*Wondrous item
Very rare
Requires attunement by a Primeval Druid or Ranger*
This cloak is imbued with the natural magics of the Primeval forests, Primeval Guardians, and the feathers adorning it.
While attuned to this cloak, you gain the following benefits:
*Cloak of Protection*: This cloak has protective abjuration magics, giving you a +1 to your AC.
*Cloak of Detection:* This cloak aids you in your focus. When you use your *Primeval Awareness* feature, you learn the number of creatures you detect per creature type.
Additionally, the magics woven into the feathers gives you the ability to take the form of a bird, such as an eagle or raven. You choose whether your form is a swarm of birds or one individual bird. A swarm is considered one creature and takes up your normal space.
The cloak has 8 charges, regaining 1d6+ 2 charges at dawn. You can expend charges for the below effects:
*Winged Escape: 1 Charge*
As a bonus action, you transform into your bird form and gain a flying speed of 40ft. You do not provoke attacks of opportunities. This effect lasts until the end of your turn.
*Aerial Scout: 2 Charges*
As a bonus action, you take your avian form, gaining a flying speed of 60ft, while retaining your Stealth, Perception and Investigation proficiencies and stats. If you have Darkvision, your new form gains that sense. This form lasts for 10 minutes unless you use another charge to prolong the duration for another 10 minutes.
If you are hit, you must make a DC 16 Constitution saving throw, taking 3d10 necrotic damage and returning to your original form on a fail, and taking half damage on a successful save.
*Swarmed Flurry: 3 Charges*
As an action, you can gain the following effects:
You have a flying speed of 50ft and do not provoke attacks of opportunity. This lasts until the end of your turn.
Additionally, you can choose to fly through creatures. Each creature whose space you travel through must make a DC 16 Dex save or take 3d10 lightning damage, taking half as much on a successful save. \columnbreak
#### Primeval's Elemental Ward
*Wondrous item
Very rare
Requires attunement by a druid of the Primeval Circle or Primeval ranger*
This magic item is a bramble buckler shield which wraps around the forearm, leaving your hands free. While attached, this shield only grants a +1 to your AC, instead of the usual bonus.
While attuned to this item, you gain the benefits for having *Elementals* as a favoured enemy. You have advantage on Wisdom checks (Survival) to locate them and Intelligence checks (History) to recall information about them.
This grants no additional benefits if you have already chosen elementals as a favoured enemy elsewhere.
Additionally, this item has 5 charges which recharge at dawn.
You can expend 1 charge to cast the *Absorb Elements* spell without using a spell slot or having it prepared.
Once per long rest, you can cast the *Banishment* spell, targeting only an elemental.
*"Sometimes we face lost primordials who wander into our domains.*
*They may not seek harm, but destruction can come with them nonetheless. We are not ones to sit idly by. We are those who send them back to their Plane, either by peace, or by force. We are those who stand ready to do both. We are Guardians, who hunt to protect."*
*- A remnant from a speech on the eve of battle* \columnbreak \pagebreak #### Rootwarden's Bulwark
*Wondrous item (shield)
Rare
Requires attunemnt*
This sturdy wooden shield is made from an old tree protected by the Guardians, druidic runes enscribed with soft green hues.
While attuned, this shield grants +1 to your AC.
*Enduring Bark*: While attuned to this item, you have resistance to necrotic damage.
Additionally, you gain the following ability:
*Roots of the Mountain*: Once per day, as a bonus action, you can strike the shield into the ground, creating the effects of the *Spike Growth* spell centred on the shield. This lasts for one minute unless you end it as a free action. You lose any bonus to your AC provided by this shield while this ability is used.
*There are only a few trees that are so sacred to the Guardians that they remain protected through the eons. The Heartwood Tree is one of these legendary trees.*
*While none know the truth of this rumour, it is whispered that the seed of this tree was planted by the first Primeval Guardian, either as they died, or shortly after the events called the Calamity. The fables tell that whatever Vestige of Divergence they wielded was planted along with this seed, and that the Heartwood Tree now holds it safely within its roots.*
*The stories surrounding the birth of the Heartwood Tree have been lost to time; with story becoming myth, becoming legend.*
*- An excerpt from the journal of Warden Zanwin Felvyn* \columnbreak
#### Staff of the Sun
*Wonderous item
Very Rare
Requires attunement by a Cleric, Druid, Sorcerer or Wizard*
This bronze staff has red veins of the sun rays running though it with a sunstone in the centre of a circular symbol.
This item can be wielded as a magical quarterstaff with a +2 bonus to attack and damage rolls. It deals 1d8 bludgeoning and 1d8 fire damage on a hit.
While attuned to this staff, you know the *Firebolt* cantrip, as well as the *Burning Hands* and *Scorching Ray* spells. These count as known and prepared spells but do not count towards the number of spells you know or need to have prepared.
Additionally, this staff has 12 charges, regaining 1d8 + 4 charges at dawn. The charges can be expended for the following effects:
*Sunrise: 2 Charges*
As a bonus action, you can allow a semblance of the sun's energy to radiate. For one hour, the tip of the staff sheds bright light for 20ft, and dim light for an additional 10ft. If you hit a creature with the staff, or force them to make a saving throw to resist effects caused by this staff, you deal an extra 1d8 fire damage and this effect ends.
*Sunburst: 4 Charges*
As a bonus action, you can release a blast of the sun's power of raw light and heat. Each creature within a 30ft cone from you must make a DC 18 Dexterity saving throw. On a failed save, they take 3d10 fire damage and are Blinded until the start of your next turn. Creatures take half as much damage and suffer no additional effects on a successful save.
*Sunfire: 6 Charges*
As an action, you can release the full fiery fury of the sun. Each creature in a 20ft radius sphere centred on you must make a DC 18 Dexterity saving throw, taking 10d6 fire damage on a failed saving throw, or half as much on a successful save.
*"A relic from the ages of the fabled Sun Elves from Lux Aurea, this staff is one of a few surviving pieces of history. None alive are sure of its creation, only that it held a deep connection to the Heartstone.*
*Since the corruption of the Heartstone, it is believed that most – if not all – of the Sunfire Staff's were either destroyed, or rendered poisoned due to its source of power holding an evil contamination."*
*- An excerpt from Lux Aurea: A Burning History* \columnbreak \pagebreak #### Tattoo of the Forest - Ranger
*Wondrous item*
*This tattoo is used with beastial ink and incorporates various themes depicting forests.*
You gain the following passive abilities:
*Rapid Fire:* While imbued with this tattoo, as part of the Attack Action, you can make an additional attack on your turn if you missed a target on one of your regular attacks this turn. You can use this feature a number of times per day equal to your Dexterity modifier (min 1).
*Controlled Movement*: You gain profiency in the Acrobatics skill.
Additionally, you gain one of the below effects:
*Advanced Reflexes*: Before learning the outcome of any roll to which you add your Dexterity modifier, you can use this feature to give the tattoo momentary control of your body, allowing you to reroll. You choose which roll to use. You can use this ability once per long rest.
*Primeval Detection*: When you use your *Primeval Awareness* feature, and you detect an *Abberation, Fiend* or *Undead*, you can choose to learn what creature it is. For example, if you sense an *Abberation*, you can learn that it is a Beholder. You can use this feature once per long rest. \columnbreak
#### Worlroot Ward
*Wondrous item (shield)
Very Rare
Requires attunement by a Druid, Fighter, Paladin, Sorcerer or Wizard*
This shield is forged and sculpted from an elder bristlecone pine tree, hidden deep within the Guardian's sacred groves.
