Nature's Order Conclave

A halfling sits in the nighttime churchyard, puffing on their pipe as the moon creeps into the sky. Maybe tonight. Maybe not tonight. Their grey stained leather armour creaks as they shift to check their shortsword, bow and torch. Something has been disturbing the dirt, and violating nature's order.

A shift in the shadows and the halfling grabs their weapons, sprinting after the creature. Sighting the zombie, the halfling lights their torch and ignites the dry flesh of the creature before stabbing it deeply with their sword.

The rangers of the Order of Nature patrol the places where the borders between life and unlife are the thinnest, and call upon the natural magics to hold the division between life and unlife.

Caustic Unguents

Starting when you select this archetype at 3rd level, you can apply a foul chemical paste to your weapon as a bonus action. For the next minute, your attacks with that weapon deal an additional 1d4 damage, and you can choose to deal the normal damage type or acid damage. You can use this feature a number of times equal to your Wisdom Modifier, regaining all expended uses upon completing a long rest.

Martial Exorcist

At 3rd level, you gain proficiency in the Religion skill. Additionally, as an Action, you can make an Intelligence (Religion) check to determine the damage immunities, resistances, and vulnerabilities of an Undead creature you can see. Additionally, if this creature will come back to life or otherwise reanimate, you learn of this, as well as any actions needed to stop the return. The DC of this check is 10 + (Challenge Rating of the creature / 2).

The Boundary

Starting from 7th level, as an Action, you can designate a boundary on the ground in the shape of a 15ft. radius circle, centered where you are standing. When a hostile creature attempts to cross the boundary it must succeed on a Charisma saving throw against your spell save DC or have its speed reduced to 0 until the end of its turn. Incorporeal creatures have disadvantage on this saving throw. Hostile creatures creatures cannot make attacks of oppertunity against creatures on the other side of the boundary.

The boundary lasts for one minute before it dissipates. If you designate another boundary, the previous one dissipates. You can use this feature a number of times equal to your Wisdom Modifier, regaining all expended uses upon completing a long rest.

Brandished Flame

Starting from 11th level, you have learned how to wield fire in battle. While holding a source of fire, you can make an attack roll against a creature within your reach as a bonus action. If you hit, you deal no damage and the creature is ignited, taking 2d8 fire damage at the start of each of their turns, and suffering disadvantage on all attack rolls. The creature can use an action to drop prone and put itself out.

To the Earth

You can call upon the cycle of nature to claim your foes. As an action, designate one creature within 90 feet that you can see. That creature must succeed on a Dexterity Saving throw against your spell save DC or become restrained. Undead have disadvantage on this saving throw. The restrained creature takes 3d8 magical piercing damage at the start of each of their turns as insects and vermin swarm over their body, eating the creature. Undead creatures take 6d8 damage instead. A creature can repeat the saving throw at the end of each of their turns, ending the effect on a success.

You can use this feature a number of times equal to your Wisdom Modifier, regaining all expended uses upon completing a long rest.