Yet another take on the ranger, inspired by the structure in warlocks but without a pact magic or spellcasting feature.
The werewolf had struck the shaken hamlet thrice. A beagle had lost its track at a creek that winded down the mountainside. It now sat watching as the warden prepared a set of silver dart traps. The full moon was rising and t wouldnít be long before it came back.
Both the warden and her beagle turned their heads at the same time, the wretched scent of human blood and fur followed the breeze. It was coming, and it hadnít noticed them yet. The warden backed up against a tree trunk and the beagle hid in the undergrowth. In her hands rested a longbow and a pair of silver broadheads, waiting to be drawn. As the mangy beast prowled along the stream, it sniffed not knowing that it would not see the sun rise.
Guardian of Wilderness and Civilization
The guardians of the civilized world, wardens live to protect our world from the monsters menacing it. Some defend it from treacherous wizards, others from lumbering giants. The prey are many and the wardens few. Each warden is trained and specialized against a foe it deems wicked. Since most prey lives in remote locations, they become used to surviving in the wilderness were their prey stalks them as much as they stalk it.
Creating a Warden
Wardens are individuals who have left a normal life in society to protect it from those evils that aim harm it. Where did you begin training to living in the wild and how did you get your connection to nature? Were you perhaps shipwrecked on a jungle island, or born as a nomad on a tundra? Why did you decide to protect the world from you prey? Was it due to a lich who enslaved your hometime, or the feeling when protecting your parents farm from the goblin hordes? How did this then lead to a life of adventure? While the life of wardens are similar to many adventurers, why did you decide to gang up with an adventuring party and following this new quest?
You can make a warden quickly by following these suggestions. First, make Dexterity your highest ability score, followed by Wisdom. Second, choose forests as your territory. Third, choose Trackerís Mark as your trick. Fourth, choose the outlander background. Some rangers that focus on melee combat will choose Strength as their highest ability score.
Spoiler: Multiclass Wardens
In order to multiclass into or out of Warden, you must possess a Dexterity score of at least 13. Characters who multiclass into warden gain proficiency in light armor, medium armor, shields, simple weapons, martial weapons, and one skill from the class's skill list.
Spoiler: Table and Features
Table: The warden
Level Proficiency Bonus Features Tricks Known 1st +2 Wilderness Tricks, Territory 1 2nd +2 Bane of Prey 2 3rd +2 Animal Companion, Tools of the Land 2 4th +2 Ability Score Improvement 2 5th +3 Extra Attack 3 6th +3 Bane Feature 3 7th +3 Territory (2) 4 8th +3 Ability Score Improvement 4 9th +4 Territoriesí Stride 5 10th +4 Ability Score Improvement 5 11th +4 Bane Feature 5 12th +4 Ability Score Improvement 6 13th +5 Senses of the Predators 6 14th +5 Wardenís Vigilance 6 15th +5 Territory (3) 7 16th +5 Ability Score Improvement 7 17th +6 Bane Feature 7 18th +6 Nature at your fingertips 8 19th +6 Ability Score Improvement 8 20th +6 Relentless Prowler 8
As a Warden, you gain the following features
Hit Dice: 1d10 per Warden level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Warden level after 1st.
Armor: Light armor, medium armor, and shields
Weapons: Simple weapons, and martial weapons
Saving Throws: Strength and Dexterity
Skills: Choose three from Animal Handling, Athletics, Insight, Investigation, Medicine, Nature, Perception, Stealth, and Survival
You start with the following equipment, in addition to the equipment granted by your background:
- (a) scale mail or (b) leather armor
- (a) two shortswords, (b) a versatile martial weapon, or (c) two simple melee weapons
- (a) a dungeoneerís pack or (b) an explorerís pack
- (a) a longbow and a quiver of 20 arrows or (b) a sling, a pouch of 20 sling bullets, and a shield
Spoiler: Class Abilities
Every warden is their own, and everyone has their own tricks fit for the occasion.
