TEXT: 26/2/2019
  Tree Archetypes v3 | GM Binder
  https://www.gmbinder.com/documents/print/-LZRGN0S7yvCqVOwKdPD
  1/5
  Tree Archetypes
  Tree Archetypes
  Tree Archetypes
  Tree Archetypes
  Tree Archetypes
  Tree Archetypes
  Tree Archetypes
  Tree Archetypes
  Tree Archetypes
  
  26/2/2019
  Tree Archetypes v3 | GM Binder
  https://www.gmbinder.com/documents/print/-LZRGN0S7yvCqVOwKdPD
  2/5
  Circle of Earth Pilgrims
  Circle of Earth Pilgrims
  Druids of this circle are the most tenacious of nature's
  defenders among all others. They move along borders of
  civilized world and nature, where groves and forests are
  exploited without respect. Using their strong connection with
  plants they can perceive the smallest changes in the territory,
  and when they find deforested or diseased areas they stop
  there to heal and defend it as long as needed. These pilgrims
  are not usually aggressive, but defends their protected forests
  at all costs. Many outsiders call for their healing skills, but
  only who prove loyal to their cause are helped.
  Circle of Earth Pilgrims Features
  Druid Level
  Feature
  2nd
  Channel Energies
  6th
  Roots Growth
  10th
  Plants Connection
  14th
  Nature's Gift
  Channel Energies
  Channel Energies
  At level 2nd your arcane focus is a living plant such as a
  branch of your druid sacred tree. This focus has a pool of life
  energy equal to twice your druid level + your Wisdom
  modifier. As an action you can use this energy to heal a
  creature you can touch by an amount equal or less to your
  druid level + your Wisdom modifier. Your focus regain these
  energies after a long rest, alternatively you can cast touch
  healing spells on it to regain some energy. Your arcane focus
  appearance change based on how many energy has stored: it
  may have green, vigorous spring leaves or creepers if full of
  energy. Red autumn leaves or withered flowers on lack of
  energy.
  Roots Growth
  Roots Growth
  At level 6th as a bonus action you can connect with plants
  near you. Roots grows under earth from your arcane focus in
  a 30-foot-radius area centered on you. You are considered
  grappled and can break roots connection using a bonus
  action. You gain tremorsense 30ft and can cast spells with
  range touch using your roots as an extension of your body. In
  this way you can use your Channel Energies and Shillelagh,
  even if you do not know this cantrip, using roots to attack.
  Plants Connection
  Plants Connection
  Starting at level 10th while using Roots Growth, as an action
  you can spend energy of your arcane focus to create various
  effects:
  5 Energies: As an action you create a fungus that ejects
  spores at one creature you can see within 5 feet of it. The
  target must succeed a Constitution saving throw against
  your spell save DC or be poisoned for 1 minute.
  5 Energies As an action your roots ensnare an enemy that
  must succeed on a Strength saving throw against your
  spell save DC or be grappled until the end of your next
  turn.
  5 Energies: You can use your reaction to protect an ally
  that you can see against incoming attacks. A large root
  grows in front him and give half cover against that attack.
  15 Energies (requires level 14th): Once per long rest you
  can cast Guardian of Nature to become a Great Tree
  without spending spell slot.
  Nature's Gift
  Nature's Gift
  At level 14th you can call forth of nature help and absorb
  energy from plants, light, earth, wind and animals near you.
  For 1 minute at the start of each of your turns your arcane
  focus regain 1D6 energies and you can cast Lesser
  Restoration at will. In this way your Roots Growth range is
  doubled. You can use this feature once per long rest.
  
