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.

Final Summoning

At 15th level, your connection to the guardian spirits of nature reaches its full potential. You are able to summon one of the spirits to your aid and use their incredible powers at great cost.
As an action, you can summon an aspect of the spirit of your choice, provided you have chosen that spirit at least once at 3rd, 7th, or 11th level. Each time you use this ability, you may choose a different spirit. When you do so, a manifestation of your chosen spirit envelops you in its spectral form while your body floats in its middle. Your size is Large (if there isn’t enough room for the spirit, the summoning fails), you regain all of your hit points, your speed is 40 feet, and you are immune to being charmed, paralyzed, petrified, or prone. Unless otherwise stated, any ability that takes an action, a bonus action, or a reaction can’t be used while in this state; your abilities are replaced by a new set of abilities detailed below. You can make as many attacks as is stipulated by the abilities below. You are considered proficient for all your attacks under this form, and add your proficiency bonus to the attack rolls.
You can summon the spirit for a maximum of 3 rounds. You can end the summoning with a bonus action.

Tree-Horned Stag

A manifestation of the Tree-Horned Stag envelops you, granting you its magical abilities.

  • Your Wisdom score increases by 2.
  • You can cast a leveled spell that uses an action and a leveled spell that uses a bonus action on the same turn.
  • Once per round, you can cast a ranger spell you know without using a spell slot.
  • If you use a spell to heal one creature, you can use a bonus action to heal a second creature you can see for the same number of hit points without consuming an additional spell slot.
  • You and a number of creatures you can see equal to your Wisdom modifier have advantage on all Wisdom saving throws.
  • You can use your action to make two attacks per round. All your attacks are considered mag- ical for the purposes of overcoming resistances. You can make a melee attack with your horns. Your reach is 10 feet and you add your Wisdom modifier and your proficiency bonus to the attack roll. On a hit, you deal force damage equal to 2d8 plus your Wisdom modifier.

Snake of Many Faces

A manifestation of the Snake of Many Faces envelops you, granting you its protection.

  • Your AC increases by 2.
  • You have resistance against non-magical damage.
  • All illusions within a 50-foot-radius sphere centering on you are instantly dispelled. No hostile creature is able to cast any illusions while in this zone.
  • A number of creatures you can see equal to your Wisdom modifier increase their AC by 1.
  • You can make one tail attack and one bite attack per round. All your attacks are considered magical for the purposes of overcoming resistances. You can make a tail melee attack. Your reach is 10 feet and you add either your Wisdom or your Strength modifier and your proficiency bonus to the attack roll. On a hit, you deal force damage equal to 2d8 plus the modifier you used in your attack roll, and the crea- ture must make a Dexterity saving throw against your spell save DC. On a failure, the creature is grappled. If the creature tries to liberate themselves from your grasp, you can choose to contest their Strength (Athletics) or Dexterity (Acrobatics) check with a straight Wisdom check (d20 + Wisdom modifier) instead of a Strength (Athletics) check. You can make a bite melee attack. Your reach is 10 feet and you add your Wisdom or your Strength modifier and your proficiency bonus to the attack roll. On a hit, you deal force damage equal to 1d12 plus the modifier you used in your attack roll, and the creature must make a Constitution saving throw against your spell save DC. On a failure, the creature is poisoned until your summoning ends. Immunities to the poisoned condition are ignored.

Six-Legged Wolf

A manifestation of the envelops you, granting you its combat prowess.

  • Your Strength or your Dexterity score increases by 2.
  • Your movement does not provoke attacks of opportunity.
  • You have advantage on all attack rolls.
  • You can make one pounce attack and one bite attack per round. All your attacks are considered magical for the purposes of overcoming resistances. You can make a pounce melee attack. Your reach is 10 feet and you add either your Dexterity or your Strength modifier and your proficiency bonus to the attack roll. On a hit, you deal force damage equal to 2d8 plus the modifier you used in your attack roll, and the creature must make a Dexterity saving throw against your spell save DC. On a failure, the creature is prone. You can make a bite melee attack. Your reach is 10 feet and you add either your Dexterity or your Strength modifier and your proficiency bonus to the attack roll. On a hit, you deal force damage equal to 1d12 plus the modifier you used in your attack roll. On a hit, the creature must make a Wisdom saving throw against your spell save DC. On a failure, the creature is frightened of you until your summoning ends. Immunities to the frightened condition are ignored.

Once the spirit’s manifestation fades, you suffer the consequences of hosting such a powerful spirit in your body: you take psychic damage equal to half of your normal maximum HP, rounding up; your hit point maximum is halved until you finish a long rest; you take one level of exhaustion; and you must make a Wisdom saving throw against your own spell DC. You must subtract from the saving throw roll the number of rounds the summoning has been active. This save cannot be assisted through the Help action or by spells such as bless. On a failure, you fall unconscious. Once you’ve used this feature, you can’t use it again until you finish 1d4 long rests.