Natural Choice

### Path of the Natural

You have forsaken all that is against nature, and you allign yourself with the druids more than you do the fighters and paladins. While you are not fully allowed into druid culture, you can still use their spells.

### Spellcasting

When you pick this option at level 3, you gain the ability to cast spells.

#### Spellcasting

By the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells, much as a druid does.

##### Spell Slots

The Ranger table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell Animal Friendship and have a 1st-level and a 2nd-level spell slot available, you can cast Animal Friendship using either slot.

##### Spellcasting Ability

Wisdom is your spellcasting ability for your ranger spells, since your magic draws on your attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a ranger spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

### Bond

While you still are a Ranger, you may chose which way your powers are taken. You gain one bond of your choice at level 8, which improves at level 14 and 18.

## *Bond Choices*

### Druidic Bond

***Prerequisite: Level 8, No other bonds chosen*** You ally yourself to the druids. You gain access to the Druid spell list, and learn 1 cantrip from the druid spell list. In addition to this, you are unable to use metal weapons or armor.

### Divine Bond

***Prerequisite: Level 8,No other bonds chosen*** You ally yourself to the clerics. You gain access to the Cleric spell list, and learn 2 cantrips from the Cleric spell list. In addition to this, you must celebrate a god who is of the nature domain.

### Arcane Bond

***Prerequisite: Level 8,No other bonds chosen*** You ally yourself with the wizards and sorcerers. You gain access to the wizard spell list, in addition to this, you use Intelligence to cast all of your spells instead of Wisdom.

### Improved Bond

At level 14, your bond improves:

* ***Druidic.*** You learn Druidic, Sylvan, and Elvish. If you already know any of these languages, you may chose one to replace them.
* ***Divine*** You gain the use of chanel divinity: charm animals and plants. You can use this once per long rest.
* ***Arcane*** You gain a spellbook, and can copy any wizard spell into that spellbook. It will cost 100 gold x the level of the spell, and it must be a spell you can cast. You are able to cast 2 spells from that spell book without expending a spell slot per day

##### Channel Divinity: Charm Animals and Plants

As an action, you present your holy symbol and invoke the name of your deity. Each beast or plant creature that can see you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is charmed by you for 1 minute or until it takes damage. While it is charmed by you, it is friendly to you and other creatures you designate.

### Mastered Bond

At level 18, you have mastery over your bond

* ***Druidic*** You have one use of the *Wild Shape* feature. You can turn into any beast you have seen that is CR 10 or below. If you do this, you are unable to fly, swimb, or climb as that creature.
* ***Divine*** You may take one paladin oath (Besides Oathbreaker and Treachery). By taking this oath, you have access to the first 4 oath spells it has.
* ***Arcane*** You gain a 6th level spell slot. In addition to this, you learn one 6th level wizard spell, and can copy others into your spellbook. If you cast a 6th level wizard spell from your spell book, you are unable to cast any spells from it for the rest of that day.