Coven Conclave
Source: Hexbound
There are spirits that rule over nature, protecting the wilderness from outside threats. They are stewards of forests, deserts, snow-capped mountains, and all things that fall under the domain of nature, and their power is immeasurable. Like all spirits, though, the power they can exert upon the world of the living is limited. In order to enact their will upon the material world, these spirits lend their power to very unique witches to make them strong enough to safeguard the spirits’ domains. These witches are called guardian rangers.
Guardian rangers use the spirits that preside over nature as a source for their power and magic. The nature spirits guide them, emboldening their strikes and granting them abilities that no other witch has access to. The most powerful guardians can even briefly summon these incredibly powerful nature spirits to assist them in battle, making them an immeasurable threat to whoever dares oppose the will of the wild.
It is said that when the most powerful guardian rangers die, their own spirits transform into nature spirits — granting their powers to younger, more inexperienced ranger witches, perpetuating the cycle, and protecting the domain of nature across generations.
Witchmark
A guardian ranger’s witchmark changes based on which guardian the ranger has formed a connection with. A devotee of the Tree-Horned Stag will traditionally have a witchmark in the shape of a tree on their forehead, while a devotee of the Snake of Many Faces will sport a witchmark in the shape of scales along their arms and legs, or a jewel in their forehead. As for devotees of the Six-Legged Wolf, their witchmarks often take the form of fangs at the corners of their mouth.
Gift of the Spirits
Once a day, you can commune with the guardian spirit from which you possess a boon and ask it for help in your journey. To do so, you must meditate for 10 minutes while your bare feet touch the ground. Roll a d20 plus your proficiency modifier; this represents your ability to focus and establish a connection with the spirit. If you use this feature while in the domain of the spirit you wish to contact, you roll this check with advantage. This check cannot be assisted by another creature using the Help action or by helping spells such as guidance. On an 11 or higher, the GM rolls on the table below to decide what gift you receive:
| d6 | Gift |
|---|---|
| 1 | Weather is favorable to you on your journey. |
| 2 | Foraging and hunting for food yields bountiful results. |
| 3 | Ask a yes or no question that the spirit could reasonably have knowledge of. The spirit answers you honestly. |
| 4 | Choose one skill you are proficient with. Until you finish a long rest, you add a +1 when rolling checks with that skill. |
| 5 | Your path is clear of random combat encounters with hostile beasts or plants, so long as you don’t go out of your way to provoke them. |
| 6 | Choose a gift from the list above. The gift lasts until you finish a long rest. Once you’ve used this feature, you can’t use it again until you finish a long rest. |