  26/2/2019
  Tree Archetypes v3 | GM Binder
  https://www.gmbinder.com/documents/print/-LZRGN0S7yvCqVOwKdPD
  3/5
  College of Minds Awaker
  College of Minds Awaker
  A beholder lair, a vampire castle, the horrors of the shadowfell
  and most atrocity battlefields. These are some of the dreadful
  places that adventurers can explore, and those few who come
  out alive sometimes find themselves fighting against monsters
  far worse than real ones. Bards of this college use music and
  their studies of minds to treat those adventurers traumatized
  by their travels, to extrapolate repressed stories by their
  minds and to awaken dormant memories and knowledge in
  the depths of the unconscious. Bards of this college are well
  dressed men or old sage who travel the world to find victims
  to be treated.
  Bonus Proficiency
  Bonus Proficiency
  Starting at 3rd you gain proficiency in Persuasion skill and
  resistance to psychic damage. Also, you need no more a focus
  to cast bard spells. Your voice and your mind are your focus.
  Awakening
  Awakening
  Also at level 3rd when an ally up to 60 feet from you that you
  can see must succeed on a saving throw against charm, fear
  and confusion, you can use your reaction to give a bardic
  inspiration die, admitted that ally isn't deafened.
  On the Spot Session
  On the Spot Session
  At level 6th you are able to awake security and other positive
  qualities in your allies. You can use your Song Rest in other
  ways adding one of the following effects for each ally:
  You can heal an ally afflicted by a non-permanent madness.
  You can use this trait once each 24 hours on a creature;
  An ally can perfectly remember any events happened in the
  last week. You can use this trait once each 7 days on a
  creature;
  Resistance to psychic damage for 8 hours;
  Advantage on the next saving throw.
  Collective Unconscious
  Collective Unconscious
  At level 14 you can scrutinize the deepest minds and awaken
  dormant knowledges of a creature. Using your action you can
  chose a number of allies equal to your Charisma modifier
  (minimum 1) within 30 feet of you, for 10 minutes they gain
  expertise in skills given by their background, also if provided
  with a bardic inspiration die they get the following benefits:
  Accolyte: Inspiration Roll dice are doubled on Wisdom
  Saving Throw.
  Charlatan: Inspiration Roll dice are doubled on Charisma
  Saving Throw.
  Criminal: Inspiration Roll dice are doubled on Dexterity
  Saving Throw.
  Entertainer: Inspiration Roll dice are doubled on
  Charisma Ability Check.
  Folk Hero: Inspiration Roll dice are doubled on Strength
  Saving Throw.
  Guild Artisan: Inspiration Roll dice are doubled on
  Charisma Saving Throw.
  Hermit:Inspiration Roll dice are doubled on Wisdom
  Saving Throw.
  Noble: Inspiration Roll dice are doubled on Charisma
  Saving Throw.
  Outlander:Inspiration Roll dice are doubled on
  Constitution Saving Throw.
  Sage: Inspiration Roll dice are doubled on Intelligence
  Saving Throw.
  Sailor:Inspiration Roll dice are doubled on Constitution
  Saving Throw.
  Soldier: Inspiration Roll dice are doubled on Attack Rolls.
  Urchin: Inspiration Roll dice are doubled on Dexterity
  Ability Check.
  Following this formula DMs can create new effects for
  others backgrounds.
  