At 1st level, you gain one wilderness trick of your choice. Your trick options are detailed at the end of the class description. When you gain certain warden levels, you gain additional Tricks of your choice, as shown in the Tricks Known column of the Warden table.
Additionally, when you gain a level in this class, you can choose one of the Tricks you know and replace it with another trick that you could learn at that level. You cannot replace a trick that is required by another trick. After replacing a trick, your animal companion leaves you if your it does not follow your current restrictions for selecting one.
If a wilderness trick has prerequisites, you must meet them to learn it. You can learn the trick at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class. Some of the Tricks give further benefits when you reach different levels in this class.
Some Tricks require you to expend a use of your Tricks. You can use your Tricks a number of times equal to your half of your ranger levels + half of your Wisdom modifier rounded up (minimum of 1). You regain all expended uses when you finish a long rest. For example, at level 1 with a +3 wisdom modifier you would get 2 uses.
Wisdom is your spellcasting ability for your Wilderness Trick spells, since your magic draws upon your experiences of nature. 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 Wilderness Trick 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
At 1st level, you also choose one of the following types of wilderness that was your territory. The territory gives you a feature.
Starting at 3rd level, your animal companion also gets the features of your territories.
When you reach 7th and 15th warden level, you get to choose another territory.
- Arctics When you finish a long rest, you can spend a minute protecting yourself from the cold to gain resistance to cold damage and vulnerability to fire damage for 24 hours.
- Coasts You gain a swimming speed equal to 10 feet less than your walking speed.
- Deserts When you spend 8 hours travelling in the wilderness, you always find enough food and water to sustain yourself.
- Forests As a bonus action, you can leverage any cover you have to increase the benefits from it. Until the end of your next turn, half cover counts as three-quarters cover for you.
- Grasslands The long ranges when you use ammunition weapons are increased by 25 feet if they are light, 200 feet if they are heavy and 100 feet otherwise.
- Mountains You gain a climbing speed equal to 10 feet less than your walking speed.
- Planar As a bonus action on your turn, you can teleport up to 30 feet to an unoccupied space you can see. Once you use this feature, you can't use it again until you finish a short or long rest.
- Roads You can now instead use your Tricks a number of times equal to your half of your ranger levels rounded up + your Wisdom modifier (minimum of 1).
- Swamps Whenever you make a Dexterity (Initiative) check, you can treat a d20 roll of 6 or lower as a 7.
- Towns You can take the Hide and Disengage actions as bonus actions in combat.
- Underdark You gain darkvision out to a range of 30 feet. If you already have darkvision from your race, its range increases by 15 feet.
Bane of Prey
At 2nd level, you choose a prey that you strive to shelter the world from. Choose either the titansbane, primalbane, horrorsbane, myriadsbane, shiftersbane, or magebane archetypes that are detailed at the end of the class description or one from another source. Your choice grants you features at 2nd level and again at 6th, 11th, and 17th level.
At 3rd level, you learn to use your magic to create a powerful bond with a creature of the natural world.
With 8 hours of work and the expenditure of 25 gp worth of rare herbs and fine food, you call forth an animal from the wilderness to serve as your faithful companion. You select a tiny beast with a challenge rating of 1/8 or less that cannot deal more than 1 die of damage with an action. The choice is based on the surrounding terrain and on what types of creatures would logically be present in the area or you can select a companion that has left you.
At the end of the 8 hours, your animal companion appears and gains all the benefits of your Companionís Bond ability. You can have only one animal companion at a time.
If your animal companion is ever slain, the magical bond you share allows you to return it to life. With 8 hours of work and the expenditure of 25 gp worth of rare herbs and fine food, you call forth your companionís spirit and use your magic to create a new body for it. You can return an animal companion to life in this manner even if you do not possess any part of its body.
If you use this ability to return a former animal companion to life while you have a current animal companion, your current companion leaves you and is replaced by the restored companion.
Your animal companion gains a variety of benefits while it is linked to you.
- The animal companion loses its Multiattack action, if it has one.
- The companion obeys your commands as best it can. It rolls for initiative like any other creature, but you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your companion acts on its own.
