Ranger Archetype: Warden

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Ranger Archetype: Warden

Hailing from vastly different backgrounds and assuming a variety of forms, Wardens are warriors that channel ancient and sometimes forgotten powers through both their spells and martial prowess. Casting shadows across the battlefield as they grow in size while adopting their guardian forms, they are esteemed protectors of that which they hold worthy. While their powers stem from the same source, most Wardens have distinct features depending on the place where they obtained and nurtured their primordial abilities. A Dwarf who takes this path may transform into a being of solid rock, similar to an earth elemental, while an Elven Warden will most likely favor a form that looks eerily like some sort of a fey warrior. Wherever their paths may take them, a Warden that unleashes his powers is sure to get noticed.

Warden Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Warden Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

Warden Spells
Ranger level Spells
3rd Entangle
5th Warding Wind
9th Spirit Guardians
13th Death Ward
17th Circle of Power

Primeval Guardian

As ancient powers course through your veins, you become a true herald of nature's might, channeling primal magic at a moments notice.

Starting when you choose this path at 3rd level you learn the Primordial an Sylvan language.

Additionally, you learn the Thorn whip cantrip and may cast it without providing any components. Any time a creature you can see makes a weapon or spell attack within 30 feet of you, you can use your reaction to cast Thorn whip, targeting the attacking creature.

Form of Natures Sentinel

Blurring the lines between elemental power and humanoid form, you transform into a fearsome guardian.

Beginning at 3rd level, you may use a bonus action to assume the form of a formidable sentinel, gaining the following benefits.

  • Your size becomes Large, unless you were larger.
  • You have advantage on all Strength saving throws and ability checks.
  • You may add half your proficiency modifier as a bonus on damage rolls you make using melee weapons.
  • Your reach increases by 5 feet.
  • Your base movement speed is halved.

This form lasts until you end it as a bonus action or until you are incapacitated.

Ancient Fortitude

By 7th level you have honed and developed your ability to withstand great punishment upon your body.

You gain proficiency in Constitution saving throws. If you already have this proficiency, you gain proficiency in Death saving throws instead.

Wardens Grasp

In a mere instant, you conjure a hooked lash that wraps around your enemy and brings him closer to your grasp.

Starting at level 10, if you cast Thorn whip while in your Form of Natures Sentinel, the maximum size of a creature you can pull increases to Huge.

Furthermore, whenever you successfully hit with Thorn whip, you can force the creature to make a Dexterity saving throw against your Ranger spell save DC or fall prone at the end the pull.

Primordial Vitality

You have become a bulwark of primordial powers that resonate within your very being.

Starting from 14th level, while you aren't incapacitated, you gain a number of temporary hit points at the start of each of your turns. The amount of these hit points is equal to half your Ranger level.

Credit for the artwork goes to:

Daryl Mandryk: https://www.artstation.com/artwork/b0xAn

Ranger Archetype| Warden
 

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