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Warden


Hit Points

Hit Dice: d10 per Warden level
Hit Points at first Level: See Ranger
Hit Points at Higher Levels: See Ranger

Proficiences

Armor: See Ranger
Weapons: See Ranger
Tools: See Ranger
Saving Throws: See Ranger
Skills: See Ranger

Overview & Creation

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.


Class Features

Warden Source

At 3rd level, you choose your Primal source: Earthstrength or Wildblood. This will determine your traits that you acquire from progressing as a Warden Ranger.  

Warden Spells

You gain spells depending on your source, at the given ranger levels. These spells are always prepared, and do not count against the ranger spells you have prepared. They are ranger spells for you.  

Earthstrength Spells

Ranger Level Spells
3rd Chromatic Orb, Absorb Elements
5th Earthbind, Aganazzer's Scorcher
9th Fireball, Erupting Earth
13th Elemental Bane, Conjure Minor Elementals
17th Conjure Elemental, Maelstrom

Wildblood Spells

Ranger Level Spells
3rd Jump, Longstrider
5th Enhance Ability, Enlarge/Reduce
9th Haste, Fly
13th Dominate Beast, Freedom of Movement
17th Destructive Wave, Hold Monster

Guardian Might

When you choose this subclass at 3rd level, you may use a reaction to reduce damage you take by 1d10 + your Ranger level. You may use this feature a number of times equal to your Wisdom modifier (min. 1). You regain expended uses of this feature after a long rest.  

Warden's Aura

Starting at 7th level, you possess an ancient aura whose effects are dependent on your source. At level 15, the range of this Aura is increased to 30 feet.  

Steadfast Aura (Earthstrength)

You and your allies within 10 feet of you add your Wisdom modifier (min. 1) as a bonus to checks and saves made against effects that knock a creature prone, or pushes or pulls them.  

Feral Aura (Wildblood)

You and allies within 10 feet of you add a +1 Bonus to weapon attacks and damage rolls. This increases to a +2 bonus when you are below your HP maximum.  

Nature's Guardian

At 11th 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.  

Primal Aura

At 15th level, you and allies within 30 feet of you cannot be charmed nor frightened, and take 3 less damage from nonmagical weapons.


Starting Equipment

See Ranger


Spellcasting

See Ranger


Ranger LevelFeature
3rdWarden Spells, Guardian Might
7thWarden's Aura
11thNature's Guardian
15thPrimal Aura

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