SonsOfSauron
2015-05-05, 06:44 AM
Path of the Warden
Your rage is a force of nature, a primeval savagery that echoes the mightiest tempests and fiercest wildfires. Your rage connects you to the magic that suffuses the natural world, and through its influence you stand as a champion of the wilds.
https://40.media.tumblr.com/594caae4b062b4a755ae00bf670ea147/tumblr_no8fn7VK5F1rkqhfbo1_1280.png
Spellcasting
By 3rd level, your rage has opened your mind to the magic of the world. You gain the ability to cast spells.
Cantrips. You learn two cantrips of your choice from the druid spell list. You learn an additional druid cantrip of your choice at 10th level.
Spell Slots. The Warden Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
Preparing and Casting spells. You prepare the list of spells that are available for you to cast, choosing from the druid spell list. When you do so, choose a number of druid spells equal to your Wisdom modifier + one third of your barbarian level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.
The Warden Spellcasting table shows how many spell slots you have to cast your druid spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
Spellcasting Ability. Wisdom is your spellcasting ability for your druid spells, since you learn your spells through your connection to the natural world. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a druid spell you cast and when making an attack roll with one.
Spell Save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
Ritual Caster. You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared.
Soul of the Wilds
Starting when you choose this path at 3rd level, your rage not only strengthens your muscles but also your resolve. When you enter your rage, you are able to maintain concentration on spells you have already cast, though you still cannot cast spells while raging. Additionally while raging, you have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.
Warden’s Presence
By 6th level, your rage embodies your role as a champion of nature, and wild beasts are loathe to earn your enmity. Whenever you enter your rage, each beast within 30 feet of you that can see or hear you must make on a Wisdom saving throw against your spell save DC. On a failed save, a target is frightened for 1 minute or until it takes damage. It can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
If the creature is frightened for the entire duration, it loses the will to fight and attempts to escape or otherwise end hostilities.
Nature’s Guardian
Starting at 6th level, your rage imbues the surrounding land with your own vitality. While raging, the land within 15 feet of you becomes enriched, dying vegetation is restored to its original health, and flowers bloom. Additionally, moving through nonmagical difficult terrain caused by plant life costs you no extra movement while raging.
Rage of Elements
At 10th level, your rage embodies the natural forces of the world. Whenever you enter a rage, choose acid, cold, fire, lightning, or thunder. Your weapon attacks deal damage of that type instead of bludgeoning, piercing, or slashing damage and ignore resistance to that type for the duration of your rage.
Primal Strike
By 14th level, you gain the ability to infuse your attacks with the untameable fury of the wilds. Whenever you hit a creature with a melee weapon attack while raging, you may expend a spell slot to add an additional effect to the attack, as shown below.
1st-level slot or higher. The creature must succeed on a Strength saving throw against your spell save DC or be knocked prone if it is Large or smaller.
2nd-level slot or higher. As above, and the creature has disadvantage on the saving throw.
3rd-level slot or higher. As above, and the creature takes an additional 2d8 damage of the type you chose with your Rage of Elements feature.
4th-level slot or higher. As above, and each creature within 5 feet of the target is also affected by the primal strike.
Your rage is a force of nature, a primeval savagery that echoes the mightiest tempests and fiercest wildfires. Your rage connects you to the magic that suffuses the natural world, and through its influence you stand as a champion of the wilds.
https://40.media.tumblr.com/594caae4b062b4a755ae00bf670ea147/tumblr_no8fn7VK5F1rkqhfbo1_1280.png
Spellcasting
By 3rd level, your rage has opened your mind to the magic of the world. You gain the ability to cast spells.
Cantrips. You learn two cantrips of your choice from the druid spell list. You learn an additional druid cantrip of your choice at 10th level.
Spell Slots. The Warden Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
Preparing and Casting spells. You prepare the list of spells that are available for you to cast, choosing from the druid spell list. When you do so, choose a number of druid spells equal to your Wisdom modifier + one third of your barbarian level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.
The Warden Spellcasting table shows how many spell slots you have to cast your druid spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
Spellcasting Ability. Wisdom is your spellcasting ability for your druid spells, since you learn your spells through your connection to the natural world. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a druid spell you cast and when making an attack roll with one.
Spell Save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
Ritual Caster. You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared.
Soul of the Wilds
Starting when you choose this path at 3rd level, your rage not only strengthens your muscles but also your resolve. When you enter your rage, you are able to maintain concentration on spells you have already cast, though you still cannot cast spells while raging. Additionally while raging, you have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.
Warden’s Presence
By 6th level, your rage embodies your role as a champion of nature, and wild beasts are loathe to earn your enmity. Whenever you enter your rage, each beast within 30 feet of you that can see or hear you must make on a Wisdom saving throw against your spell save DC. On a failed save, a target is frightened for 1 minute or until it takes damage. It can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
If the creature is frightened for the entire duration, it loses the will to fight and attempts to escape or otherwise end hostilities.
Nature’s Guardian
Starting at 6th level, your rage imbues the surrounding land with your own vitality. While raging, the land within 15 feet of you becomes enriched, dying vegetation is restored to its original health, and flowers bloom. Additionally, moving through nonmagical difficult terrain caused by plant life costs you no extra movement while raging.
Rage of Elements
At 10th level, your rage embodies the natural forces of the world. Whenever you enter a rage, choose acid, cold, fire, lightning, or thunder. Your weapon attacks deal damage of that type instead of bludgeoning, piercing, or slashing damage and ignore resistance to that type for the duration of your rage.
Primal Strike
By 14th level, you gain the ability to infuse your attacks with the untameable fury of the wilds. Whenever you hit a creature with a melee weapon attack while raging, you may expend a spell slot to add an additional effect to the attack, as shown below.
1st-level slot or higher. The creature must succeed on a Strength saving throw against your spell save DC or be knocked prone if it is Large or smaller.
2nd-level slot or higher. As above, and the creature has disadvantage on the saving throw.
3rd-level slot or higher. As above, and the creature takes an additional 2d8 damage of the type you chose with your Rage of Elements feature.
4th-level slot or higher. As above, and each creature within 5 feet of the target is also affected by the primal strike.