Ranger
Base Class: Ranger

As a Warden, you have devoted yourself to protecting the natural world and might labor on behalf of Nature itself or a deity of nature, the hunt, or balance. Wardens do all in their power to ward all wilderness areas from poachers, hunters who kill for sport, and unnatural entities that might despoil nature. You might be a member of an isolated conclave in a dense forest, a brave guide and protector of the frigid mountains and glaciers, or a wandering nomad of the burning sand dunes. Consummate hunters, focal points for nature's wrath, and highly mobile naturalists, you and the other members of your conclave are Wardens of nature and tireless defenders of the natural world.

Warden Spells

3rd-level Warden feature

You gain additional spells as a Warden, as listed in the Warden Spells Table.

Warden Spells

Ranger Level Spell
3rd longstrider
5th alter self
9th wind wall
13th polymorph
17th reincarnate

Voice of the Wilds

3rd-level Warden feature

At 3rd level you gain the ability to speak and understand the Sylvan and Primordial languages.

Warden's Strike

3rd-level Warden feature

At 3rd level, you gain proficiency and Expertise in the Stealth skill. Whenever you make a ranged weapon attack while hidden (against a target that can neither see nor hear you), the attack does not automatically give away your location. Instead, if the attack misses, you remain hidden; if the attack hits, you only give away your location if the target succeeds on a Wisdom (Perception) check contested by your own Dexterity (Stealth) check. If you have the Archery or Thrown Weapon Fighting Style, the Stealth roll is taken with advantage.

Boughs of Shelter

7th-level Warden feature

Beginning at 7th level, as long as you're not incapacitated, you constantly emanate an aura of protection against threats to the wilds. The aura extends 10 feet from you in every direction, but not through total cover. You and friendly creatures within your aura derive protections against one creature type of your choosing: aberrations, constructs, dragons, fiends, or undead. You must choose the creature type after a short or long rest as an action. You and your warded allies are considered to be in half-cover and gain advantage on saves against the chosen creature type. 

The Boughs of Shelter extend to 30 feet at 18th level.

Fury of the Wilds

11th-level Warden feature

Beginning at 11th level, when you or an ally within 30 feet of you that you can see is damaged by another creature within 60 feet of you that you can see, you can use your reaction to throw a lance of nature magic at the creature that caused the damage, and that creature is momentarily engulfed by the magical energy of your choice. It must succeed on a Dexterity saving throw against your spell save DC or take 2d6 cold, fire, or lightning damage (your choice), or half as much on a failed save.

Warden's Stride

15th-level Warden feature

Beginning at 15th level, once on each of your turns, you can use 15 feet of your movement to step magically into one living tree or other living natural object, such as Kelp, or Cactus within 5 feet of you and emerge from a second living object within 60 feet of the first, appearing in an unoccupied space within 5 feet of the second tree. You then have advantage on the first weapon attack you make before the end of that turn.

Previous Versions

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11/7/2022 3:42:37 PM
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