Base Class: Ranger
Wardens are the ranger most closely connected with nature. Their lives are dedicated to preservation of natural cycle of life, standing as protectors against those who would disrupt it.
As a protector of the wilderness, you draw strength from nature and the beasts that reside within, taking on the characteristics of those whom you protect, such as the keen sight of the hawk, the agility of the cat, and even the stalwart nature of the trees. With these aspects you strive to guard nature and the beasts of the land, sea, and sky from undue harm.
Aspects of Nature
At 3rd level, your connection with the wild grants you special abilities. You gain 3 aspects of nature of your choice, which are detailed under “Nature Aspects” below. If an aspect requires a saving throw, the DC equals your ranger spell save DC.
You learn an additional aspect of your choice at 7th, 11th, and 15th level. Each time you learn new aspects, you can also replace one aspect you know with a different one.
Nature Aspects
Bat
As long as you can hear, you gain blindsight within 15 feet of you.
Bear
You gain a number of temporary hit points equal to twice your ranger level when you finish a long rest.
Boar
If you move at least 20 feet straight toward a creature right before hitting it with a melee attack, the target takes an extra 1d6 damage and must succeed on a Strength saving throw or be knocked prone.
At 7th level, the damage increases to 2d6
At 15th level, the damage increases to 3d6
Cat
You have advantage on Dexterity saving throw against effects that you can see.
Crocodile
You can hold your breath for 15 minutes and suffer no disadvantage on attack rolls when fighting underwater.
Eagle
You have advantage on Perception checks, that rely on sight.
Frog
Your running jump distance and high jump distance are both doubled. Jumping still costs movement as usual.
Goat
You have advantage on checks and saving throws made against effects that would knock you prone.
Hawk
When you make an attack with a thrown or ranged weapon that is outside of the weapon's normal range, you can use a bonus action to negate the disadvantage of one attack.
Horse
Your movement speed increases by 10 feet.
Mastiff
You have advantage on Investigation, Perception, and Survival checks that rely on smell.
Monkey
You ignore difficult terrain made of plants
Mule
You are considered to be one size larger for the purpose of determining your carrying capacity.
Octopus
You have advantage on checks to grapple, and maintain grapple, on a creature
Owl
You gain darkvision to a range of 60 feet.
Panther
You have advantage on attack rolls against any creature that hasn’t yet taken a turn in the combat.
Raven
You can flawlessly mimic any creature's speech in short sentences and as simple sounds. A creature that hears the sounds you make can tell they are imitations with a successful Insight check against your DC. The creature makes these checks at disadvantage
Scorpion
As a bonus action on your turn, you can add a poisonous sting to the next melee attack you make before the end of your turn. On a hit, the target takes an extra 1d8 poison damage.
At 11th level, the damage increases to 2d8 and ignores resistance to poison damage
Shark
Once per turn, when you reduce a creature to 0 hits points with a melee attack, you can make an additional melee attack as part of the same attack action, against an enemy within reach.
Snake
Whenever you grapple a creature, it is also restrained by you until the grappled ends.
Spider
Once per long rest you can cast spider climb on yourself, without expending a spell slot.
At 11th level you can cast the spell at will, targeting only yourself.
Tree
Your skin takes on the ruggedness of bark, giving you a +1 bonus to AC while not wearing heavy armor.
Wolf
When a creature is marked by your Favored Foe ability or hunter's mark, you gain 1d4 bonus on attack rolls against them.
Nature's Warden Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Nature's 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.
Nature's Warden Spells
| Ranger Level | Spell |
|---|---|
| 3rd | feather fall |
| 5th | web |
| 9th | phantom steed |
| 13th | polymorph |
| 17th | insect plague |
Adapting to nature
At 7th level, at the end of a long rest you can choose to gain resistance to one of the following damage types: acid, cold, fire, lighting, poison, or thunder
The resistance lasts until you complete a long rest.
At 15th level, you can choose an additional resistance per long rest
Acid Resistance
You gain resistance to acid damage
Cold Resistance
You gain resistance to cold damage
Fire Resistance
You gain resistance to fire damage
Lightning Resistance
You gain resistance to lightning damage
Poison Resistance
You gain resistance to poison damage
Thunder Resistance
You become resistant to thunder damage
Uncanny Instincts
You possess the uncanny ability to avoid disaster.
When you are hit with an attack, you may use your reaction to have the attack miss instead. Alternatively, when you fail a saving throw from an effect that allows you to make a saving throw to take only half damage, you may use your reaction to succeed instead.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Nature's Champion
At 15th level, your affinity with nature deepens, as you gain one of the following features of your choice.
Beastial Fury
When a hostile creature misses you with a melee attack, you can use your reaction to make a single attack at them. This attack is made with advantage
Feline Reflexes
When you are subjected to an effect, such as a red dragon’s fiery breath or a lightning bolt spell, that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Thicker Hide
When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.
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