Warden, Variant (5e Subclass)

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The Warden[edit]

Ranger Subclass

Wardens draw on primal power to defend nature against those who would corrupt or destroy it. Some use the power of the elements to shield others from harm. Others summon primal strength from within to increase their ferocity and tenacity.

Warden Source

At the 3rd level, you choose your Primal source: Earthstrength or Wildblood. This will determine your traits that you acquire from progressing as a Warden Ranger. At this level, it defines your expanded spell list, as shown below. These spells do not count against the ranger spells you know. They are ranger spells for you.

Earthstrength
Ranger Level Spells
3rd absorb elements
5th Choose one from aqua jet [1], aganazzer's scorcher, earthbind, or lightning blade [2]
9th Choose one from tidal wave, erupting earth, fireball, gaseous form
13th elemental bane, conjure minor elementals
17th conjure elemental
Wildblood
Ranger Level Spells
3rd jump
5th enlarge/reduce
9th haste
13th freedom of movement
17th destructive wave
Guardian Might

When you choose this subclass at the 3rd level, whenever you or a creature you can see within 5 feet of you takes damage, you can use your reaction to roll a d10 and reduce the amount of damage taken by the number rolled. When you reach 11th level in this class, the die changes to a d12.

Alternatively, you can use your guardian might as a bonus action, to gain temporary hit points equal to the amount rolled in that die. You lose the temporary hit points if you use your Guardian Might reaction.

Warden's Aura

Starting at 7th level, you possess ancient powers within your Warden's aura whose effects are dependent on your Source. You constantly is surrounded by an aura of 10-foot radius. At 11th level, the range of this Aura is increased to 30 feet.

Steadfast Aura (Earthstrength) You and allies within the aura add your Wisdom modifier (minimum +1) as a bonus to Strength checks and saves made against being knocked prone or otherwise being unwillingly moved. They also gain the same bonus on saving throws against the frightened condition.
Feral Aura (Wildblood)' You and allies within the aura add a +1 Bonus to weapon attacks and damage rolls. This increases to a +2 bonus when you are below your hit point maximum.
Primal Aura

At the 11th Level, you and allies within the aura cannot be charmed nor frightened. In addition, your auras receive the following improvement:

Steadfast Aura (Earthstrength) You and allies within the aura can't knocked prone, and take 3 less damage from nonmagical weapons. The strength of the earth makes you stand resolute to all dangers.
Feral Aura (Wildblood)' You gain the Pack Tactics feature and any ally that is attacking a hostile target within 5 feet of you gains advantage on their attack rolls. The power of the wild makes you a leader among hunters.
Nature's Guardian

At 15th level, while in your favored terrains, you gain a +2 Bonus to Armor Class and Saving Throws, as well as advantage on Perception, Survival, Investigation or Stealth Checks.

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