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View Full Version : D&D 5e/Next The Warden; A Control Ranger



sandmote
2020-07-26, 10:11 PM
This page on the homebrewery (https://homebrewery.naturalcrit.com/share/w0Nl6pk7Q)

Based on the 4e class of the same name. Although I don't grant the full equivalent of marking in that edition, instead going to limit their movement. To make you a better Melee controller. Note that you can keep up your ac without needing Dex once you get the 3rd level features. Still need it for Initiative and skills, but not for AC.

Roots of the Earth is the feature I'm most concerned about. Would restraining using it be weak enough to do directly, instead of needing an additional bonus action to upgrade from grappling?

Master of the Gaps is based on the Warden's ____ features. Similarly, I wasn't sure what to do for the 15th level feature. Would something that prevents creatures you have grappled via Roots of the Earth from making OAs against you be better?

Fluff
Staunch defenders, wardens guard the land and those they share it with. The power of the world itself flows through you, hampering those who would harm the region or the living things that live there.

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 Feature
3rd Ensnaring Strike
7th Branding Smite
11th Slow
13th Staggering Smite
17th Wall of Force

Guardian Might
At 3rd level, your hit point maximum increases by one for each rogue level you have and increases by 1 again whenever you gain a level in this class.

Your training to take the brunt of attack has also made you particularly skilled at turning attacks into your armor, deflecting blows in just the right manner to avoid being injured. When wearing light or medium armor, you can choose to replace your Dexterity modifier with your Wisdom modifier when calculating your AC.

Roots of the Earth
When you gain this archetype at 3rd level, you can call upon the earth to halt the movement of those around you. You can use the Attack action to make a special melee attack, causing the surface to partially entomb a creature within 10 feet. The creature must make a Strength saving throw with a save DC equal to 8 + your proficiency modifier + your Strength modifier or be grappled by the ground within its space. As a bonus action you can further twist the ground beneath a creature you have restrained in this manner, causing it to become restrained for as long as it is grappled in this way.

On its turn, a creature can use an action to attempt an Acrobatics (Dexterity) or Athletics (Strength) check against the same save DC to escape the grapple.

Font of Life
At 7th level, you gain additional ability to shrug off ongoing effects on yourself. When subject to a spell effect that allows you to make a saving throw during your turn, you can attempt a saving throw to end the effect as a bonus action.

You can use this feature if you are frightened, paralyzed, or stunned but not if you are unaware of the condition, such as being under the effects of the Charm Person spell.

Master of the Gaps
When a creature within your reach makes an attack or casts a spell that does not target you or itself, you may use your reaction to make a single attack against the creature. Your reaction is made after the attack or spell is resolved.

Earthstride
By 15th level, your steps shake the ground beneath you. If a creature makes an attack of opportunity against you it must first make a Strength saving throw with a save DC equal to 8 + your proficiency modifier + your Strength modifier. The creature takes 2d4 bludgeoning damage on a failed save or half as much on a success.