Ravenloft: The Horrors Within Subclasses: Ranger: Hollow Warden
Legends tell that the most ancient and bloodthirsty terrors lurk deep within the old places of the earth. Hollow Wardens venerate and draw power from such beings, transforming themselves into merciless and monstrous guardians that stalk jagged coastlines, steep mountain crags, and other dark and wild places.
Hollow Warden Spells
When you reach a Ranger level specified below, you thereafter always have the listed spell prepared and it doesn't count against the number of spells you have prepared
Level 3: Wrathful Smite
Level 5: Alter Self
Level 9: Phantom Steed
Level 13: Dominate Beast
Level 17: Steel Wind Strike
Level 3 Wrath of the Wild:
You draw power from the strange and ancient horrors of the land, causing you to sprout unnatural growths, such as bloody antlers or putrid fangs, or causing your shadow to lengthen or twist around you. As a Bonus Action, you can expend a use of Favored Enemy to transform into a ghastly form, gaining the following benefits for 1 minute or until you are Incapacitated, die, or end the transformation (no action required).
Ancient Armor. You gain a +1 bonus to AC, as your body is wreathed in rotten bark and beastly bristles. This bonus increases to +2 when you reach level 11.
Prowling Retribution. Immediately after a creature you can see within 5 feet of yourself deals damage to you or one of your allies, you can make an Opportunity Attack against that creature.
Unnerving Aura. When you transform and at the start of each of your subsequent turns, each creature of your choice in a 10-foot Emanation originating from you makes a Wisdom saving throw against your spell save DC. On a failed save, a creature is Frightened until the start of your next turn.
Level 7 Hungering Might:
You gain a bonus to Constitution saving throws equal to your Wisdom modifier (minimum of +1).
In addition, once per turn when you hit a creature with an attack roll while you are transformed using Wrath of the Wild, you regain a number of Hit Points equal to 1d10 plus your Wisdom modifier, provided you are Bloodied when you hit.
Level 11 Rot and Violence:
Your dedication to wild eldritch beings alters you further. When transformed using Wrath of the Wild, you gain the following additional benefits.
Menacing Aura. When a creature fails its saving throw against Unnerving Aura, it also can't regain Hit Points or take Reactions until the start of your next turn.
Strangling Roots. When you hit a creature with an attack roll using a weapon, you can activate the Sap or Slow mastery property in addition to a different mastery property you're using with that weapon.
Level 15 Ancient Might:
You become wholly suffused with the wild's ancient and terrible power, granting you the following benefits.
Ominous Strikes. When you hit a creature that is Frightened with an attack roll, that attack deals extra damage equal to your Wisdom modifier.
Persistent Wrath. If you're reduced to 0 Hit Points but not killed outright while transformed using Wrath of the Wild, you can surge with wild power. Your Hit Points instead change to a number equal to twice your Ranger level. Once you use this feature, you can't do so again until you finish a Long Rest. You can also expend a level 4+ spell slot (no action required) to restore your use of this feature.
Timeless. You have Immunity to the Exhaustion condition.















