Base Class: Barbarian
The deepest forests harbor spirits and creatures that prey upon the living, lure travelers from safe paths, and vanish into places untouched by mortal time. Spirit Wardens are hunters of these supernatural threats, venturing into the wilderness to track, confront, and bind those that cannot be left to roam free.
Those they capture are sealed within the Winter Vault, an unnatural prison where spirits are frozen into silent, statue-like forms. Guarding the Vault is a lonely, unending duty, for the creatures of the wild never truly sleep, and neither can those sworn to keep them bound.
This subclass is inspired by the Wildwood Rangers of Warhammer: The Old World.
Level 3: Warden’s Hunt
When a Spirit Warden rages, they enter a trance-like hunt where the boundaries between the physical world and the spirit world thin.
Your weapon attacks count as magical for overcoming resistance and immunity to nonmagical attacks and damage.
You have advantage on saving throws against being charmed or frightened.
You have blind-sight within 10 feet of you.
You can perceive creatures on the Ethereal Plane within 30 feet of you, although you cannot interact with them unless you have another feature that allows you to do so
Level 6: Spirit Ward
Starting at 6th level, the Warden's discipline has made their body an unsuitable vessel for invasive spirits.
You cannot be possessed. You have advantage on saving throws against effects caused by undead, fey, fiends, elementals.
Level 6: Unerring Pursuit
Spirit Wardens are hunters, and investigators of supernatural spirits, their dogged pursuit is relentless; as their sight beyond sight allows for the tracking of spiritual energies, and residues left upon the winds of magic and the weave itself. Additionally, your movement is unaffected by difficult terrain while you are raging.
Your movement is unaffected by difficult terrain while you are raging.
You have advantage on Wisdom (Survival) checks made to track creatures. You can track creatures across natural terrain even when they leave no physical tracks, provided you have encountered them within the last 24 hours.
Level 10: Spirit Snare
The Wildwood Warden is not a simple hunter, they are experts at imprisoning malevolent spirits. The Warden weaves the winds of Shyish to bind the target's soul to the Earth, rendering it immobile.
While raging, when you hit a creature with a weapon attack, you can attempt to snare it. The creature must succeed on a Strength or Charisma saving throw against your Barbarian save DC. (8 + your proficiency bonus + your Constitution modifier).
On a failed save, the creature is snared. At the end of each of its turns, the creature can repeat the saving throw, ending the effect on itself on a success.
While snared:
Its speed is 0.
It cannot teleport.
It cannot switch between material and ethereal plane
It cannot become incorporeal.
It cannot willingly move through solid objects.
You can use Spirit Snare once per rage.
Level 14: Winter's Vault
The Spirit Warden has become capable of bridging the gap in the material realm, and bringing Winter's Vault to the snared soul. The target because encased in spectral ice, it's eyes flicking about, but its body frozen in a statue-esque form. It is capable of perceiving and thinking but is otherwise incapacitated.
At this level, your spirit snare becomes more potent. While raging, when you hit a creature with a weapon attack, you can attempt to imprison it, instead of simply snarring it in place. The creature must succeed on a Charisma saving throw against your Barbarian save DC. (8 + your proficiency bonus + your Constitution modifier).
On a failure, the creature is sealed within a spectral prison of ice for 1 minute.
While sealed:
It is incapacitated.
Attacks against it have advantage.
Its speed is 0.
It cannot teleport or travel between planes.
It cannot become invisible or incorporeal.
It cannot be possessed, or possess another creature.
It cannot willingly move through solid objects.
It cannot be moved by force.
The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.
Once you use Winter Vault, you cannot use it again until you finish a short rest.
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