While attuned, you gain a +1 bonus to your AC.
*Elemental Ward*: While attuned to this shield, you know the *Absorb Element* spell. It does not count against the number of spells you know or prepare. You can cast the spell once per day without expending a spell slot, having the shield absorb the energy. After you use the shield to cast the spell, you gain an additional +1 bonus to your AC until the end of your next turn.
*Bullwark Bark*: As a bonus action, you can have the shield form a bark-like protection over you. While covered in this protective bark, you gain resistance to fire damage while retaining the bonus the shield provides to your AC. This lasts for one minute unless you end it as a free action or are reduced to 0 hit points.
*The Heartwood Tree is ancient, old beyond measure. None alive are aware of its exact age, but the Guardians and Council know that the Grove was built around this sacred tree.*
*As no tree can be harmed, only bark that has fallen from the Heartwood Tree can be used to craft items.. but the tree does not shed itself lightly. It knows the deep magic that runs from its roots through its trunk, and only ever offers materials when it feels the time is right.*
*- An excerpt from the journal of Archdruid Acacia Willow.* \columnbreak \pagebreak ### Vestiges
#### Feredir Lúva
_Legendary_
_Weapon (Greatbow)_
_Requires attunement by a Ranger_
*Properties:
1d10 Piercing
Range 200/800
Heavy, two-handed*
This bow is made of an ancient dark black wood. The intricate runes and script, which glow with a dull green hue, are carved and etched into the limbs and handle of this weapon.
The bowstring is made of a dim green ethereal substance, and makes no sound when released.
This weapon does not require physical ammunition; upon readying this weapon, a spectral arrow of black energy is nocked that acts as magical ammunition. Regular arrows can still be released from the bow.
For hunters who wield this weapon, they know it to be an extension of the will of the hunt, the will of the wilds. They know this to be an extension of themselves.
**Dormant State**
This greatbow, in its passive form, is an ornate dark wooden bracelet glowing softly with green energy. As a free action, the wielder can activate the bow. The bow grows from the bracelet, forming into a large greatbow. The bow can be dismissed as a free action, storing it in the bracelet once more.
While attuned to this weapon, you gain +1 to attack and damage rolls. Additionally, any arrow released from the bow deals an extra 1d6 piercing damage.
_Marksman:_
You score a critical hit on 19 - 20.
_Snapshot:_
You no longer have disadvantage when attacking a creature within 5ft of you.
Additionally, as a Reaction when hit by a melee attack, you can make an attack with this bow against the creature and then move half your movement speed without provoking attacks of opportunity.
_Hunter's Focus:_
This bow enhances your _Slayer's Mark._ If you choose to learn a Resistance of the Marked creature, you instead learn all its Resistances. \columnbreak
_Bramble Shot:_
Once per turn, you can declare a Bramble shot with the spectral arrow. On a hit, the creature must succeed on a DC 16 Strength saving throw or be Restrained for up to one minute as spectral vines burst and wrap around the creature. A Restrained creature can use their action to make a Strength check against the DC in an attempt to break free.
Only one creature may be Restrained at a time.
_Blessing of the Hunt:_
Being attuned this item allows you to further your connection to nature. This bow allows you to cast certain spells a number of times per day. If the spell requires a saving throw, the DC is 16.
_Nature's Protection:_
You can cast _Protection from Good and Evil_ once per day. You can only target yourself, and the spell has the following changes: - The duration lasts for one minute minute. - The spell does not require concentration.
_Nature's Vengeance:_
You can cast _Conjure Barrage_ once per day, dealing 5d8 damage.
**Awakened State**
You gain a +2 to attack and damage rolls. Additionally, any arrow released from the bow deals an extra 1d6 piercing damage (for a total of 2d6).
_Hunter's Focus:_
The power of your Mark has increased. If you choose to learn a creature's Immunities, you learn all Immunities they have.
_Bramble Shot Upgrade:_
The DC increases to 17. Additionally, two creatures can now be Restrained at the same time.
_Blessing of the Hunt Upgrade:_
The Spell Save DC becomes 17, and you gain access to additional spells.
_Nature's Wrath:_
You can cast _Conjure Volley_ once per day, and you can choose a number of creatures equal to your Wisdom or Dexterity modifier within the area to be unaffected by the spell. \columnbreak \pagebreak #### Feredir Lúva Continued
**Exalted State**
You now gain a +3 bonus to your attack and damage rolls. Additionally, any arrow released from the bow deals an extra 1d6 piercing damage (for a total of 3d6).
_Hunter's Focus:_
Your _Slayer's Mark_ magic has reached its peak. When you Mark a creature, you learn all Resistances and Immunities it has. Marked creatures no longer benefit from being invisible from you, and you do not have disadvantage against Marked creatures you cannot see.
_Bramble Shot Upgrade:_
The DC increases to 18. Additionally, Restrained creatures have Disadvantage on Strength checks to escape.
_Blessing of the Hunt:_
The Spell Save DC increases to 18. Additionally, you gain the below spells:
_Nature's Guardian:_
You learn to channel the power of the wilds. Once per day, as a bonus action, you can let nature’s magic flow through you. You gain the following form for one minute. This form lasts for the duration unless you dismiss it as a free action, or until you are reduced to 0 hit points:
_Great Tree_ – Your skin appears sturdy and barky, leaves sprout from your hair, and you gain the following benefits: - You gain +2 bonus to your AC. - Advantage on Constitution saving throws. - Once per turn when you damage a creature with less than its maximum hit points, it takes an additional 1d8 damage. \columnbreak
*Long ago, from the first creature to draw breath, there existed the will to live. It is a drive, a feeling all are tested by in their lives. Some fail, but those who succeed carry that feeling with them for all their days. For in that will to survive, in that fight to remain in the realm of the living; that is where one finds oneself.*
_Hunters are renowned for their tracking skills and their natural prowess. But a true hunter is one who does what is needed. They are a guardian of the Grove, of nature and a protector of all that life represents. A true hunter is the embodiment of the will and need to hunt for they know its purpose is to keep peace; to keep others safe. They are the embodiment of the wilds; unpredictable, compassionate, and vengeful... Powerful._
_Only one who can understand the Hunt, who honours it and the enemies they kill, can connect to the Primeval core – and become a Hunter in truth._ \columnbreak \pagebreak #### Primeval Defender
_Legendary_
_Weapon (Greatbow)_
_Requires attunement by a Ranger_
*Properties:
1d10 Piercing
Range 200/800
Heavy, two-handed*
This bow is midnight black, and more flexible than it seems. Intricate script is etched into the wood, reading "To hunt and fell enemies of life is the will to survive".
This weapon does not require physical ammunition; upon readying this weapon, a spectral arrow of black energy is nocked that acts as magical ammunition. Regular arrows can still be released from the bow.
For hunters who wield this weapon, they know it to be an extension of the will of the hunt, the will of the wilds. They know this to be an extension of themselves.
**Dormant State**
While attuned to this weapon, you gain +1 to attack and damage rolls. Additionally, any arrow released from the bow deals an extra 1d6 piercing damage.
_Marksman:_
You score a critical hit on 19 - 20.
_Snapshot:_
You no longer have disadvantage when attacking a creature within 5ft of you.
Additionally, as a Reaction when a creature moves within 5ft of you, you can make an attack with this bow against the creature and then move half your movement speed without provoking attacks of opportunity.
_Hunter's Focus:_
This bow enhances your _Slayer's Mark_. When you choose to learn a Resistance from a creature, you instead learn all Resistances.
