Nature's Fury (5e Class)
Nature's Warden[edit]
Raised not by people, but by the patient hand of nature itself, the Nature's Warden are warriors forged by solitude, survival, and the sacred voice of the land. With bark-wrought skin, thorns laced in fury, and elemental stances drawn from ancient groves and shifting winds, they wield nature’s wrath as both weapon and shield.
The warden's path is not a learned discipline—it defines who they are. The forests whispered to them, the stars taught them stories of old warriors, and the rivers shaped their will. When darkness came to threaten the land, the earth answered through them. Now, they fight not for glory or vengeance, but to preserve the only family they've ever known: the world itself.
Nature's Wardens are shaped by isolation, endurance, and primal purpose. Their presence is poetic and unnerving—each strike carries the weight of a storm, each step echoes with the wisdom of the wild.
Creating a Nature's Warden[edit]
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Waldurr, The First Warden, (Deer Knight by Nature San on Artstation) |
- Quick Build
You can make a Nature's Warden quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Strength. Second, choose either the Hermit, Outlander or Haunted One background.
Class Features
As a Nature's Warden you gain the following class features.
- Hit Points
Hit Dice: 1d12 per Nature's Warden level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Nature's Warden level after 1st
- Proficiencies
Armor: Shields
Weapons: Simple weapons, martial weapons
Tools: Herbalism kit
Saving Throws: Strength, Constitution
Skills: Choose two from Athletics, Nature, Survival, Intimidation, Animal Handling
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- Leather armor, and a druidic totem or plant-based focus
- (a) a greatsword or (b) any martial melee weapon
- (a) two handaxes or (b) any simple weapon
- (a) an explorer’s pack or (b) a herbalist’s kit
- If you are using starting wealth, you have 4d4 X 10 in funds.
Level | Proficiency Bonus |
Features | Instinct Damage | Thornbound Instincts |
---|---|---|---|---|
1st | +2 | Aura of Thorns, Wooden Spheres | +2 | 2 |
2nd | +2 | Earthbound Instinct, Gaia's Armaments, Fist Master | +2 | 2 |
3rd | +2 | Warden of Wrath | +3 | 3 |
4th | +2 | Ability Score Improvement | +3 | 3 |
5th | +3 | Fast Movement, Unarmored Defense, Extra Attack, Reckless Attack | +3 | 3 |
6th | +3 | Primal Path Feature, Grounded Sense | +4 | 4 |
7th | +3 | Rosethorn Armor | +4 | 4 |
8th | +3 | Ability Score Improvement | +4 | 4 |
9th | +4 | Natural Transfiguration | +4 | 4 |
10th | +4 | — | +4 | 4 |
11th | +4 | Extra Attack | +4 | 4 |
12th | +4 | Ability Score Improvement | +5 | 5 |
13th | +5 | — | +5 | 5 |
14th | +5 | — | +5 | 5 |
15th | +5 | — | +5 | 5 |
16th | +5 | Ability Score Improvement | +5 | 5 |
17th | +6 | — | +6 | 6 |
18th | +6 | — | +6 | 6 |
19th | +6 | Ability Score Improvement | +6 | 6 |
20th | +6 | Extra Attack | +6 | Unlimited |
Thornbound Instinct[edit]
At 1st level, you adopt a primal stance at the start of combat. As a bonus action, you may enter a state of heightened awareness and aggression:
- Gain advantage on Strength checks and saving throws
- You have resistance to bludgeoning, piercing, and slashing damage.
- You may use this feature a number of times equal to your Proficiency Bonus per long rest
- When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.
If you are able to cast spells, you can't cast them or concentrate on them while raging.
Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.
Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.
Unarmored Defense[edit]
While you are not wearing any armor, your armor class equals 10 + Dexterity + your Constitution modifier. You can use a shield and still gain this benefit.
Gaia's Armaments[edit]
At 2nd level, nature has granted it's fury access to Gaia's Armaments. You can no longer wield weapons, shields, armors that have metal in them. You now have access to these benefits:
- You can use CON instead of STR for the attack and damage rolls of your unarmed strikes and weapons.
- You can roll 1d6 in place of the normal damage of your unarmed strike or weapon. This die changes as you gain levels. At level 7, the damage is 1d8. At level 11, the damage is 1d10. At level 15, this damage is 1d12. The damage is unaffected by immunity and resistance.
- When you use the attack action with an unarmed strike or a weapon on your turn, you can make one unarmed strike as a bonus action. However, you cannot add any additional damage modifiers to this attack.
