Nature's Fury (5e Class)
Nature's Warden[edit]
Raised not by people, but by the patient hand of nature itself, the Nature's Warden are warriors forged by solitude, survival, and the sacred voice of the land. With bark-wrought skin, thorns laced in fury, and elemental stances drawn from ancient groves and shifting winds, they wield nature’s wrath as both weapon and shield.
The warden's path is not a learned discipline—it defines who they are. The forests whispered to them, the stars taught them stories of old warriors, and the rivers shaped their will. When darkness came to threaten the land, the earth answered through them. Now, they fight not for glory or vengeance, but to preserve the only family they've ever known: the world itself.
Nature's Wardens are shaped by isolation, endurance, and primal purpose. Their presence is poetic and unnerving—each strike carries the weight of a storm, each step echoes with the wisdom of the wild.
Creating a Nature's Warden[edit]
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Waldurr, The First Warden, (Deer Knight by Nature San on Artstation) |
- Quick Build
You can make a Nature's Warden quickly by following these suggestions. First, Strength should be your highest ability score, followed by Constitution . Second, choose either the Hermit or Outlander background.
Class Features
As a Nature's Warden you gain the following class features.
- Hit Points
Hit Dice: 1d12 per Nature's Warden level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Nature's Warden level after 1st
- Proficiencies
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: Herbalism kit
Saving Throws: Strength, Constitution
Skills: Choose two from Athletics, Nature, Survival, Intimidation, Animal Handling
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- Leather armor, and a druidic totem or plant-based focus
- (a) a greatsword or (b) any martial melee weapon
- (a) two handaxes or (b) any simple weapon
- (a) an explorer’s pack or (b) a herbalist’s kit
- If you are using starting wealth, you have 4d4 X 10 in funds.
Level | Proficiency Bonus |
Features | Instinct Damage | Thornbound Instincts |
---|---|---|---|---|
1st | +2 | Aura of Thorns, Wooden Spheres | +2 | 2 |
2nd | +2 | Earthbound Instinct, Reckless Attack, Weapon Mastery | +2 | 2 |
3rd | +2 | Path of the Wild | +3 | 3 |
4th | +2 | Ability Score Improvement | +3 | 3 |
5th | +3 | Fast Movement | +3 | 3 |
6th | +3 | Primal Path Feature | +4 | 4 |
7th | +3 | Barkskin Armor | +4 | 4 |
8th | +3 | Ability Score Improvement | +4 | 4 |
9th | +4 | — | +4 | 4 |
10th | +4 | — | +4 | 4 |
11th | +4 | — | +4 | 4 |
12th | +4 | Ability Score Improvement | +5 | 5 |
13th | +5 | — | +5 | 5 |
14th | +5 | — | +5 | 5 |
15th | +5 | — | +5 | 5 |
16th | +5 | Ability Score Improvement | +5 | 5 |
17th | +6 | — | +6 | 6 |
18th | +6 | — | +6 | 6 |
19th | +6 | Ability Score Improvement | +6 | 6 |
20th | +6 | — | +6 | Unlimited |
Thornbound Instinct[edit]
At 1st level, you adopt a primal stance at the start of combat. As a bonus action, you may enter a state of heightened awareness and aggression:
- Gain advantage on Strength checks and saving throws
- You have resistance to bludgeoning, piercing, and slashing damage.
- You may use this feature a number of times equal to your Proficiency Bonus per long rest
- When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.
If you are able to cast spells, you can't cast them or concentrate on them while raging.
Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.
Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.
Unarmored Defense[edit]
While you are not wearing any armor, your armor class equals 10 + your Strength modifier + your Constitution modifier. You can use a shield and still gain this benefit.
Weapon Mastery[edit]
PHB'24 p91, https://5e.tools/book.html#xphb,6,weapons,0
Starting at 1st level, your training with weapons allows you to use the mastery properties of three kinds of Simple or Martial weapons of your choice. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices.
When you reach certain Fighter levels, you gain the ability to use the mastery properties of more kinds of weapons, as shown in the Weapon Mastery column of the Fighter Features table.
For example, when training with a greatsword, you have mastery option 'Graze'
Aura of Thorns[edit]
At 1st level, you emit a 5-foot aura of bristling natural energy. Hostile creatures that start their turn or enter the aura must succeed on a Dexterity saving throw (DC = 8 + your Proficiency Bonus + your Constitution modifier) or take 1d6 piercing damage. On a successful save, they take half damage.
This damage is increased to 2d6 at 4th level. At 8th level, if a hostile creature fails to succeed a Dexterity saving throw, they have disadvantage on all attack rolls until the end of your turn. At 12th, level, this damage is increased to 3d6.
The damage increases as you gain levels in this class, as shown in the table. The aura radius expands to 10 feet at level 9 and 15 feet at level 15.
