Warden, Variant (5e Subclass)

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The Warden

Wardens draw on primal power to defend nature against those who would corrupt or destroy it. Some use the power of the elements to shield others from harm. Others summon primal strength from within to increase their ferocity and tenacity.

ArchonTotemWarden.jpg
Natural Strength flows through wardens as they defend the balance.

Warden Source

At the 3rd level, you choose your Primal source: Earthstrength or Wildblood. This will determine your traits that you acquire from progressing as a Warden Ranger.

Expanded Spells

You gain spells depending on your source, at the given ranger Levels. These spells are always prepared, and do not count against the ranger spells you have prepared. They are ranger spells for you.

=====Earthstrength=====
Ranger Level Spells
3rd Chromatic Orb, Absorb Elements*
5th (Choose Two: Aqua Jet [1], Aganazzer's Scorcher, Earthbind, or Lightning Blade[2]
9th (Choose Two: Tidal Wave, Erupting Earth, Fireball, Gaseous Form)
13th Elemental Bane, Conjure Minor Elementals
17th Conjure Elemental, (Choose one: Control Winds, Immolation, Transmute Rock, or Maelstrom)


=====Wildblood=====
Ranger Level Spells
3rd Jump, Longstrider
5th Enhance Ability, Enlarge/Reduce
9th Haste, Fly
13th Dominate Beast, Freedom of Movement
17th Destructive Wave, Hold Monster

Guardian Might

When you choose this subclass at the 3rd level, you may use a reaction to reduce damage you take by 1d10 + your Ranger Level. You may use this feature a number of times equal to your Wisdom modifier (min. 1). You regain expended uses of this feature after a long rest.


Warden's Aura

Starting at 7th level, you possess an ancient aura whose effects are dependent on your Source. At level 15, the range of this Aura is increased to 30 feet.

Steadfast Aura (Earthstrength)

You and allies within 10 feet of you add your Wisdom Modifier (min 1) as a bonus to checks and saves made against effects that knock a creature prone, or pushes, or pulls them.

Feral Aura (Wildblood)

You and allies within 10 feet of you add a +1 Bonus to weapon attacks and damage rolls. This increases to a +2 bonus when you are below your HP maximum.


Nature's Guardian

At 11th level, while in your favored terrains, you gain a +2 Bonus to Armor Class and Saving Throws, as well as advantage on Perception, Survival, Investigation or Stealth Checks.


Primal Aura

At the 15th Level, you and allies within 30 feet of you cannot be charmed nor frightened, and take 3 less damage from nonmagical weapons.


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