Base Class: Ranger
Rangers who follow the Conclave of the Primeval Warden draw their knowledge from the beginnings of the natural world burning within their souls. Taking it upon themselves to make use the elements in conjunction with their swift strikes, summon beastly Allie’s to escort them, and keeping vigilant with wards and magical sensors. To a Primeval Warden existing as a cog in the machine of protecting modern civilization comes second to protecting the primeval knowledge from the belligerent nature of an ever-growing world.
Primeval Warden Magic
You learn an additional spell when you reach certain levels in this class, as shown in the Hunter Spells table. Each spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.
Primeval Warden Magic
| RANGER LEVEL | SPELLS |
|---|---|
| 3rd | protection from evil and good, druidcraft |
| 5th | find steed |
| 9th | dispel magic |
| 13th | arcane eye |
| 17th | dispel evil and good |
Warden Training
At 3rd level, your training as a warden has allowed you to maintain a strong connection with nature while also allowing you to hone your skills. You learn the druidcraft and one additional druid cantrip of your choice. In addition, you learn a skill of your choice which your proficiency bonus is doubled for any ability check made with this skill.
Primeval Strike
Starting at 3rd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal your choice of acid, cold, fire, lightning, or poison damage to the target, in addition to the weapon’s damage. The extra damage is 2d6 for a 1st-level spell slot, plus 1d6 for each spell level higher than 1st, to a maximum of 5d6.
Nature’s Ward
Beginning at 7th level, By 7th level, your metabolism has improved to resemble those of endurance predators. Your walking speed increases by 10 feet and you gain a bonus to saving throws equal to your Wisdom Modifier (minimum of 1) against spells.
In addition, you gain resistance against poison damage, and gain immunity to the poisoned condition and diseases.
Improved Primeval Strike
At 11th level, when you use your culling strike against aberrations, celestials, elementals, fey, fiends, and undead, increase the damage die of your primeval strike from a d6 to a d8.
In addition, as a bonus action you can make a minor primeval strike the next time you hit a creature with a weapon attack on this turn, the creature takes an additional 1d6 acid, cold, fire, lightning, or poison damage from the attack. If you used Primeval Strike as part of this attack, the damage increases to 2d6.
Balance of Nature
At 15th level, you gain the ability to counter the attacks of your adversaries. When you are damaged by a creature you can see, but before you take damage, you can use your reaction to to make one weapon attack against the attacking target. If your attack hits, you take half damage from the attack. If this attack reduces the target to 0 hit points you take no damage from their attack.
Comments