Base Class: Fighter
The guardians of the wilds are fighters who are deeply connected to the natural world, and fight to protect it from those who would harm or destroy it. Guardians undergo a magical ritual at the end of their rigorous training, that grants them primal powers of nature. Guardians of the wilds are experts at navigating the wilderness, and connecting with nature's primal magic.
Power Dice
At 3rd level you have four power dice, which are d8s. A power die is expended when you use it. You regain all of your expended power dice when you finish a long rest.
You gain another power die at 7th level, one more at 10th level and one more at 15th level.
Primal Powers
At 3rd level you gain three powers of your choice, which are detailed under “Primal Powers” below. Many powers enhance an attack or check in some way. You can use only one power per turn.
You gain two additional powers of your choice at 7th, 10th, and 15th level. Each time you gain new powers, you can also replace one power you have with a different one.
Some of your powers require your target to make a saving throw to resist the power’s effects. The saving throw DC is calculated as follows:
Power save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)
Bear's Strength
You can either gain power dice to a damage roll, or a strength check- or as a reaction gain power dice to a strength saving throw.
Bear's Strike
When you hit a target with an attack, the target takes power dice bludgeoning damage and must make a Constitution saving throw. On a failed save, the target is stunned until the end of your next turn.
Cat's Agility
Either gain power dice to a Dexterity check, or as a reaction add power dice to a Dexterity saving throw.
Cat's Leap
You can either make a bonus action long/high jump and add power dice *3 to your jumping distance- or as a reaction reduce fall damage by power dice *3.
Fox's Sharpness
You can either gain power dice to an intelligence check, or as a reaction gain power dice to an intelligence saving throw.
Hawke's Eyes
Double the range of a ranged attack and add power dice to the attack roll.
Hawke's Speed
Gain power dice *5 to your movement for one turn.
Ox's Charge
When you hit with a melee attack, the target takes power dice bludgeoning damage and must make a Strength saving throw. On a failed save, the target is knocked prone.
A creature that is large or smaller will also be pushed back 10 feet on a failed save.
Ox's Resilience
As a reaction, gain power dice to a Constitution or Wisdom saving throw.
Primal Awareness
Gain power dice on a perception or insight check.
Primal Blood
As a reaction, sacrifice hitpoints to dispel a magical effect or spell within 30 feet, that you're aware of.
You take power dice + spell level *5 damage, and unless you fall unconcious, the magic is dispelled.
Primal Grip
You and your target must make a contested Strength check (the target can only be one category bigger than you). You gain power dice to the check. If you succeed, your target becomes grappled and restrained.
You can move at full speed with your target, and use your action to deal 1d4 + STR bludgeoning damage.
On their turn, the target can use their action to make another contested check to try and break free. You keep the original power dice bonus for all contested checks.
Primal Magic Sense
You can add power dice to an Arcana check. On a 19 or higher you become aware of all spells and magical effects within 30 feet of you.
Primal Presence
A target within 30 feet of you, that can see or hear you, must make a Wisdom saving throw. On a failed save, the target takes power dice psychic damage and becomes frightened until the end of your next turn.
Viper's Reflexes
When you get hit with a melee attack, as a reaction you can cause power dice poison damage to the attacker.
Viper's Tongue
Gain power dice to a charisma check.
Wolf's Pounce
Gain power dice to your initiative roll.
Wolf's Tactics
You gain power dice to an attack roll.
Guardian Skills
At 3rd level gain proficiency with two skills from the list below.
Acrobatics
Proficiency
Athletics
Proficiency
Medicine
Proficiency
Nature
Proficiency
Perception
Proficiency
Stealth
Proficiency
Survival
Proficiency
Mobile Commando
At 7th level you have mastered moving across the battlefield with ease, no matter the conditions.
Your movement speed (walking) increases by 10 feet and you ignore non-magical difficult terrain. Also you gain a swim speed and climbing speed of 30 feet.
You can travel twice as long before gaining a level of exhaustion.
Enhanced Powers
At 10th level your power dice turn into d10s.
Primal Wrath
At 15th level you gain the following feature: Once per long rest, you can use an action to expend all of your power dice at once in order to enter a state of primal wrath for one minute. You can only do this if you still have all of your power dice.
While this state is active, all your attacks have advantage, you gain resistance to non-magical damage, +10 to movement speed, advantage on all checks and saving throws for STR, DEX and CON, and deal an additional 2d8 force damage. You also become immune to being charmed, frightened or possessed.
You can't end the primal wrath at will. While you're in your primal wrath, you can't decide to spare enemies or let them go. You can't decide to flee combat, or stay away from enemies that you're aware of. You must always make an attack, or take an opportunity attack on an enemy if you can (if you can't, you must always use your movement to get within range of an enemy). If you take damage as a result of an allies action, you will now consider this ally an enemy until the end of the primal wrath.
Superior Powers
At 18th level, your power dice turn into d12s.
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