Warden, Variant (5e Subclass)
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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.
|Natural Strength flows through wardens as they defend the balance.|
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. You gain a special Aura based on witch option you select. 1.) Earthstrength Aura: You and allies within 15 feet of you gain advantage on saving throws to resist fear and being knocked prone. The strength of the earth makes you stand resolute to all dangers. 2.) Wildblood Aura: You gain the Pack Tactics feature and any ally that is attacking a hostile target within 5 feet of you gains advantage on their attack rolls. The power of the wild makes you a leader among hunters.
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.
|3rd||Chromatic Orb, Absorb Elements*|
|5th||(Choose Two: Aqua Jet , Aganazzer's Scorcher, Earthbind, or Lightning Blade|
|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)|
|5th||Enhance Ability, Enlarge/Reduce|
|13th||Dominate Beast, Freedom of Movement|
|17th||Destructive Wave, Hold Monster|
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.
Starting at 7th level, you possess ancient powers within your Warden's 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 15 feet of you add your Wisdom Modifier (min 1) as a bonus to checks and saves made against effects that knock a creature prone, fears, pushes, or pulls them.
Feral Aura (Wildblood)
You and allies within 15 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.
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.
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.