_Shadevine Shot_
Once per turn, you can declare a paralysing shot with the spectral arrow. On a hit, the creature must make a DC 16 Constitution saving throw or be Paralysed up to one minute. The creature takes 1d6 poison damage at the start of each of their turns. A Paralysed target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \columnbreak
_Blessing of the Hunt:_
Being attuned this item allows you to further your connection to nature. This bow allows you to cast certain spells a number of times per day. The Spell Save DC is 16. You have the _Ensaring Strike_ and _Hail of Thorns_ spells prepared and they don't count against the number of spells you can have prepared. Using the bow, you can cast each spell twice per day at 1st level without any somatic or verbal components.
_Nature's Protection:_
You can cast _Protection from Evil and Good_ once per day without any somatic or verbal components.
You can only target yourself, and the spell has the following changes: - The duration lasts for one minute minute. - The spell does not require concentration.
_Nature's Vengeance:_
You can cast _Conjure Barrage_ once per day without any somatic or verbal components, dealing 5d8 damage.
**Awakened State**
You gain a +2 to attack and damage rolls. Additionally, any arrow released from the bow deals an extra 1d6 piercing damage (for a total of 2d6).
_Hunter's Focus:_
The magic of your _Slayer's Mark_ increases. If you choose to learn a creature's Immunities, you learn all Immunities they have.
_Shadevine Shot_
The DC increases to 17, and a Paralysed creature takes an additional 1d6 poison damage at the start of its turn (for a total of 2d6).
_Blessing of the Hunt Upgrade:_
The Spell Save DC becomes 17. You can now cast *Ensaring Strike* and *Hail of Thorns* each twice per day at 2nd level without any somatic or verbal components.
_Nature's Wrath:_
Once per day, you can cast _Conjure Volley_ without somatic or verbal components, and you can choose a number of creatures equal to your Wisdom or Dexterity modifier within the area to be unaffected by the spell. \columnbreak \pagebreak #### Primeval Defender Continued
**Exalted State**
You now gain a +3 bonus to your attack and damage rolls. Additionally, any arrow released from the bow deals an extra 1d6 piercing damage (for a total of 3d6).
_Hunter's Focus:_
Your _Slayer's Mark_ powers have reached its peak. When you Mark a creature, you now learn all Resistances and Immunities the creature has. Marked creatures no longer benefit from being invisible from you, and you do not have disadvantage against Marked creatures you cannot see.
_Shadevine Shot_
The DC increases to 18, and a Paralysed creature takes an additional 1d6 poison damage (for a total of 3d6).
_Blessing of the Hunt:_
The Spell Save DC increases to 18. You can cast the *Ensaring Strike* and *Hail of Thorns* spells twice each per day at 3rd level without any somatic or verbal components.
_Nature's Guardian:_
You learn to channel the power of the wilds. Once per day, as a bonus action, you can let nature’s magic flow through you. You gain the following form for 1 minute. This form lasts for the duration unless you dismiss it as a free action, or until you are reduced to 0 hit points:
_Great Tree_ – Your skin appears sturdy and barky, leaves sprout from your hair, and you gain the following benefits: - You gain +2 bonus to your AC. - You regain 1d6 hit points at the start of each of your turns. - Once per turn when you damage a creature with less than its maximum hit points, it takes an additional 1d8 piercing damage. \columnbreak
_Long ago, from the first creature to draw breath, there existed the will to live._ _It is a drive, a feeling all are tested by in their lives. Some fail, but those who succeed carry that feeling with them for all their days. In that will to survive, in that fight to remain in the realm of the living; that is where one finds oneself._
*Hunters are renowned for their tracking skills and their natural prowess. But a true hunter is one who does what is needed. They are a guardian of the Grove, of nature and a protector of all that life represents. A true hunter is the embodiment of the will and need to hunt for they know its purpose is to keep peace; to keep others safe.*
*They are the embodiment of the wilds; unpredictable, compassionate, and vengeful... Powerful.*
\columnbreak \pagebreak #### The Bow of the Hunter
_Legendary_
_Weapon (Greatbow)_
_Requires attunement by a Ranger_
*Properties:
1d10 Piercing
Range 200/800
Heavy, two-handed*
This bow is midnight black, and more flexible than it seems. Intricate script is etched into the wood, reading, "A true hunter is the embodiment of the will to survive".
This weapon does not require physical ammunition; upon readying this weapon, a spectral arrow of black energy is nocked that acts as magical ammunition. Regular arrows can still be released from the bow.
For hunters who wield this weapon, they know it to be an extension of the will of the hunt, the will of the wilds. They know this to be an extension of themselves.
**Dormant State**
While attuned to this weapon, you gain +1 to attack and damage rolls. Additionally, any arrow released from the bow deals an extra 1d8 piercing damage.
_Marksman:_
You score a critical hit on 19 - 20.
_Snapshot:_
You no longer have disadvantage when attacking a creature within 5ft of you.
_Hunter's Focus:_
This bow enhances your _Slayer's Mark_. When you choose to learn a Resistance from a creature, you instead learn all Resistances.
_Nightshade Shot_
Once per turn, you can declare a paralysing shot with the spectral arrow. On a hit, the creature must make a DC 16 Constitution saving throw or be Paralysed. The creature takes 1d6 poison damage at the start of each of their turns. A paralysed target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
_Blessing of the Hunt:_
Being attuned this item allows you to further your connection to nature. This bow allows you to cast certain spells a number of times per day. If the spell requires a saving throw, the DC is 16. \columnbreak
_Nature's Protection:_
You can cast _Protection from Good and Evil_ once per day. You can only target yourself, and the spell has the following changes: - The duration lasts for one minute minute. - The spell does not require concentration.
_Nature's Vengeance:_
You can cast _Conjure Barrage_ once per day, dealing 5d8 damage.
**Awakened State**
You gain a +2 to attack and damage rolls. Additionally, any arrow released from the bow deals an extra 1d8 piercing damage (for a total of 2d8).
_Hunter's Focus:_
The magic of your _Slayer's Mark_ increases. If you choose to learn a creature's Immunities, you learn all Immunities they have.
_Blessing of the Hunt Upgrade:_
The Spell Save DC becomes 17.
_Nightshade Shot_
The DC increases to 17, and a Paralysed creature takes an additional 1d6 poison damage at the start of its turn (for a total of 2d6).
_Nature's Wrath:_
You can cast _Conjure Volley_ without somatic or verbal components, and you can choose a number of creatures equal to your Wisdom or Dexterity modifier within the area to be unaffected by the spell. \columnbreak \pagebreak #### The Bow of the Hunter Continued
**Exalted State**
You now gain a +3 bonus to your attack and damage rolls. Additionally, any arrow released from the bow deals an extra 1d8 piercing damage (for a total of 3d8).
_Hunter's Focus:_
Your _Slayer's Mark_ powers have reached its peak. When you Mark a creature, you now learn all Resistances and Immunities the creature has. Marked creatures no longer benefit from being invisible from you, and you do not have disadvantage against Marked creatures you cannot see.
_Nightshade Shot_
The DC increases to 18, and a Paralysed creature takes an additional 1d6 poison damage (for a total of 3d6). Additionally, if a creature succeeds on removing the paralysis, they are under the Poisoned condition until the end of their next turn.
_Blessing of the Hunt:_
The Spell Save DC increases to 18.