- Your animal companion has abilities and game statistics determined in part by your level. Your companion uses your proficiency bonus rather than its own. In addition to the areas where it normally uses its proficiency bonus, an animal companion also adds its proficiency bonus to its AC if it is not wearing barding and to its damage rolls. Your animal companion has hit dice equal to your level and adjusts its hit points accordingly.
- Whenever you gain the Ability Score Improvement class feature, your companionís abilities also improve. Your companion can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your companion canít increase an ability score above 20 using this feature unless its description specifies otherwise.
- Your companion shares your alignment, and has its own personality trait and flaw. Your companion shares your ideal, and its bond is always, ďThe ranger who travels with me is a beloved companion for whom I would gladly give my life.Ē
Tools of the Land
Starting at 3rd level, when you are in a wilderness of one of your territoriesí types, you can add half your Proficiency Bonus, rounded down, to any Wisdom ability check you make, even if it already includes your Proficiency Bonus.
Ability Score Improvement
When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you canít increase an ability score above 20 using this feature.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Starting at 8th level, moving through non-magical difficult terrain costs you and your companion no extra movement.
In addition, you have advantage on saving throws against magic that tries to impede your movement while in a wilderness of one of your territoriesí types.
Senses of the Predators
At 13th level, you eyes are never stop watching and always stir. Whenever you make a Wisdom (Perception) check, you can treat a d20 roll of 9 or lower as a 10. Additionally, your proficiency bonus is doubled for your passive perception.
Starting at 14th level, your body has learned to efficiently regain its strength. When you or your companion would reduce your level of exhaustion by 1, instead reduce it by 2.
Nature at your fingertips
Starting at 18th level, when you roll for initiative and have no uses of your tricks remaining, you regain one.
At 20th level, the hunt is never over. When you take 30 damage or less from an attack which would reduce you to 0 hit points, you are reduced to 1 hit point instead. When you are, you and your companion may take an action each and move up to half of your speeds.
Once you use this feature, you can't use it again until you finish a short or long rest.
Spoiler: Banes of Prey
For inspiration think Attack on titan, david and goliath, or legolas killing elephants.
Breaker of Behemoths
Beginning at 2nd level, you start turning your enemies size against them. When you hit a creature with a weapon attack, the creature takes an extra die damage if itís below its hit point maximum. The die is equal to the attacked creatures smallest hit die. You can deal this extra damage only once per turn.
At 6th level, you have learned how to bend the rules in favor of your size. Creatures of size large and larger have disadvantage on Wisdom (Perception) checks to find you and your companion and can only use half their passive perception when they are not actively searching.
In the Shadow of the Colossus
Starting at 11th level, you and your companions learn to distract the enemies. When you take damage from a weapon attack, your companion may use its reaction to roll a die and reduce the damage you take by the result. The die is equal to the attackers smallest hit die.
When your companion take damage from a weapon attack, you may use your reaction to do the same.
Slayer of Titans
At 17th level, giants and titans should fear you as they fall. When you roll less on the die from the Breaker of Behemoths feature than on your weapon damage die, you may reroll the Breaker of Behemoths die and use the new result.
For inspiration Dragonheart, How to train your dragon, Stí George, Beowulf, or Ornstein
Starting at 2nd level, you have started coating your ammunition in elemental oils. As a bonus action, choose either cold, fire, lightning or acid. Your and your companions attacks deal 1d6 additional damage in the chosen type of damage until the start of your next turn.
Mediator of Fire and Ice
At 6th level, you learn Primordial and Draconic. You can reroll a Charisma check when talking in those languages and use the new result. Once you do, you must finish a long rest before you can do so again.
Starting at 11th level, you have learned to spot when dragons will release their foul breaths. You and your companion have advantage on saving throws against breath attacks.
Cloak of Elements
At 17th level, you can cast Primordial Ward without expending a spell slot. Once you do, you must finish a long rest before you can do so again.
