Base Class: Ranger
The Range Warden is a combat-hardened hybrid of martial discipline and primal force, trained to survive and fight alone in the most hostile environments of the world. Born from ritual and necessity, Range Wardens blend weapon mastery, battlefield control, and instinctive earth-based magic to become apex predators of the wilds—and relentless executioners of the undead.
Forgoing the rigid traditions of spellcasting, Range Wardens channel rites—ancient survival-based abilities taught by canthrologists—requiring no spell slots, components, or casting time. Their powers draw directly from the terrain around them, allowing them to manipulate the battlefield, trap enemies, raise barriers, or heal allies in moments of crisis. These rites scale automatically as the Warden grows stronger, evolving in damage, radius, and effect.
Each Warden is soul-bound to a personalized Cold Forged arsenal—adaptive gear that functions as an extension of their body, mind, and spirit. Their weapon, Wardenfang, shifts between deadly forms and can transform into a crow-like companion that scouts, guards, and fights alongside them. Their cloak, shield, boots, and bracers grant resistance, enhanced movement, stealth, and battlefield awareness—all of which return to them across planes if separated.
Unlike traditional warriors, Range Wardens don’t rely on brute force alone. Their strength lies in relentless adaptation. Each successive attack builds momentum, striking harder with calculated fury. Their elemental augmentations let them exploit weaknesses in every foe, while status-inflicting hits hinder enemy movement, defenses, or focus. Undead and aberrations are especially vulnerable to their abilities, as their rites were designed with annihilation in mind.
Though capable of leading a group, a Range Warden is ultimately a lone sentinel—patient, brutal, and nearly impossible to ambush. With their soul-linked gear, escalating rites, and command of terrain, they do not seek the safety of walls or cities. They are the walls that hold back the darkness.
Battle Master
Total Weapon Mastery
- You are proficient with all weapons, including:
- Simple & Martial Weapons, Ranged Weapons & Bows, Thrown Weapons & Improvised Weapons, Unarmed Strikes, Natural Weapons (Claws, Bite, Tail, etc.), Siege Weapons
- You suffer no penalties for using weapons in improvised or non-standard ways (e.g., slamming with a bow, throwing a sword, headbutting while holding a pike).
Natural Arsenal
- Your body is a lethal weapon. Your unarmed strikes, claws, and bite are considered magical weapons for overcoming resistances.
- Claws: 1d8 slashing (Finesse)
- Bite: 1d10 piercing. On hit, the target must succeed on a CON save or take 1d6 bleeding damage at the start of each of their turns (until healed or stabilized).
- Bonus Attack: If both hands are free, you may make one unarmed strike as a bonus action.
One-Handed Fury, Two-Handed Mastery
- If your Strength is 18 or higher, you can wield two-handed melee weapons in one hand.
- You can draw or stow up to two weapons as a free action.
- You may make opportunity attacks with any weapon, including ranged or thrown weapons if within reach or if a feature allows it.
Battle Intuition
- You may use Strength or Dexterity for the attack and damage rolls of any weapon or unarmed strike—regardless of the weapon’s properties.
Extra Attack (1)
- When you take the Attack action, you may attack twice instead of once.
Natural Style Empowerment
- Your instinct amplifies your deadliness—whether you're swinging a sword, loosing an arrow, or sinking your teeth into a beast.
- Once per turn, when you hit with a weapon or unarmed strike, you may add your main attack stat (Strength or Dexterity) again to the damage. (Use Dexterity for ranged weapons like bows, and Strength for melee.)
- If you're wielding a two-handed weapon (melee or ranged), your opportunity attacks and reaction attacks also gain this bonus.
- If you're attacking with claws, bite, or unarmed strikes, those attacks also deal +2 bonus damage.