Aspects of the Wild

Collect and Conserve

Starting at 3rd level you learn the ability to harvest parts of a defeated enemy for later usage. With a mix a wilderness knowledge and natural magic you also learn how to keep those parts preserved for longer than usual.

You may successfully harvest and preserve body parts of any recently slayed creature if you succeed on Wisdom (Nature) check with DC equal to 5+ the creature’s CR. If you do so, you may keep your harvest for up to a week without it starting to decompose.

Token of Aspects

Also at 3rd level you learn how to use the harvested parts to hand craft small tokens that represent the nature of different types of creatures. To craft it, you must spend 1 hour with the preserved harvest of a creature, at the end of which you create a token you can wear and drawn power from.

At the end of a short rest, you may harmonize with the essence of an aspect as long as you are wearing the proper token. Each token bestows its wearer with different kinds of abilities, as described below:

Beast: When you harmonize with this aspect, you become fiercer and more primal. You gain advantage on Wisdom (Perception) checks and may add half your wisdom modifier (rounded up) to any melee attacks you make, as your strikes become more akin to the teeth and claws of the beasts you mimic.

When you harmonize with this aspect, you become fiercer and more primal. You gain advantage on Wisdom (Perception) checks and may add half your wisdom modifier (rounded up) to any melee attacks you make, as your strikes become more akin to the teeth and claws of the beasts you mimic. Fey: While harmonized with this aspect you become more fey-like, growing a little slender and taller and your skin takes a faint green hue. When under this effect, you become immune to charm and sleep effects and may spend an action to force a creature within sight to make a CHA saving throw against your spell save DC, on a failure the creature becomes charmed for 1 minute. Once you charm a creature this way, you can’t do so again until you finish a short or long rest.

While harmonized with this aspect you become more fey-like, growing a little slender and taller and your skin takes a faint green hue. When under this effect, you become immune to charm and sleep effects and may spend an action to force a creature within sight to make a CHA saving throw against your spell save DC, on a failure the creature becomes charmed for 1 minute. Once you charm a creature this way, you can’t do so again until you finish a short or long rest. Monstrosity: When you harvest a monstrosity type creature, you may make a special Wisdom check with a DC equal to 10+ the creature’s CR. If you succeed you may learn one special action the creature has (at your DM’s discretion) with a DC equal to the creature’s original DC. While harmonized with this aspect you may cast any ability you learned through this special process. Once you use this ability, you can’t do so again until you finish a short rest.

When you harvest a monstrosity type creature, you may make a special Wisdom check with a DC equal to 10+ the creature’s CR. If you succeed you may learn one special action the creature has (at your DM’s discretion) with a DC equal to the creature’s original DC. Humanoid: By studying the anatomy of your enemies' body parts you learn where to strike to cause more damage. After analyzing a harvested piece, your first weapon attack on each turn is a critical hit on a roll of 19 or 20 if used against a humanoid.

By studying the anatomy of your enemies' body parts you learn where to strike to cause more damage. After analyzing a harvested piece, your first weapon attack on each turn is a critical hit on a roll of 19 or 20 if used against a humanoid. Undead: While harmonized with this aspect, you emanate a cold, very faint dark aura. You have advantage on saving throws against being frightened, and when you strike a creature with a weapon attack, it can’t regain hit points until the start of its next turn.

You may only harmonize with one aspect at a time.

The UA Ranger If you’re playtesting the Unearthed Arcana ranger, you can use these subclass with it if you make one addition: give the subclass the Extra Attack feature Extra Attack. Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Greater Aspects

At 11th level your adventures have led you to fight even more powerful and intimidating types of creatures. You add the following Aspects to your list:

Aberration: You looked into the abyss, and it wasn’t as scary as everyone says. While harmonized with this aspect, you are immune to the frightened condition and have resistance to psychic damage.

You looked into the abyss, and it wasn’t as scary as everyone says. While harmonized with this aspect, you are immune to the frightened condition and have resistance to psychic damage. Celestial: It is unusual for most rangers to hunt down and kill celestials for their body parts. During your travels you might have met and befriended one such creature, and it bestowed you a gift that allowed you to craft one trinket; or you just decided to take a tiny piece without asking for permission, who knows? While harmonized with this Aspect, you gain a pool of d4 dices equal to half your ranger level. As an action, you touch a creature and heal it, spending dice from the pool. Your pool regains all expended dice when you finish a long rest.

It is unusual for most rangers to hunt down and kill celestials for their body parts. During your travels you might have met and befriended one such creature, and it bestowed you a gift that allowed you to craft one trinket; or you just decided to take a tiny piece without asking for permission, who knows? While harmonized with this Aspect, you gain a pool of d4 dices equal to half your ranger level. As an action, you touch a creature and heal it, spending dice from the pool. Your pool regains all expended dice when you finish a long rest. Constructs: Instead of an usual token, you learned to attach some of the constructs’ parts into your own armor, granting a +1 bonus to AC. While harmonized with this aspect you may also use a reaction to gain a bonus to your AC equal to your Wisdom modifier; you regain the use of this ability after you finish a long rest.

Instead of an usual token, you learned to attach some of the constructs’ parts into your own armor, granting a +1 bonus to AC. While harmonized with this aspect you may also use a reaction to gain a bonus to your AC equal to your Wisdom modifier; you regain the use of this ability after you finish a long rest. Dragons: You know how to properly curate the scales of dragons. When you harvest a dragon’s scale, take note of its main elemental resistance as noted below. When harmonizing with this aspect, you may choose to gain resistance to that element. If you harvest multiple dragons through your adventures, you may choose from any possible resistance you harvested.

Dragon Elemental Resit. Black or Copper Acid Blue or Bronze Lightning Brass or Red Fire Green Poison Silver or White Cold