Base Class: Ranger
The Warden is a stalwart guardian of nature that serves as nature's more militaristic aspect of the druidic orders. Charged and empowered by the God of Nature, they are an ever-present defender of the natural world, using the full force of their Sylvan might to destroy any that earn nature's ire.
Nature's Hold
At 3rd level when you hit a creature with a weapon attack, you can use your bonus action to summon a writhing mass of thorny vines at the point of impact which deals an additional 1d6 piercing damage to the target.
In addition, the target must make a Strength saving throw, or be restrained by the magical vines until the end of their next turn. You may use this feature once per short rest.
The damage for this ability increases to 2d6 at 7th level, 3d6 at 11th level, and 4d6 at 15th level.
Nature's Bonds
At 7th level your dedication to the protection of nature have caught the attention of nature spirits and they have bestowed a small portion of the power that is usually reserved for Druids upon you. You are granted the power to cast 3 Druid cantrips. Additionally, you gain Expertise in Survival and Nature.
Nature's Wrath
By 11th level you are so suffused with nature's energy that all your weapon strikes carry a small fragment of nature's wrath with them. Whenever you hit a creature with a weapon attack, you deal an extra 2d6 elemental damage. You may choose the element type from the following: Fire, Cold, Poison, Acid, or Lightning.
Nature's Bulwark
When you don light or medium armor, you can enhance it with mystical defenses, integrating it with manifestations of nature's elements. When you do so, the elements provide you certain benefits, as they coalesce on your armor in battle:
- Slabs of extremely hard Ice cover your armor, increasing your AC by +2 and granting resistance to Cold damage.
- Flames envelop your arms and legs, granting Fire damage resistance and damages any creature that attempts to grapple or restrain you, dealing 1d6 Fire damage per turn. You also give off a burning glow, and brightly light up non-magical darkness up to 30 feet away, and dimly up to 60 feet away.
- Lightning arcs around your body, granting resistance to Lightning damage and damaging any hostile creature attacking you within 5 feet, dealing 1d6 Lightning damage per attack.
- Wind races around your feet, decreasing the damage you take from falling by half, increasing your walking speed to 60 feet, and grants you the ability to hover up to 30 feet high as a bonus action.
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