  26/2/2019
  Tree Archetypes v3 | GM Binder
  https://www.gmbinder.com/documents/print/-LZRGN0S7yvCqVOwKdPD
  4/5
  Star Bringers
  Star Bringers
  Star Bringers guard dark places where the shadowfell touch
  the material plane against threats that originate from
  darkness. They found strenght under the nocturnal sky where
  they patrol and live. These ranger can be elves worshipers of
  Sehanine Daughter of the Night Skies or drow of Elistraee
  The Dark Maiden. These rangers are extremely stealthy and
  hardly come out of their woods even though they are great at
  orienting themselves with stars.
  Starsbirnger Spells
  Level
  Spell
  3rd
  Faerie Fire
  5th
  Moonbeam
  9th
  Hypnotic Pattern
  13th
  Greater Invisibility
  17th
  Dream
  Nocturnal Sentinel
  Nocturnal Sentinel
  At level 3rd as an action you can summon a ghostly owl that
  help you to explore, the statistics for which are in the Monster
  Manual. Using your action you can see through his eyes, the
  owl remains for 10 minutes or disappear if he goes over 200
  feet from you. As long as it remains you two gain devil's sight
  60ft and you know which way is north. You can use this
  feature once per short or long rest.
  Star's Mark
  Star's Mark
  Also at 3rd as a bonus action you can suffuse your non
  magical weapon or ammunition with astral magic to obtain a
  +1 bonus to hit and damage roll for an attack. If you hit a
  creature it must succeed on a Dexterity saving throw or being
  suffused with magical light. You or an ally of yours gain
  advantage on the next weapon attack against him. The bonus
  become +2 at level 7th, +3 at 11th and +4 at 15th. This
  damage is considered magical for the purpose of overcoming
  immunity and resistance to nonmagical attacks and damage.  
  You can use this feature a number of time equal to your
  Wisdom modifier (minimum once). All uses are retrieved after
  a long rest.
  Nightbringer
  Nightbringer
  Starting at level 7th you can create a 30-foot-radius cube of
  dark magical fog in a point that you can see. The fog spreads
  around corners and create an illusion where day become
  night and sun become moon. Illusory stars shed dim light in
  the area and others magical and non magical light sources
  work normally. The fog remains for 10 minutes and can't be
  dispelled by any spell or wind. Creatures inside the fog can
  normally see outside of it as if it were night. The same effect
  applies from outside  
  You gain advantage on ability checks and saving throws
  against illusions and each turn your first weapon attack inflict
  1d8 extra radiant damage. This damage become 2d8 at 11th
  and 3d8 at 15th. These effects are granted while the ranger is
  inside the fog, otherwise he gains the same effects without
  limits of time and space while under the night sky.  
  Once you use this feature you can't use it again until you finish
  a short or long rest.
   
  Equinox
  Equinox
  At level 11th as reaction when a creature that you can see
  within 60 feet of you cast a spell, you can summon a starbeam
  upon him to absorb magic energy. The creature must succeed
  on a Wisdom saving throw against your spell save DC or fail
  the casting, eventually losing the spell slot. During night or
  inside your magical fog Equinox applies the extra following
  effects:
  On a failed save the creature become blinded until the start
  of his next turn;
  On a failed save it suffers 2d8 radiant damage or half on a
  success.  
  Once you use this feature, you can’t use it again until you
  finish a short or long rest.
  Starfall
  Starfall
  Starting at 15th when you are inside your magical fog or
  under the night sky, as a bonus action you can call forth stars
  energy to strike your enemies. A cosmic beam falls from the
  sky against a creature that you can see and must succeed on a
  Dexterity saving throw, on a failed save a target takes 3d8
  radiant damage and can't take reactions until its next turn. On
  a successful save, the creature takes half damage but suffers
  no other effect. You can use this trait as an action and spend
  all your charges against one or more enemies.  
  You can use this feature a number of times equal to your
  Wisdom modifier (minimum of once). You regain all expended
  uses of it when you finish a long rest.
  
  26/2/2019
  Tree Archetypes v3 | GM Binder
  https://www.gmbinder.com/documents/print/-LZRGN0S7yvCqVOwKdPD
  5/5
  Practice
  Practice
  Practice
  Practice
  Practice
  Practice
  Practice
  Practice
  Practice
  Safe
  Safe
  Safe
  Safe
  Safe
  Safe
  Safe
  Safe
  Safe
  Homebrewing
  Homebrewing
  Homebrewing
  Homebrewing
  Homebrewing
  Homebrewing
  Homebrewing
  Homebrewing
  Homebrewing
  People love to flex their creative muscles while
  composing new homebrew content. More often
  than not, the inspiration for you homebrew
  comes from another source. Sometimes
  significantly. Other times just as a spark.
  What is important for the community is that you
  share your sources of inspiration. This back cover
  can serve as an easy to find, easy to read place for
  you to do just that.
  So go ahead, remove this chunk of copy and tell
  everyone who inspired you.
  Cover Art: Skiorh
  When you're ready to share with the community,
  don't forget to mark your document as public so
  people can find it in the GM Binder Search
   
  Credits
  Cover Image by Carl Gustav Jung
  Page 1 image by Terese Nielsen
  Page 2 image Raxnac
  Page 3 image by Patrycja Wójcik
  Archetypes by Ranikirn
  WWW.GMBINDER.COM
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Ranikirn/Tree Archetypes Vol. 3.pdf