Base Class: Ranger
Thorn Wardens are a group of elite operatives under the crown, highly trained and specialized to survive for months or even years in the most brutal parts of the wildlands. They are the sworn protectors of the wilds, and keep the realm safe from beasts and horrors most people could never imagine in their worst nightmares. A Thorn Warden seen outside of the wilds and in normal society is to some people a cause for alarm, for the only time they would leave their post would be to report word of something dire.
Thorn Warden Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Thorn Warden Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.
Thorn Warden Spells
| Ranger Level | Spell |
|---|---|
| 3rd | entangle |
| 5th | acid arrow |
| 9th | gaseous form |
| 13th | vitriolic sphere |
| 17th | cloudkill |
Armor of Brambles
At 3rd level, a Thorn Warden is trained to make use of the harshness of nature to fashion a specialized armor. As a bonus action, you may summon your Armor of Brambles - A covering of spiny vines and razor sharp thorns.
When you summon the armor, you gain 4 temporary hit points for each Ranger level you have. The Bramble Armor lasts for 10 minutes, you dismiss it as a bonus action, or you lose all temporary hit points, whichever comes first. While wearing the armor, you gain the following benefits:
- Add a roll of 1d6 to any stealth checks you make.
- If a creature hits you with a melee attack, the creature takes 1d6 + Proficiency bonus piercing damage.
- When you deal melee weapon damage to a creature, you may remove 5 temporary hit points off of the Bramble armor to add 1d6 + Proficiency bonus piercing damage to the attack.
You may summon your Bramble Armor a number of times equal to your Proficiency bonus per long rest.
Wortcraft
At 3rd level, your training with the natural world and your familiarity with plants has gifted you an intimate knowledge of salves and poultices, philters and concoctions. You gain Proficiency with the poisoner's kit and you have advantage on Nature and/or Survival checks related to identifying and harvesting ingredients, remedies, or poisons from the wild.
Bed of Roses
By 7th level, you have modified your Armor of Brambles to have long thorned vines trailing off of it. While wearing your Armor of Brambles, you produce a 15 foot radius area of difficult terrain centered on you that moves with you. Whenever a creature moves through this area, you may have them take 1d4 piercing damage for every 5 feet they move.
Vine Weaver
At 11th level, you learn to imbue your weapons with your twisted vines and grasping thorns. Whenever you deal damage to a creature while wearing your Armor of Brambles, you may sacrifice 10 temporary hit points to have that creature make a Strength saving throw against your spell casting DC or become grappled and restrained by spiny vines for 1 minute.
At the start of their turn, a creature grappled this way takes 1d6 piercing damage. A creature grappled this way may spend an action on their turn to attempt to make the save again and break free.
Bloom
Starting at 15th level, your Bramble Armor is perfected to a level that when you summon it, the vines sprout new throny saplings that quickly wrap around and protect your allies as well.
Now whenever you summon your Bramble Armor, you may choose a number of creatures you can see within 30 feet of you up to your Wisdom modifier to gain temporary hit points equal to 2 times your Ranger level.
This Bloom Armor lasts for 10 minutes, a creature dismisses it as a bonus action on their turn, or they lose all temporary hit points, whichever comes first. Also while an ally has this Bloom Armor, if a creature hits the ally with a melee attack, the creature takes 1d6 piercing damage.
Previous Versions
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9/7/2022 8:36:33 PM
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