Primeval Guardian, Variant (5e Subclass)

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Primeval Guardian, Variant[edit]

Ranger Subclass

Rangers of the Primeval Guardian Conclave follow an ancient tradition rooted in powerful druidic magic. These rangers learn to become one with nature, allowing them to channel the aspects of various beasts and plants in order to overcome their foes.

These rangers dwell in the elder forests of the world. They venture out only rarely, as they consider it their sacred duty to protect the druidic groves and ancient trees that saw the earliest days of the world.

Guardian Magic

Starting at 3rd level, you gain the thorn whip cantrip if you don't already know it. You learn an additional spell when you reach certain levels in this class, as shown in the Primeval Guardian Spells table. The spell counts as a ranger spell for you, and it doesn’t count against the number of ranger spells you know.

Ranger Level Spells
3rd entangle
5th summon beast
9th erupting earth
13th giant insect
17th insect plague
Guardian Soul

Starting at 3rd level, you gain the ability to temporarily grow and take on the appearance of a treelike person, covered with leaves and bark. As an action, you assume this guardian form, which lasts until you end it as a bonus action or until you are incapacitated.

You undergo the following changes while in your guardian form:

  • Your size becomes Large, unless you were larger. The weapon you are wielding also increases in size, in addition to any ammunition it may use.
  • Any speed you have becomes 5 feet, unless the speed was lower.
  • Your reach increases by 5 feet.
  • You gain a number of temporary hit points at the start of each of your turns. The number equals your ranger level + 1d10. When the form ends, you lose any temporary hit points you have from it.
  • You gain a +1 to AC, which increases to +2 at 9th level and +3 at 17th level.
  • You have advantage on ability checks and saving throws against being moved or knocked prone.
Piercing Thorns

At 3rd level, your command of primal magic allows you to enhance your attacks with thorns. Once during each of your turns, you can deal an additional 1d6 piercing damage to one creature you hit with a weapon attack. When you reach 11th level, the extra damage increases to 2d6.

Ancient Fortitude

At 7th level, you gain the endurance of the ancient forests. Your hit point maximum and current hit points increase by 2 per ranger level when you assume your guardian form. This increase lasts until you leave the form; your hit point maximum then returns to normal, and your hit points revert to their original value before assuming your guardian form.

Rooted Defense

At 11th level, you gain the ability to twist and turn the ground beneath you. While you are in your guardian form, the ground within 30 feet of you is difficult terrain for your enemies.

Guardian Aura

Starting at 15th level, your guardian form emanates a magical aura that fortifies your injured allies. As a bonus action, you may choose an ally within 30 feet of your guardian form to regain a number of hit points equal to half your ranger level. This aura has no effect on a creature that has half or more of its hit points, and it has no effect on undead and constructs. You can use this feature a number of times equal to 1 + your proficiency bonus and you regain all expended uses when you finish a long rest.

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