_Nature's Guardian:_
You learn to channel the power of the wilds. As a bonus action, you can let nature’s magic flow through you. You gain the following form for 1 minute. This form lasts for the duration unless you dismiss it as a free action, or until you are reduced to 0 hit points:
_Great Tree_ – Your skin appears sturdy and barky, leaves sprout from your hair, and you gain the following benefits: - You gain +2 bonus to your AC. - The ground within a 15ft radius sphere centred on you is difficult terrain for your enemies. The sphere moves with you. - Once per turn when you damage a creature with less than its maximum hit points, it takes an additional 1d8 piercing damage. \columnbreak
_None truly know how closely tied Melora is to Lemniscate, and Lemniscate to Melora. None besides the truest who claim the mantle of Hunter._
_Melora gives life and nature, while Lemniscate gives the tools and skills necessary to defend it. Life and nature, however, are not only tied to the forests and druidic groves that some find solace and peace within._
_No, life is found everywhere. A true hunter knows this. Life is beautiful. It is precious. And it must be protected._
_A true hunter hunts not only for themselves, but for those unable to fight. They are fighters, huntsmen, and defenders of life._ \columnbreak \pagebreak #### Bow of the Warden
_Legendary_
_Weapon (Greatbow)_
_Requires attunement by a Ranger_
*Properties:
1d10 Piercing
Range 200/800
Heavy, two-handed*
This bow is midnight black with green runes etched into the wood.
This weapon does not require physical ammunition; upon readying this weapon, a spectral arrow of black energy is nocked that acts as magical ammunition. Regular arrows can still be released from the bow.
For hunters who wield this weapon, they know it to be an extension of the will of the hunt, the will of the wilds. They know this to be an extension of themselves.
**Dormant State**
While attuned to this weapon, you gain +1 to attack and damage rolls. Additionally, any arrow released from the bow deals an extra 1d6 piercing damage.
_Marksman:_
You score a critical hit on 19 - 20.
_Snapshot:_
You no longer have disadvantage when attacking a creature within 5ft of you.
_Hunter's Focus:_
This bow enhances your _Slayer's Mark_. When you choose to learn a Resistance from a creature, you instead learn all Resistances.
_Nightshade Shot_
Once per turn, you can declare a paralysing shot with the spectral arrow. On a hit, the creature must make a DC 16 Constitution saving throw or be Paralysed. The creature takes 1d6 poison damage at the start of each of their turns. A paralysed target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
_Blessing of the Hunt:_
Being attuned this item allows you to further your connection to nature. This bow allows you to cast certain spells a number of times per day. The Spell Save DC is 16. You have the *Ensaring Strike* and *Hail of Thorns* spells prepared and they do not count against the number of spells you can have prepared. Using the bow, you can cast each spell twice per day. \columnbreak
_Nature's Protection:_
You can cast _Protection from Good and Evil_ once per day. You can only target yourself, and the spell has the following changes: - The duration lasts for one minute minute. - The spell does not require concentration.
_Nature's Vengeance:_
You can cast _Conjure Barrage_ once per day, dealing 5d8 damage.
**Awakened State**
You gain a +2 to attack and damage rolls. Additionally, any arrow released from the bow deals an extra 1d6 piercing damage (for a total of 2d6).
_Hunter's Focus:_
The magic of your _Slayer's Mark_ increases. If you choose to learn a creature's Immunities, you learn all Immunities they have.
_Blessing of the Hunt Upgrade:_
The Spell Save DC becomes 17. You can now cast *Ensaring Strike* and *Hail of Thorns* each twice per day at 2nd level without any somatic or verbal components.
_Nightshade Shot_
The DC increases to 17, and a Paralysed creature takes an additional 1d6 poison damage at the start of its turn (for a total of 2d6).
_Nature's Wrath:_
Once per day you can cast the _Swift Quiver_ spell without somatic or verbal components. \columnbreak \pagebreak #### Bow of the Warden (Variant One)
_Legendary_
_Weapon (Greatbow)_
_Requires attunement by a Ranger_
*Properties:
1d10 Piercing
Range 200/800
Heavy, two-handed*
This bow is midnight black with green runes etched into the wood.
This weapon does not require physical ammunition; upon readying this weapon, a spectral arrow of black energy is nocked that acts as magical ammunition. Regular arrows can still be released from the bow.
For hunters who wield this weapon, they know it to be an extension of the will of the hunt, the will of the wilds. They know this to be an extension of themselves.
**Dormant State**
While attuned to this weapon, you gain +1 to attack and damage rolls.
_Marksman:_
You score a critical hit on 19 - 20.
_Snapshot:_
You no longer have disadvantage when attacking a creature within 5ft of you.
_Hunter's Focus:_
This bow enhances your _Slayer's Mark_. When you choose to learn a Resistance of a creature, you instead learn all Resistances. Additionally, you gain a +1 bonus to attack rolls against *Marked* creatures. You can target one extra creature when using your *Slayer's Mark* feature, and you can change your Mark to a different creature as a free action once per turn. You deal an additional 1d6 piercing damage to any *Marked* creature.
_Nightshade Shot_
Once per turn, you can declare a paralysing shot with the spectral arrow. On a hit, the creature must make a DC 16 Constitution saving throw or be Paralysed. The creature takes 1d6 poison damage at the start of each of their turns. A paralysed target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. You can use this feature a number of times equal to your Dexterity modiifer. \columnbreak
_Blessing of the Hunt:_
Being attuned this item allows you to further your connection to nature. This bow allows you to cast certain spells a number of times per day. The Spell Save DC is 16. You have the *Ensaring Strike* and *Hail of Thorns* spells prepared and they do not count against the number of spells you can have prepared. Using the bow, you can cast each spell twice per day.
_Nature's Protection:_
You can cast _Protection from Good and Evil_ once per day. You can only target yourself, and the spell has the following changes: - The duration lasts for one minute minute. - The spell does not require concentration.
_Nature's Vengeance:_
You can cast _Conjure Barrage_ once per day, dealing 5d8 damage.
**Awakened State**
You gain a +2 to attack and damage rolls.
_Hunter's Focus:_
This bow enhances your _Slayer's Mark_. When you choose to learn a Resistance from a creature, you instead learn all Resistances. Additionally, you gain a +2 to attack rolls against *Marked* creatures. You can target one extra creature when using your *Slayer's Mark* feature. You deal an additional 1d6 piercing damage (for a total of 3d6) to any *Marked* creature.
_Blessing of the Hunt Upgrade:_
The Spell Save DC becomes 17. You can now cast *Ensaring Strike* and *Hail of Thorns* each twice per day at 2nd level without any somatic or verbal components.
_Nightshade Shot_
The DC increases to 17, and a Paralysed creature takes an additional 1d6 poison damage at the start of its turn (for a total of 2d6).
_Nature's Wrath:_
Once per day you can cast the _Swift Quiver_ spell without somatic or verbal components. \columnbreak \pagebreak #### Bow of the Warden (Variant One) Continued
**Exalted State**
You now gain a +3 bonus to your attack and damage rolls.
_Hunter's Focus:_
Your _Slayer's Mark_ powers have reached its peak. When you Mark a creature, you now learn all Resistances and Immunities the creature has. Marked creatures no longer benefit from being invisible from you, and you do not have disadvantage against Marked creatures you cannot see.
Additionally, you gain a +3 bonus to attack rolls against *Marked* creatures. You can target one extra creature when using your *Slayer's Mark* feature. You deal an additional 1d6 piercing damage to any *Marked* creature (for a total of 4d6).
_Nightshade Shot_
The DC increases to 18, and a Paralysed creature takes an additional 1d6 poison damage (for a total of 3d6). Additionally, if a creature succeeds on removing the paralysis, they are under the Poisoned condition until the end of their next turn.
