Warden of the Wild (5e Subclass)
Warden of the Wild[edit]
Ranger Subclass
Wardens of the Wild are vigilant defenders of the natural world. They specialize in tracking and taking down those who misuse their abilities to harm or control animals. These rangers combine their martial prowess with a deep connection to nature, ensuring that the wilderness remains a sanctuary for all creatures.
- Guiding Principle
Warden of the Wild rangers devote themselves to shielding animals from harm, acting as guardians of nature’s balance. They stand against those who exploit or endanger animals.
- Expanded Spell List
The Warden of the Wild grants you access to an expanded list of spells whenever you learn a ranger spell. The following spells are added to your ranger spell list:
- 1st Level: Charm Person, Entangle
- 2nd Level: Aid, Hold Person
- 3rd Level: Dispel Magic, Create Food or Water
- 4th Level: Polymorph, Grasping Vine
- 5th Level: Antilife Shell, Reincarnate
- Subclass Features
- Sabotaged Hunt
Beginning at 3rd level, once per short rest you can use an action to mark a being you can see within 60 feet as the target of your sabotage. Until the mark ends, the being deals 1d6 less damage with weapon attacks against living targets and has a disadvantage on Wisdom (Perception) and Wisdom (Survival) checks to locate specific creatures. If the being drops to 0 hit points before the mark ends, you can use a bonus action on a subsequent turn to mark a new being.
- Echoes of the Wild
At 7th level, you can listen to the whispers of the wild, gaining insight into recent activities in an area. You’ll be able to hear the thoughts and discern the emotions of animals within 90 feet of you, learning about any threats they face, the location of traps, or the presence of harmful magic affecting them. This ability can help you track and neutralize dangers before they harm wildlife.
- Sanctuary
At 11th level, as an action you can designate a natural area as a sanctuary for animals. This area, up to 100 feet in radius, will become imbued with protective magic that prevents harm to any animals within its bounds. It lasts for 24 hours and can be used once per long rest. Beings entering the sanctuary with harmful intent toward animals must succeed on a Wisdom saving throw against your spell save DC or be unable to take hostile actions
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