Base Class: Ranger
Wardens are powerful archers who have been taught in defensive arts. They will protect their party members with total disregard for their own health.
Protective Instinct
At 3rd level, you gain one of the following features of your choice.
Boosted Counter
Whenever a party member with in 30ft of you uses a reaction to protect them-self from an attack, you may use a reaction to attack the attacker.
En Guardé
As an action, you may move up to your half your movement speed to move between a friendly creature and hostile creature. You gain +2 AC until the end of your next turn.
Parry Slash
Whenever a friendly creature with 5ft of you is attacked, you may use your reaction to move in between the attack, halving the damage the friendly creatures but causing you to take the remaining damage. You then may attack the attacker with a melee attack.
Defensive Tactics
At 7th level, you gain one of the following features of your choice.
Blockade
When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.
Defensive Stance
Opportunity attacks against you are made with disadvantage.
Guardián
When a hostile creature attempts to attack a friendly creature that, you may move up to half your movement speed to move up to the hostile creature and use your self as a shield for the friendly creature. You will take all the damage from the attack, and will have +3 AC until the end of your next turn.
Platnium Immunity
You can't be poisoned and have resistance to piercing damage.
Armour Training
At 11th level, you gain one of the following features of your choice.
Protective Blockade
As a reaction to a friendly creature with 10ft of you being attacked, you may move in front of the creature. You have +2 AC against that attack. You also gain a passive +2 AC.
Send Back
You can use your action to make a melee attack against any creature that tries to attack a friendly creature that is within 10ft of you. You both roll a strength check. If you roll higher than the creature, it takes the damage instead.
Vengeance
Creatures that have dealt damage to you within 2 turns take an extra 1d8 piercing damage from ranged attacks you make against them.
Warden's Spirit
At 15th level, you gain one of the following features of your choice.
Guardian's Spirit
When you are reduced 0 hitpoints, choose a friendly creature with 10 ft of you. That creature is healed health equal to 3 of their hit dice. That friendly creature will also have all negative conditions removed.
Healing Spirit
Whenever you are reduced to 0 hitpoints, you may choose up to 3 friendly creatures with 10ft of you. Those friendly creatures heal health equal to 2 of their hit dice.
At levels 17 and 19, you may choose 1 additional friendly creature to heal.
Vengeful Spirit
When you reach 0 hit points, up to 3 hostile creatures with 15 ft of you, 1 of which must be the creatures which reduced you health to 0, must make a DC (12+DEX mod) CON save. On a failed save the creature takes 4d8 force damage. The creature that reduced you health to 0 has disadvantage on the saving throw.
Previous Versions
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7/2/2022 6:09:31 AM
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