_Blessing of the Hunt:_
The Spell Save DC increases to 18. You can cast the *Ensaring Strike* and *Hail of Thorns* spells twice each per day at 3rd level without any somatic or verbal components.
*Nature's Wrath*:
Once per day, you can cast *Conjure Volley* without somatic or verbal components, and you can choose a number of creatures equal to your Wisdom or Dexterity modifier within the area to be unaffected by the spell.
Additionally, if you would use this feature to cast *Swift Quiver*, you can choose to cast it with the following restrictions: - It does not require concentration - Its duration becomes three rounds. \columnbreak
_Nature's Guardian:_
You learn to channel the power of the wilds. As a bonus action, you can let nature’s magic flow through you. You gain the following form for 1 minute. This form lasts for the duration unless you dismiss it as a free action, or until you are reduced to 0 hit points:
_Great Tree_ – Your skin appears sturdy and barky, leaves sprout from your hair, and you gain the following benefits: - You gain +2 bonus to your AC. - The ground within a 15ft radius sphere centred on you is difficult terrain for your enemies. The sphere moves with you. - Once per turn when you damage a creature with less than its maximum hit points, it takes an additional 1d8 piercing damage.
_None truly know how closely tied Melora is to Lemniscate, and Lemniscate to Melora. None besides the truest who claim the mantle of Hunter._
_Melora gives life and nature, while Lemniscate gives the tools and skills necessary to defend it. Life and nature, however, are not only tied to the forests and druidic groves that some find solace and peace within._
_No, life is found everywhere. A true hunter knows this. Life is beautiful. It is precious. And it must be protected._
_A true hunter hunts not only for themselves, but for those unable to fight. They are fighters, huntsmen, and defenders of life._ \columnbreak \pagebreak #### Bow of the Warden (Variant Two)
_Legendary_
_Weapon (Greatbow)_
_Requires attunement by a Ranger_
*Properties:
1d10 Piercing
Range 200/800
Heavy, two-handed*
This bow is midnight black with green runes etched into the wood.
This weapon does not require physical ammunition; upon readying this weapon, a spectral arrow of black energy is nocked that acts as magical ammunition. Regular arrows can still be released from the bow.
For hunters who wield this weapon, they know it to be an extension of the will of the hunt, the will of the wilds. They know this to be an extension of themselves.
**Dormant State**
While attuned to this weapon, you gain +1 to attack and damage rolls. Additionally, any arrow released from the bow deals an extra 1d6 piercing damage.
_Marksman:_
You score a critical hit on 19 - 20.
_Snapshot:_
You no longer have disadvantage when attacking a creature within 5ft of you.
_Hunter's Focus:_
This bow enhances your _Slayer's Mark_. When you choose to learn a Resistance of a creature, you instead learn all Resistances. Additionally, you gain a +1 bonus to attack rolls against *Marked* creatures. You can target one extra creature when using your *Slayer's Mark* feature, and you can change your Mark to a different creature as a free action once per turn. You deal an additional 1d6 piercing damage to any *Marked* creature.
_Nightshade Shot_
Once per turn, you can declare a paralysing shot with the spectral arrow. On a hit, the creature must make a DC 16 Constitution saving throw or be Paralysed. The creature takes 1d6 poison damage at the start of each of their turns. A paralysed target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. You can use this feature a number of times equal to your Dexterity modiifer. \columnbreak
_Blessing of the Hunt:_
Being attuned this item allows you to further your connection to nature. This bow allows you to cast certain spells a number of times per day. The Spell Save DC is 16. You have the *Ensaring Strike* and *Hail of Thorns* spells prepared and they do not count against the number of spells you can have prepared. Using the bow, you can cast each spell twice per day.
_Nature's Protection:_
You can cast _Protection from Good and Evil_ once per day. You can only target yourself, and the spell has the following changes: - The duration lasts for one minute minute. - The spell does not require concentration.
_Nature's Vengeance:_
You can cast _Conjure Barrage_ once per day, dealing 5d8 damage.
**Awakened State**
You gain a +2 to attack and damage rolls. Additionally, any arrow released from the bow deals an extra 1d6 piercing damage (for a total of 2d6).
_Hunter's Focus:_
This bow enhances your _Slayer's Mark_. When you choose to learn a Resistance from a creature, you instead learn all Resistances. Additionally, you gain a +2 to attack rolls against *Marked* creatures. You can target one extra creature when using your *Slayer's Mark* feature. You deal an additional 1d6 piercing damage (for a total of 2d6) to any *Marked* creature.
_Blessing of the Hunt Upgrade:_
The Spell Save DC becomes 17. You can now cast *Ensaring Strike* and *Hail of Thorns* each twice per day at 2nd level without any somatic or verbal components.
_Nightshade Shot_
The DC increases to 17, and a Paralysed creature takes an additional 1d6 poison damage at the start of its turn (for a total of 2d6).
_Nature's Wrath:_
Once per day you can cast the _Swift Quiver_ spell without somatic or verbal components. \columnbreak \pagebreak #### Bow of the Warden (Variant Two) Continued
**Exalted State**
You gain a +3 to attack and damage rolls. Additionally, any arrow released from the bow deals an extra 1d6 piercing damage (for a total of 3d6).
_Hunter's Focus:_
Your _Slayer's Mark_ powers have reached its peak. When you Mark a creature, you now learn all Resistances and Immunities the creature has. Marked creatures no longer benefit from being invisible from you, and you do not have disadvantage against Marked creatures you cannot see.
Additionally, you gain a +3 bonus to attack rolls against *Marked* creatures. You can target one extra creature when using your *Slayer's Mark* feature. You deal an additional 1d6 piercing damage to any *Marked* creature (for a total of 3d6).
_Nightshade Shot_
The DC increases to 18, and a Paralysed creature takes an additional 1d6 poison damage (for a total of 3d6). Additionally, if a creature succeeds on removing the paralysis, they are under the Poisoned condition until the end of their next turn.
_Blessing of the Hunt:_
The Spell Save DC increases to 18. You can cast the *Ensaring Strike* and *Hail of Thorns* spells twice each per day at 3rd level without any somatic or verbal components.
*Nature's Wrath*:
Once per day, you can cast *Conjure Volley* without somatic or verbal components, and you can choose a number of creatures equal to your Wisdom or Dexterity modifier within the area to be unaffected by the spell.
Additionally, if you would use this feature to cast *Swift Quiver*, you can choose to cast it with the following restrictions: - It does not require concentration - Its duration becomes three rounds. \columnbreak
_Nature's Guardian:_
You learn to channel the power of the wilds. As a bonus action, you can let nature’s magic flow through you. You gain the following form for 1 minute. This form lasts for the duration unless you dismiss it as a free action, or until you are reduced to 0 hit points:
_Great Tree_ – Your skin appears sturdy and barky, leaves sprout from your hair, and you gain the following benefits: - You gain +2 bonus to your AC. - The ground within a 15ft radius sphere centred on you is difficult terrain for your enemies. The sphere moves with you. - Once per turn when you damage a creature with less than its maximum hit points, it takes an additional 1d8 piercing damage.
_None truly know how closely tied Melora is to Lemniscate, and Lemniscate to Melora. None besides the truest who claim the mantle of Hunter._
_Melora gives life and nature, while Lemniscate gives the tools and skills necessary to defend it. Life and nature, however, are not only tied to the forests and druidic groves that some find solace and peace within._
_No, life is found everywhere. A true hunter knows this. Life is beautiful. It is precious. And it must be protected._
_A true hunter hunts not only for themselves, but for those unable to fight. They are fighters, huntsmen, and defenders of life._ \columnbreak \pagebreak #### Bow of the Warden (Variant Three)
_Legendary_
_Weapon (Greatbow)_
_Requires attunement by a Ranger_
*Properties:
1d10 Piercing
Range 200/800
Heavy, two-handed*
This bow is midnight black with green runes etched into the wood.