Wooden Spheres[edit]
At 1st level, as an action or bonus action, you summon and launch a floating wooden sphere of hardened, thorny wood at a creature you can see within 30 feet. Make an ranged attack using your Strength, dealing 2d4 piercing damage. This damage is increased to 3d4 piercing damage at 5th level. At 8th level, you are able to summon 2 as part of one action / bonus action, each making their own separate attack roll but counts only as 1 'Wooden Sphere" usage.
You may summon a number of spheres per combat equal to your Proficiency Bonus.
At 10th level, you may expend 2 charges to launch a Thornburst, targeting all creatures within a 10-foot radius of a point within 30 feet. Each creature must make a Dexterity saving throw or take 3d8 piercing damage (half on success).
Fighting Style[edit]
Starting at 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again
- Blind Fighting. You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
- Defense. While you are wearing armor, you gain a +1 bonus to AC.
- Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
- Great Weapon Fighting. When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
- Interception. When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
- Protection. When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
Grounded Sense[edit]
At 2nd level, you gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger. You sense the surrounding ground, expanding equal to your max speed, to detect and pinpoint surrounding creatures, traps, or magical effects. To gain this benefit, you must be touching the floor or a grounded object / structure.
Reckless Attack[edit]
At 2nd level, when you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.
Primal Path Feature[edit]
At 3rd level, as you develop a deeper connection with the primordial forces, you receive an Servitude listed at the bottom of the page. You gain another feature for these bonds at 7th, 11th, and 17th level.
Ability Score Improvement[edit]
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Extra Attack[edit]
At 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Fast Movement[edit]
At 5th level, your speed increases by 10 feet while you aren’t wearing heavy armor.
Barkskin Armor[edit]
At 7th level, your skin takes on the texture and resilience of bark when you enter your Thornbound Instinct.
- While in your primal stance and/or Thornbound Instinct, hostile creatures that start their turn within 5 feet of you take piercing damage equal to your Constitution modifier (minimum 1).
- This damage increases to twice your Constitution modifier at 15th level.
- The damage is magical and counts as piercing.
- A creature can only take this damage once per turn.
- Additionally, your thorny form makes grappling or restraining you dangerous—any creature that successfully grapples you takes this damage immediately.
Servitude of the Wild[edit]
Elemental Stances[edit]
At 3rd level, you learn to shift your body and spirit into stances based on the natural elements. As a free action, you may enter one of the following stances following your Thornbound instinct. Only one stance can be active at a time, and it lasts for 1 minute or until you change stance as a bonus action.
- Stone's Fortitude Stance: At the start of each of your turns, you gain temporary hit points equal to your Thornbound level + your Constitution modifier.
- Quake's Mobility Stance: Your movement speed increases by 10 feet, you gain a flying speed equal to your walking speed (hover), and you do not provoke opportunity attacks while moving.
- Briarheart’s Vigor Stance: At the start of each of your turns, you regain hit points equal to your Constitution modifier (minimum 1).
- Witherbloom Hex Stance: Hostile creatures within 10 feet of you have disadvantage on the first Strength or Dexterity saving throw they make each turn.
You can use these stances a number of times equal to your Proficiency Bonus per combat.
At 10th level, you can activate 2 stances at the same time, however, you can only change one stance as a bonus action.
Nature-Fused Blows[edit]
When you hit a creature with a melee weapon attack, you can cause vines, gusts of wind, or shards of bark to lash out in unison with your strike. Once per turn, you deal an additional 1d6 magical damage. This damage can be force, piercing, bludgeoning, or slashing (your choice each time), reflecting the elemental power of nature through bark, wind, or thorny growths.
This bonus damage counts as magical for the purpose of overcoming resistance and immunity.
The damage increases as you gain levels in this class:
- 1d6 at 3rd level
- 2d6 at 10th level
- 3d6 at 17th level
Verdant Surge[edit]
At 6th level, your body pulses with primal energy when you channel nature’s essence. You gain a resource called Verdant Points, equal to your Constitution modifier + proficiency bonus. You regain all Verdant Points at the end of a long rest.
Windlash Slash (1 point): When you take the Attack action, you may expend 1 point to cause wind to surge from your weapon:
- Your reach increases to 20 feet for that action.
- On hit, a creature takes force damage instead of normal weapon damage, and must succeed on a Dexterity saving throw (DC = 8 + PB + CON mod) or be pushed 10 feet away.
- If you hit, you may spend 1 additional point to deal +1d10 force damage.
Thornwave (2 points): You slam your fist or weapon into the ground. Each hostile creature within 10 feet must make a Strength saving throw or be knocked prone and take 2d6 bludgeoning damage. Half on success.
Grasping Bloom (2 points): You cause a burst of vines and flowering roots to erupt in a 15-foot square within 60 feet.
- All creatures of your choice in that area must make a Strength saving throw or become restrained until the end of your next turn.
- A restrained creature can repeat the saving throw at the end of its turns, ending the effect on a success.
- Difficult terrain lingers in the area until the start of your next turn.
Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:
Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:
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