Ranger
Base Class: Ranger

The Warden archetype represents the ultimate guardian of nature, a warrior elected by the spirits of the wilderness as their protector. While druids are the nurturers and keepers, wardens are the armed sentinels of nature, reactively and proactively defending the natural order from the many forces that want to corrupt or destroy it.

Primal Aspect

At 3rd level you may invoke the spirits of nature to assist you in defending the natural order.

As a bonus action you can briefly assume an aspect of your choice from the following list of primal aspects, and you immediately gain temporary hit points equal to your Ranger level. The aspect lasts until the end of your next turn, or until you become unconscious. Once you use this ability you can’t use it again until you finish a short or long rest.

Aspect of the Beast

Your face elongates into a muzzle, and you assume a hunched stance. While this aspect is active you gain the following benefits.

  • When you activate this aspect and as a bonus action during each of your turns you can perform either a Hide or a Search action.
  • You gain darkvision up to 120 feet.
  • You have advantage on Wisdom (Perception) checks that rely on hearing or smell.
  • Your walking speed increases by 10 feet.
  • Opportunity attacks against you have disadvantage.
Aspect of the Land

Your appearance picks up features and patterns that mirror the natural environment you are in as your voice becomes suave and firm. While this aspect is active you gain the following benefits.

  • At the end of each of your turns another creature of your choice within 10 feet of you regains a number of hit points equal to 1d6 + your Wisdom modifier.
  • You have advantage on Wisdom and Charisma ability checks and saving throws.
Aspect of the Sky

Your hair grows and waves around you as your voice becomes louder. While this aspect is active you gain the following benefits.

  • When you activate the aspect and as bonus action during each of your turns you can cast druidcraft with no verbal nor somatic component.
  • Your jump distance and height are tripled.
  • At the end of each of your turns up to three creatures of your choice within 10 feet of you suffer 1d6 thunder or lightning damage.
Aspect of the Tree

Your height and weight increase, and the color of your eyes becomes vibrant and eerie. While this aspect is active you gain the following benefits.

  • Hostile creatures within 10 feet of you gain disadvantage with all attack rolls that don’t target you.
  • You have advantage on Strength and Constitution ability checks and saving throws.
  • You cannot be moved nor knocked prone.

Shield Growth

At 3rd level, natural spirits instinctively follow you and merge with your shield. Their presence can enlarge to disproportionate size and durability any simple material like wood, bone, or chitin. While on your person, the shield grows additional protrusions like branches, horns, crystals, or brambles. These protrusions shrink back and the shield reverts to its normal form when it leaves your person.

You have a +1 bonus to AC while you are wielding a shield that is not made of metal.

Persistent Aspect

At 7th level you can also activate your primal aspect as a reaction when you or a creature you can see becomes the target of an attack or must make a saving throw.

Also, at the end of each of your turns you can spend one of your Hit Dice; if you do, your aspect remains active until the end of your next turn.

The Old Way

At 11th level you are a proven defender of nature and you are welcomed in all druidic circles.

You know [language]Druidic[/language], the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message’s presence with a successful DC 15 Wisdom (Perception) check but can’t decipher it without magic.

You learn two cantrips of your choice from the druid spell list. They count as ranger spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips of your choice with another cantrip from the druid spell list.

Chosen by Nature

At 15th level, you can invoke the spirits to become a champion of nature.

As a bonus action you can assume two different aspects of your choice from the list of primal aspects, and you immediately gain temporary hit points equal to twice your Ranger level. This ability lasts 1 minute, until you become unconscious, or until there are no hostile creatures within 120 feet of you. As a bonus action while the ability is active, you can change one of the two aspects with another from the list of primal aspects.

Once you use this ability you can’t use it again until you finish a long rest.

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