This weapon does not require physical ammunition; upon readying this weapon, a spectral arrow of black energy is nocked that acts as magical ammunition. Regular arrows can still be released from the bow.
For hunters who wield this weapon, they know it to be an extension of the will of the hunt, the will of the wilds. They know this to be an extension of themselves.
**Dormant State**
While attuned to this weapon, you gain +1 to attack and damage rolls. Additionally, any arrow released from the bow deals an extra 1d6 piercing damage.
_Marksman:_
You score a critical hit on 19 - 20.
_Snapshot:_
You no longer have disadvantage when attacking a creature within 5ft of you. Additionally, as a Reaction when a creature moves within 5ft of you, you can make an attack with this bow against the creature and then move half your movement speed without provoking attacks of opportunity.
_Hunter's Focus:_
This bow enhances your _Slayer's Mark_. When you expend a use of your *Slayer's Mark* feature and choose to learn a Resistance of a creature, you instead learn all Resistances. Additionally, you gain a +1 bonus to attack rolls against *Marked* creatures. You can also change your *Mark* to a different creature as a free action once per turn, but you do not learn their Resistances or Immunities this way.
_Nightshade Shot_
Once per turn, you can declare a paralysing shot with the spectral arrow. On a hit, the creature must make a DC 16 Constitution saving throw or be Paralysed. The creature takes 1d6 poison damage at the start of each of their turns. A paralysed target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. You can use this feature a number of times per day equal to your Dexterity modiifer, regaining uses at dawn. \columnbreak
_Blessing of the Hunt:_
Being attuned this item allows you to further your connection to nature. This bow allows you to cast certain spells a number of times per day. The Spell Save DC is 16. You have the *Ensaring Strike* and *Hail of Thorns* spells prepared and they do not count against the number of spells you can have prepared. Using the bow, you can cast each spell twice per day at 1st level.
_Nature's Vengeance:_
You can cast _Conjure Barrage_ once per day, dealing 5d8 damage.
**Awakened State**
You gain a +2 to attack and damage rolls. Additionally, any arrow released from the bow deals an extra 1d6 piercing damage (for a total of 2d6).
_Hunter's Focus:_
This bow enhances your _Slayer's Mark_. When you choose to learn an Immunity from a creature, you instead learn all Immunities. Additionally, you gain a +2 to attack rolls against *Marked* creatures.
_Blessing of the Hunt Upgrade:_
The Spell Save DC becomes 17. Using the bow, you can now cast *Ensaring Strike* and *Hail of Thorns* each twice per day at 2nd level without any somatic or verbal components.
_Nightshade Shot_
The DC increases to 17, and a Paralysed creature takes an additional 1d6 poison damage at the start of its turn (for a total of 2d6).
_Nature's Wrath:_
Once per day you can cast the _Swift Quiver_ spell without somatic or verbal components. The spell still requires concentration. \columnbreak \pagebreak #### Bow of the Warden (Variant Three) Continued
**Exalted State**
You gain a +3 to attack and damage rolls. Additionally, any arrow released from the bow deals an extra 1d6 piercing damage (for a total of 3d6).
_Hunter's Focus:_
Your _Slayer's Mark_ powers have reached its peak. When you expend a use of your *Slayer's Mark* feature, you now learn all Resistances and Immunities the creature has. *Marked* creatures no longer benefit from being invisible from you, and you do not have disadvantage against *Marked* creatures you cannot see.
Additionally, you gain a +3 bonus to attack rolls against *Marked* creatures.
_Nightshade Shot_
The DC increases to 18, and a Paralysed creature takes an additional 1d6 poison damage at the start of their turns (for a total of 3d6). Additionally, if a creature succeeds on removing the paralysis, they are under the Poisoned condition until the end of their next turn.
_Blessing of the Hunt:_
The Spell Save DC increases to 18. Using the bow, you can cast the *Ensaring Strike* and *Hail of Thorns* spells twice each per day at 3rd level without any somatic or verbal components.
*Nature's Wrath*:
Once per day, you can cast *Conjure Volley* without somatic or verbal components, and you can choose a number of creatures equal to your Wisdom or Dexterity modifier within the area to be unaffected by the spell.
Additionally, if you would use this feature to cast *Swift Quiver*, you can choose to cast it with the following restrictions: - It does not require concentration - Its duration becomes three rounds. \columnbreak
_Nature's Guardian:_
You learn to channel the power of the wilds. As a bonus action, you can let nature’s magic flow through you. You gain the following form for 1 minute. This form lasts for the duration unless you dismiss it as a free action, or until you are reduced to 0 hit points:
_Great Tree_ – Your skin appears sturdy and barky, leaves sprout from your hair, and you gain the following benefits: - You gain +2 bonus to your AC. - The ground within a 15ft radius sphere centred on you is difficult terrain for your enemies. The sphere moves with you. - Once per turn when you damage a creature with less than its maximum hit points, it takes an additional 1d8 piercing damage.
_None truly know how closely tied Melora is to Lemniscate, and Lemniscate to Melora. None besides the truest who claim the mantle of Hunter._
_Melora gives life and nature, while Lemniscate gives the tools and skills necessary to defend it. Life and nature, however, are not only tied to the forests and druidic groves that some find solace and peace within._
_No, life is found everywhere. A true hunter knows this. Life is beautiful. It is precious. And it must be protected._
_A true hunter hunts not only for themselves, but for those unable to fight. They are fighters, huntsmen, and defenders of life._ \columnbreak \pagebreak #### Bow of the Warden (Variant Four)
_Legendary_
_Weapon (Greatbow)_
_Requires attunement by a Ranger_
*Properties:
1d10 Piercing
Range 200/800
Heavy, two-handed*
This bow is midnight black with green runes etched into the wood.
This weapon does not require physical ammunition; upon readying this weapon, a spectral arrow of black energy is nocked that acts as magical ammunition. Regular arrows can still be released from the bow.
For hunters who wield this weapon, they know it to be an extension of the will of the hunt, the will of the wilds. They know this to be an extension of themselves.
**Dormant State**
While attuned to this weapon, you gain +1 to attack and damage rolls. Additionally, any arrow released from the bow deals an extra 1d6 piercing damage.
_Marksman:_
You score a critical hit on 19 - 20.
_Snapshot:_
You no longer have disadvantage when attacking a creature within 5ft of you.
Additionally, as a Reaction when a creature moves within 5ft of you, you can make an attack with this bow against the creature and then move half your movement speed without provoking attacks of opportunity.
_Hunter's Focus:_
This bow enhances your _Slayer's Mark_. When you expend a use of your *Slayer's Mark* feature and choose to learn a Resistance of a creature, you instead learn all Resistances. Additionally, you gain a +1 bonus to attack rolls against *Marked* creatures. You can change your *Mark* to a different creature as a free action once per turn, but this does not reveal any Resistances or Immunities.