- As a bonus action, you can summon and launch a floating wooden sphere of hardened, thorny wood at a creature you can see within 30 feet. Make an ranged attack using your CON, dealing 2d4 piercing damage. You may summon a number of spheres per long rest equal to your Proficiency Bonus + CON modifier. At level 13, you summon massive roots from the ground in a cone 30ft in front of you. All creatures in that cone make a DC DEX save against your saving throw, on failure, they take 4d6 bludgeoning damage and are restrained until the start of your next turn. On a success, they take half.
Fist Master[edit]
At 2nd level, when you roll a 1 or 2 on a damage die for an attack you make with an unarmed strike , you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. At level 9, this applies to all your weapons.
Warden Focus Feature[edit]
At 3rd level, as you develop a deeper connection with the forces of nature, you receive a Warden Focus listed at the bottom of the page. You gain another feature for these bonds at 6th, 11th, and 17th level.
Ability Score Improvement[edit]
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Extra Attack[edit]
At 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.
Fast Movement[edit]
At 5th level, your speed increases by 10 feet while you aren’t wearing heavy armor.
Reckless Attack[edit]
At 5th level, when you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attacks during this turn, but attack rolls against you have advantage until your next turn.
Grounded Sense[edit]
At 6th level, you gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger. You sense the surrounding ground, expanding equal to your max speed, to detect and pinpoint surrounding creatures, traps, or magical effects. To gain this benefit, you must be touching the floor or a grounded object / structure.
Rosethorn Armor[edit]
At 7th level, your bark-like skin develops rose thorns when you enter your Thornbound Instinct.
- While in your primal stance and/or Thornbound Instinct, hostile creatures that make a melee attack against you take piercing damage equal to your Constitution modifier divided by 2 rounded up (minimum 1).
- This damage increases to your Constitution modifier at 12th level.
- The damage is magical and counts as piercing.
- Additionally, your thorny form makes grappling or restraining you dangerous—any creature making a grappling roll against you has disadvantage.
Natural Transfiguration[edit]
At 9th level, you can morph metal weapons to Gaia's liking. You cause nature to consume them, thus allowing you to use them. You can spend 1 hour imbuing nature's magic into the metal weapon. You can only imbue one weapon at a time. It also gains +1 and is considered magical.
Warden of Wrath[edit]
Elemental Stances[edit]
At 3rd level, Gaia has given you access to her wrath. You learn to shift your body and spirit into stances based on the natural elements. When you activate your Thornbound Instinct, you enter into one of the following stances:
- Raging Cyclone: You gain 10ft of movement and you hover 5 ft in the air. You also do not provoke attack opportunities.
- Shattering Tremor: You gain +2 AC. In a 20ft radius, it is considered tough terrain for your enemies.
- Flood Stance: At the start of your turn, you regain HP equal to your CON mod. You also gain +2 AC for ranged spells and ranged attacks.
- Drought Stance: For all saves, you can use your CON save instead and you +2 to your save. If switching to this stance, you can use your reaction as well.
You can use these stances a number of times equal to your Proficiency Bonus + CON per long rest. Only one stance can be active at a time, and it lasts for 1 minute or until you change stance as a bonus action. At 10th level, you can activate 2 stances at the same time, however, you can only change one stance as a bonus action.
Nature-Fused Blows[edit]
At 6th level, the first creature you hit on each of your turns with a weapon attack takes extra damage equal to 1d8 + half your Nature's Fury level. The extra damage is piercing or bludgeoning ; you choose the type of damage when you gain this feature. This damage is considered magical.
Verdant Surge[edit]
At 11th level, your body pulses with primal energy when you channel nature’s essence. You gain a resource called Verdant Points, equal to your Constitution modifier + proficiency bonus. You regain all Verdant Points at the end of a long rest.
Windlash Slash (1 point): When you take the Attack action, you may expend 1 point to cause wind to surge from your weapon:
- Your reach increases to 20 feet for that action.
- On hit, a creature takes force damage instead of normal weapon damage, and must succeed on a Dexterity saving throw (DC = 8 + PB + CON mod) or be pushed 10 feet away.
- If you hit, you may spend 1 additional point to deal +1d10 force damage.
Thornwave (2 points): You slam your fist or weapon into the ground. Each hostile creature within 10 feet must make a Strength saving throw or be knocked prone and take 2d6 bludgeoning damage. Half on success.
Grasping Bloom (2 points): You cause a burst of vines and flowering roots to erupt in a 15-foot square within 60 feet.
- Costs one action
- All creatures of your choice in that area must make a Strength saving throw or become restrained until the end of your next turn.
- A restrained creature can repeat the saving throw at the end of its turns, ending the effect on a success.
- Difficult terrain lingers in the area until the start of your next turn.
Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:
Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:
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