Heart of the Forest (Ranger Archetype)

A heart of the forest’s mystical connection to nature is manifested in the form of a variety of breath weapons rather than magical spells. Hearts of the forest are particularly in tune with the trees of the forest, granting them the ability to expel pollen, splinters, acorns, and leaves in their breath weapon.

Tree Whisperer (Ex)

A heart of the forest gains a +1 bonus on saving throws against spells and spell-like abilities of plants, and against spells that use plants to hinder movement (such as entangle).

This replaces wild empathy.

Verdant Breath Weapon (Su)

At 4th level, a heart of the forest gains the verdant assault and pollen cloud breath weapons. The saving throw for both is DC10 + 1/2 the heart of the forest’s level + the heart of the forest’s Constitution modifier. A heart of the forest can use their breath weapon a number of times per day equal to 1/2 their heart of the forest level. The heart of the forest gains additional uses of their breath weapon the same way they would receive additional spells, but they use their Constitution modifier rather than their Wisdom modifier to determine the bonus uses. Each time the heart of the forest would receive a bonus spell of any level from a high Constitution score, they receive one additional use of their breath weapon.

  • Verdant Assault: As a standard action, the heart of the forest can exhale a deadly barrage of greenery in a 60-foot line that deals 1d4 points of bludgeoning damage per heart of the forest level. On a successful save, creatures take half damage. Expelling acorns deals bludgeoning damage, splinters deal piercing damage, and leaves deal slashing damage. The heart of the forest can choose which type of greenery to exhale with each use of this ability. Only one type of greenery can be expelled at a time per use of the breath weapon.
  • Pollen Cloud: As a standard action, the heart of the forest can exhale a cloud of sickening pollen in a 30-foot cone that deals 1d2 points of poison damage per heart of the forest level and causes creatures to become blind and nauseated for 3 rounds. On a successful save, creatures take half damage, are not blinded, and are sickened for 3 rounds.

This replaces spells.

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