_Nightshade Shot_
Once per turn, you can declare a paralysing shot with the spectral arrow. On a hit, the creature must make a DC 16 Constitution saving throw. On a successful save, the creature takes 1d6 poison damage and suffers no additional effects. On a failed the save, the creature is Paralysed for up to one minute. A paralysed target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. You can use this feature a number of times equal to your Dexterity modiifer. \columnbreak
_Blessing of the Hunt:_
Being attuned this item allows you to further your connection to nature. This bow allows you to cast certain spells a number of times per day. The Spell Save DC is 16. You have the *Ensaring Strike* and *Hail of Thorns* spells prepared and they do not count against the number of spells you can have prepared. Using the bow, you can cast each spell twice per day at 1st level.
_Nature's Vengeance:_
You can cast _Conjure Barrage_ once per day, dealing 5d8 damage.
**Awakened State**
You gain a +2 to attack and damage rolls. Additionally, any arrow released from the bow deals an extra 1d6 piercing damage (for a total of 2d6).
_Hunter's Focus:_
This bow enhances your _Slayer's Mark_. When you expend a use of your *Slayer's Mark* feature and choose to learn an Immunity from a creature, you instead learn all Immunities. Additionally, you gain a +2 to attack rolls against *Marked* creatures.
_Blessing of the Hunt Upgrade:_
The Spell Save DC becomes 17. Using the bow, you can now cast *Ensaring Strike* and *Hail of Thorns* each twice per day at 2nd level without any somatic or verbal components.
_Nightshade Shot_
The DC increases to 17, and the damage dealt on a successful save increases by 1d6 poison damage (for a total of 2d6).
_Nature's Wrath:_
Once per day you can cast the _Swift Quiver_ spell without somatic or verbal components. \columnbreak \pagebreak #### Bow of the Warden (Variant Four) Continued
**Exalted State**
You gain a +3 to attack and damage rolls. Additionally, any arrow released from the bow deals an extra 1d6 piercing damage (for a total of 3d6).
_Hunter's Focus:_
Your _Slayer's Mark_ powers have reached its peak. When you expend a use of your *Slayer's Mark* feature, you now learn all Resistances and Immunities the creature has. *Marked* creatures no longer benefit from being invisible from you, and you do not have disadvantage against *Marked* creatures you cannot see.
Additionally, you gain a +3 bonus to attack rolls against *Marked* creatures.
_Nightshade Shot_
The DC increases to 18, and the damage dealt on a successful save increases by 1d6 poison damage (for a total of 3d6).
_Blessing of the Hunt:_
The Spell Save DC increases to 18. Using the bow, you can cast the *Ensaring Strike* and *Hail of Thorns* spells twice each per day at 3rd level without any somatic or verbal components.
*Nature's Wrath*:
Once per day, you can cast *Conjure Volley* without somatic or verbal components, and you can choose a number of creatures equal to your Wisdom or Dexterity modifier within the area to be unaffected by the spell.
Additionally, if you would use this feature to cast *Swift Quiver*, you can choose to cast it with the following restrictions: - It does not require concentration - Its duration becomes three rounds. \columnbreak
_Nature's Guardian:_
You learn to channel the power of the wilds. As a bonus action, you can let nature’s magic flow through you. You gain the following form for 1 minute. This form lasts for the duration unless you dismiss it as a free action, or until you are reduced to 0 hit points:
_Great Tree_ – Your skin appears sturdy and barky, leaves sprout from your hair, and you gain the following benefits: - You gain +2 bonus to your AC. - The ground within a 15ft radius sphere centred on you is difficult terrain for your enemies. The sphere moves with you. - Once per turn when you damage a creature with less than its maximum hit points, it takes an additional 1d8 piercing damage.
_None truly know how closely tied Melora is to Lemniscate, and Lemniscate to Melora. None besides the truest who claim the mantle of Hunter._
_Melora gives life and nature, while Lemniscate gives the tools and skills necessary to defend it. Life and nature, however, are not only tied to the forests and druidic groves that some find solace and peace within._
_No, life is found everywhere. A true hunter knows this. Life is beautiful. It is precious. And it must be protected._
_A true hunter hunts not only for themselves, but for those unable to fight. They are fighters, huntsmen, and defenders of life._ \columnbreak \pagebreak #### Bow of the Warden (Variant Five)
_Legendary_
_Weapon (Greatbow)_
_Requires attunement by a Ranger_
*Properties:
1d10 Piercing
Range 200/800
Heavy, two-handed*
*Properties:
1d10 Piercing
Range 200/800
Heavy, two-handed*
This bow is midnight black with green runes etched into the wood.
This weapon does not require physical ammunition; upon readying this weapon, a spectral arrow of black energy is nocked that acts as magical ammunition. Regular arrows can still be released from the bow.
For hunters who wield this weapon, they know it to be an extension of the will of the hunt, the will of the wilds. They know this to be an extension of themselves.
**Dormant State**
While attuned to this weapon, you gain +1 to attack and damage rolls. Additionally, any arrow released from the bow deals an extra 1d4 piercing damage.
_Marksman:_
You score a critical hit on 19 - 20.
_Snapshot:_
You no longer have disadvantage when attacking a creature within 5ft of you. Additionally, as a Reaction when a creature moves within 5ft of you, you can make an attack with this bow against the creature and then move half your movement speed without provoking attacks of opportunity.
_Hunter's Focus:_
This bow enhances your _Slayer's Mark_. When you expend a use of your *Slayer's Mark* feature and choose to learn a Resistance of a creature, you instead learn all Resistances. Additionally, you gain a +1 bonus to attack rolls against *Marked* creatures. You can change your *Mark* to a different creature as a free action once per turn, but this does not reveal any Resistances or Immunities. \columnbreak
_Nightshade Shot_
Once per turn, you can declare a paralysing shot with the spectral arrow. On a hit, the creature must make a DC 16 Constitution saving throw. On a successful save, the creature takes 1d6 poison damage and suffers no effects. On a failed the save, the creature is Paralysed for up to one minute. A paralysed target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. You can use this feature a number of times equal to your Dexterity modiifer.
_Blessing of the Hunt:_
Being attuned this item allows you to further your connection to nature. This bow allows you to cast certain spells a number of times per day. The Spell Save DC is 16. You have the *Ensaring Strike* and *Hail of Thorns* spells prepared and they do not count against the number of spells you can have prepared. Using the bow, you can cast each spell twice per day at 1st level.
_Nature's Vengeance:_
You can cast _Conjure Barrage_ once per day, dealing 5d8 damage.
**Awakened State**
You gain a +2 to attack and damage rolls. Additionally, any arrow released from the bow deals an extra 1d4 piercing damage (for a total of 2d4).
_Hunter's Focus:_
This bow enhances your _Slayer's Mark_. When you expend a use of your *Slayer's Mark* feature and choose to learn an Immunity from a creature, you instead learn all Immunities. Additionally, you gain a +2 to attack rolls against *Marked* creatures.
_Blessing of the Hunt Upgrade:_
The Spell Save DC becomes 17. Using the bow, you can now cast *Ensaring Strike* and *Hail of Thorns* each twice per day at 2nd level without any somatic or verbal components.
_Nightshade Shot_
The DC increases to 17, and the damage dealt on a successful save increases by 1d6 poison damage (for a total of 2d6).
_Nature's Wrath:_
Once per day you can cast the _Swift Quiver_ spell without somatic or verbal components. \columnbreak \pagebreak #### Bow of the Warden (Variant Five) Continued
**Exalted State**
You gain a +3 to attack and damage rolls. Additionally, any arrow released from the bow deals an extra 1d4 piercing damage (for a total of 3d4).
_Hunter's Focus:_
Your _Slayer's Mark_ powers have reached its peak. When you expend a use of your *Slayer's Mark* feature, you now learn all Resistances and Immunities the creature has. *Marked* creatures no longer benefit from being invisible from you, and you do not have disadvantage against *Marked* creatures you cannot see.