For inspiration think somewhere between Doctor Who, John Constantine, and Lovecraft
A Wreathing Dance
Beginning at 2nd level, you have +5 bonus to AC against attacks made with tendrils, tentacles, tails, or similar appendages. When one of these attacks misses, you may as a reaction make an attack against the attacker. Your companion also gets this.
Starting at 6th level, you are immune to magic that allows other creatures to read your thoughts and determine whether you are lying. Creatures can telepathically communicate with you only if you allow it. When a creature is within 10ft of you and you can see its face, you can deduce if it has darkvision and if it is affected by magical darkness as a bonus action.
Starting at 11th level, you are immune to the frightened condition. In addition, you may treat a roll 6 or lower as a 7 on a Wisdom saving throw. Your companion also gets this.
Insight in Insanity
Starting at 17th level, when you take psychic damage, you may spend your reaction and double that damage to move up to your movement speed and take an action.
For inspiration think Goblinslayer, or generic rangers such as aragorn.
Starting at 2nd level, . Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon. Your companion also gets this.
Numbers wonít matter
Beginning at 6th level, you have advantage on dexterity and wisdom skill checks when you know you are opposed by two or more creatures.
In the midst of battle
Starting at 11th level,. When you are hit by a weapon attack, you reduce all bludgeoning, piercing, and slashing damage you take by 1 for each hostile creature within 5 feet of you. Your companion also gets this.
At 17th level, just like the legions standing before you, your methods of dealing with them are never ending. After doing the attack action, you may do a number of weapon attacks as a bonus action. The number is equal to the number of creatures you killed this turn with weapon attacks.
For inspiration think templars in dragon age? There are a bunch of this archetype in video games.
Starting at 2nd level, when you hit a conjured or summoned creature with a weapon attack, you deal additional damage to that creature equal to your proficiency bonus. When you do, the creature that conjured it must make a Wisdom Saving throw against your trick DC, or take your proficiency bonus in damage.
Warded from Wickedry
At 6th level, you start protecting yourself further from magic. When a spell forces you to make a saving throw and you failed it, you may re-roll it. Your companion also gets this.
Once you use this feature, you can't use it again until you finish a short or long rest.
At 11th level, you gain the ability to thwart someone else's magic. When you see a creature casting a spell or teleporting within 60 feet of you, you can use your reaction to try to magically foil it. The creature must succeed on a Wisdom saving throw against your trick DC, or its spell or teleport fails and is wasted.
Once you use this feature, you can't use it again until you finish a short or long rest.
Layers of Resistance
Starting at 17th level, as a bonus action, you may expend three uses of your tricks to regain your use of Warded from Wickedry or Magic-User's Nemesis.
For inspiration think Van Helsing, Blade, the Witcher, and Buffy.
At 3rd level, you create weapons and tools that you use in your fight against darkness. You gain proficiency with alchemistís supplies and gain alchemistís supplies for free. When you use the Attack action, you may use your bonus action to either use or attack with one of the following items that you are holding:
- Alchemistís Fire
- Holy Water
- Wooden Stake
Once per turn, you can pull one of these items from your alchemist supplies, but the item is not stable and will lose its potency after 12 hours. You can do this a number of times equal to your Wisdom modifier (minimum of 1). You regain all expended uses when you finish a long rest.
In addition, you can use a bonus action and a use of your Slayerís Arsenal to apply silver dust to one weapon or up to three pieces of ammunition. Once applied, it counts as a silvered weapon for 1 minute before losing its potency.
The Scent of Shifting
Starting at 6th level, . When a creature is hit by one of your or your animal companionís attacks, it must succeed on a Constitution saving throw or be unable to transform until the end of your next turn. If it already is transformed, it must make a Constitution save against your spell save DC or return to its original shape.
In addition, advantage on Intelligence (Investigation) checks to discern disguises and shapeshifting.
Ward from Affliction
At 11th level, the hunter within you have found ways to protect yourself from the evil curses and charms of those you hunt. You have advantage on saving throws against the charm condition and curses such as lycanthropy. Your companion also gets this.
Clad in Armaments
Starting at 17th level, you regain the uses of your slayerís arsenal on a short rest or long rest.
