Homebrew Feral Warden Species Details

Feral Wardens are 10 ft tall humanoid reptilian savages with skull heads and long grey hair. Feral Wardens live in clans commanded by war chiefs, and are constantly warring with other races. Feral Wardens are feared throughout the world.

From birth, Feral Wardens are trained in combat, utilizing melee weapons, ranged weapons, and unarmed attacks, using their fists, claws, tails, and teeth.

Their scales are typically a muted grey-green color, and sharp. The ends of their tails are made of vertebrae, and the genetic cause for this trait is unknown.

Feral Warden Traits

Feral Warden Traits

Born to be Strong

Your strength score increases by 3.

You intelligence score increases by 1.

You AC is 10+your Constitution and dexterity modifiers (Unarmored Defense).

You are proficient in strength and intelligence.

You are proficient in intimidation.

You are proficient with simple and martial weapons.

You can wear light, medium, and heavy armor.

 

Natural Weapons

Bite. Melee weapon attack: one target. Hit: 1d10 piercing damage.

Tail Lash. Melee weapon attack: one target. Hit: 2d6 slashing damage.

Claws. Melee weapon attack: one target. Hit: 1d12 slashing damage.

Slam. Melee weapon attack: one target. Hit: 2d12 bludgeoning damage. On a hit, the target makes a Constitution save (DC 10+your strength modifier). On a success, the target is unconscious. On a success, the target is knocked prone.

Fist (unarmed strike). Melee weapon attack: one target. Hit: 1d8 bludgeoning damage.

Adaptive Hide

Starting at level 3, whenever you are hit by any type of damage (slashing, piercing, bludgeoning, lightning, etc.) twice in a row, you gain a resistance to it so long as the damage is not considered critical damage and is not poison damage or necrotic damage. If you are hit by a different type of damage before being hit a second time from the first type of damage received, you cannot gain resistance to the first type of damage until you get hit two more times (eg if you are first hit with piercing, then with slashing, and then piercing again, you do not gain resistance to piercing because there was a damage in between the two consecutive strikes needed to gain resistance).

To gain resistance to elemental/spell damage (not necrotic, critical, or poison damage), you must be hit three times in a row with no interruptions, as stated above.

Regenerative

Starting at level 7, at the beginning of your turn, you regain up to 1/4 of your max HP if you are not poisoned, unconscious, or petrified.

If you reach zero HP, roll a Constitution save (DC 15). If you succeed, you drop to one HP instead.