Additionally, you gain a +3 bonus to attack rolls against *Marked* creatures.
_Nightshade Shot_
The DC increases to 18, and the damage dealt on a successful save increases by 1d6 poison damage (for a total of 3d6).
_Blessing of the Hunt:_
The Spell Save DC increases to 18. Using the bow, you can cast the *Ensaring Strike* and *Hail of Thorns* spells twice each per day at 3rd level without any somatic or verbal components.
*Nature's Wrath*:
Once per day, you can cast *Conjure Volley* without somatic or verbal components, and you can choose a number of creatures equal to your Wisdom or Dexterity modifier within the area to be unaffected by the spell.
Additionally, if you would use this feature to cast *Swift Quiver*, you can choose to cast it with the following restrictions: - It does not require concentration - Its duration becomes three rounds. \columnbreak
_Nature's Guardian:_
You learn to channel the power of the wilds. As a bonus action, you can let nature’s magic flow through you. You gain the following form for 1 minute. This form lasts for the duration unless you dismiss it as a free action, or until you are reduced to 0 hit points:
_Great Tree_ – Your skin appears sturdy and barky, leaves sprout from your hair, and you gain the following benefits: - You gain +2 bonus to your AC. - The ground within a 15ft radius sphere centred on you is difficult terrain for your enemies. The sphere moves with you. - Once per turn when you damage a creature with less than its maximum hit points, it takes an additional 1d8 piercing damage.
_None truly know how closely tied Melora is to Lemniscate, and Lemniscate to Melora. None besides the truest who claim the mantle of Hunter._
_Melora gives life and nature, while Lemniscate gives the tools and skills necessary to defend it. Life and nature, however, are not only tied to the forests and druidic groves that some find solace and peace within._
_No, life is found everywhere. A true hunter knows this. Life is beautiful. It is precious. And it must be protected._
_A true hunter hunts not only for themselves, but for those unable to fight. They are fighters, huntsmen, and defenders of life._ \columnbreak \pagebreak #### Bow of the Warden (Variant Six)
_Legendary_
_Weapon (Greatbow)_
_Requires attunement by a Ranger_
*Properties:
1d10 Piercing
Range 200/800
Heavy, two-handed*
This bow is midnight black with green runes etched into the wood.
This weapon does not require physical ammunition; upon readying this weapon, a spectral arrow of black energy is nocked that acts as magical ammunition. Regular arrows can still be released from the bow.
For hunters who wield this weapon, they know it to be an extension of the will of the hunt, the will of the wilds. They know this to be an extension of themselves.
**Dormant State**
While attuned to this weapon, you gain +1 to attack and damage rolls. Additionally, any arrow released from the bow deals an extra 1d6 piercing damage.
_Marksman:_
You score a critical hit on 19 - 20.
_Snapshot:_
You no longer have disadvantage when attacking a creature within 5ft of you.
Additionally, as a Reaction when a creature moves within 5ft of you, you can make an attack with this bow against the creature and then move half your movement speed without provoking attacks of opportunity.
_Hunter's Focus:_
This bow enhances your _Slayer's Mark_. When you expend a use of your *Slayer's Mark* feature and choose to learn a Resistance of a creature, you instead learn all Resistances. Additionally, you gain a +1 bonus to attack rolls against *Marked* creatures. You can change your *Mark* to a different creature as a free action once per turn, but this does not reveal any Resistances or Immunities.
_Nightshade Shot_
Once per turn, you can declare a paralysing shot with the spectral arrow. On a hit, the creature must make a DC 16 Constitution saving throw. On a successful save, the creature takes 1d6 poison damage and suffers no effects. On a failed the save, the creature is Paralysed for up to one minute. A paralysed target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. You can use this feature a number of times per day equal to your Dexterity modiifer. \columnbreak
_Blessing of the Hunt:_
Being attuned this item allows you to further your connection to nature. This bow allows you to cast certain spells a number of times per day. The Spell Save DC is 16. You have the *Ensaring Strike* and *Hail of Thorns* spells prepared and they do not count against the number of spells you can have prepared. Using the bow, you can cast each spell twice per day at 1st level.
_Nature's Vengeance:_
You can cast _Conjure Barrage_ once per day, dealing 5d8 damage.
**Awakened State**
You gain a +2 to attack and damage rolls. Additionally, any arrow released from the bow deals an extra 1d6 piercing damage (for a total of 2d6).
_Hunter's Focus:_
This bow enhances your _Slayer's Mark_. When you expend a use of your *Slayer's Mark* feature and choose to learn an Immunity from a creature, you instead learn all Immunities. Additionally, you gain a +2 to attack rolls against *Marked* creatures.
_Blessing of the Hunt Upgrade:_
The Spell Save DC becomes 17. Using the bow, you can now cast *Ensaring Strike* and *Hail of Thorns* each twice per day at 2nd level without any somatic or verbal components.
_Nightshade Shot_
The DC increases to 17, and the damage dealt on a successful save increases by 1d6 poison damage (for a total of 2d6).
*Nature's Wrath*:
Once per day, you can cast *Conjure Volley* without somatic or verbal components, and you can choose a number of creatures equal to your Wisdom or Dexterity modifier within the area to be unaffected by the spell. \columnbreak \pagebreak #### Bow of the Warden (Variant Six) Continued
**Exalted State**
You gain a +3 to attack and damage rolls. Additionally, any arrow released from the bow deals an extra 1d6 piercing damage (for a total of 3d6).
_Hunter's Focus:_
Your _Slayer's Mark_ powers have reached its peak. When you expend a use of your *Slayer's Mark* feature, you now learn all Resistances and Immunities the creature has. *Marked* creatures no longer benefit from being invisible from you, and you do not have disadvantage against *Marked* creatures you cannot see.
Additionally, you gain a +3 bonus to attack rolls against *Marked* creatures.
_Nightshade Shot_
The DC increases to 18, and the damage dealt on a successful save increases by 1d6 poison damage (for a total of 3d6).
_Blessing of the Hunt:_
The Spell Save DC increases to 18. Using the bow, you can cast the *Ensaring Strike* and *Hail of Thorns* spells twice each per day at 3rd level without any somatic or verbal components.
Nature's Wrath:
You can use this feature to cast *Swift Quiver*, and you can choose to cast it with the following restrictions: - It does not require concentration - Its duration becomes three rounds. \columnbreak
_Nature's Guardian:_
You learn to channel the power of the wilds. As a bonus action, you can let nature’s magic flow through you. You gain the following form for 1 minute. This form lasts for the duration unless you dismiss it as a free action, or until you are reduced to 0 hit points:
_Great Tree_ – Your skin appears sturdy and barky, leaves sprout from your hair, and you gain the following benefits: - You gain +2 bonus to your AC. - The ground within a 15ft radius sphere centred on you is difficult terrain for your enemies. The sphere moves with you. - Once per turn when you damage a creature with less than its maximum hit points, it takes an additional 1d8 piercing damage.
_None truly know how closely tied Melora is to Lemniscate, and Lemniscate to Melora. None besides the truest who claim the mantle of Hunter._
_Melora gives life and nature, while Lemniscate gives the tools and skills necessary to defend it. Life and nature, however, are not only tied to the forests and druidic groves that some find solace and peace within._
_No, life is found everywhere. A true hunter knows this. Life is beautiful. It is precious. And it must be protected._
_A true hunter hunts not only for themselves, but for those unable to fight. They are fighters, huntsmen, and defenders of life._ \columnbreak \pagebreak