Spoiler: Wilderness Tricks
Req. 7th level and Beastmaster.
Your companion can add half of your proficiency bonus to its AC when it is wearing barding and its speed is not reduced by wearing heavy armor.
Req. 12th level and Beastmaster.
After you and your companion roll initiative, you may expend a use of your tricks to switch your result with your companion. Additionally, when you attack a creature within 5ft of your companion, your companion may use its reaction to give you advantage on the attack.
Req. 3rd level.
When you select a companion, you can instead choose a medium beast or smaller with a challenge rating of 1/2 or less that cannot deal more than 2 dice of damage with an action. The choice is based on the surrounding terrain and on what types of creatures would logically be present in the area.
Req. Town territory
You may use a Wisdom (SurvivalI) check instead of a Charisma (Intimidation or Persuasion) check when you are trying to get information about a person you are trying to find.
Circle of Natureís Favours
You learn the Druidcraft and Mending cantrips.
Circle of Bellowing Echoes
Req. 9th level and Circle of Natureís Favours
You can expend two uses of your tricks to cast Warding Wind and three to cast Wind Wall.
Circle of Fertile Ashes
Req. 9th level and Circle of Natureís Favours
You can expend two uses of your tricks to cast Flame Blade and three to cast Flame Arrows.
Req. Planar territory
You may expend a use of your Tricks when you use the Attack action. If you do, you can teleport up to 10 feet before each attack to an unoccupied space you can see until the end of your turn.
You adopt a particular style of fighting as your specialty. Choose one of the following options. You canít take a Fighting Style option more than once, even if you later get to choose again.
You gain a +2 bonus to attack rolls you make with ranged weapons.
- Defensive Slinger
You can load a one-handed ranged weapons while holding a shield.
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
- Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
- Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Req. Roads territory
You increase your movement speed by 5ft, gain one additional territory of your choice, and you learn 2 additional languages.
Req. Coast territory
You find the serenity in fishing. Once per day, you may spend a while of your rests fishing. When you finish a short or long rest and have a source of water that contains fish nearby (for example river, pond, ocean, or lake), you get enough fish to feed upto a d6 or the number of creatures in your party, whichever is lower.
Hide in Plain Sight
You can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage.
Once you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit.
As an action, you may expend a use of your Tricks and choose one creature you can see within 60 feet of you. You immediately learn whether the creature has any damage immunities, resistances, or vulnerabilities and what they are. If the creature is hidden from divination magic, you sense that it has no damage immunities, resistances, or vulnerabilities.
Req. Mountain territory
When you take the dash action, you can use the bonus movement to move along vertical surfaces on your turn without falling.
Lifeforce of the Wild
You have a satchel of healing herbs represented by a number of d4s equal to your proficiency bonus.
As a bonus action, you can choose an ally you can see within 5 feet of you and spend a number of those dice. Roll the spent dice and add them together. The target regains a number of hit points equal to the total. If you have proficiency in Medicine, you add your wisdom modifier to the total.
You regain the expended dice when you finish a long rest or you may expend a use of your tricks and spend 10 minutes searching to replenish half of the dice rounded down.
Mirages of the Sands
Req. 5th level and Desert territory
You can expend two uses of your tricks to cast either Blur or Mirror Image.
Req. 9th level and Beastmaster.
When you select a companion, you may choose a monstrosity with 4 or less in Intelligence instead of a beast. The other restrictions still apply.
One with the Woods
Req. 5th level and Forest territory
You can expend two uses of your tricks to cast either Barkskin or Spike Growth.
Patience in Bad Weather
Req. Arctic territory
After you have rolled Initiative, you may expend a use of your tricks to use a number of your choice instead. The chosen value must be lower than the result you have. The enemies that go before you in the turn order due to this will have disadvantage on attack rolls against you until the start of your turn.
Plain Old Sprinter
Req. Grassland territory
You can expend a use of your tricks to take the Dash action as bonus action.
Rituals of the Wardens
Some wardens learns rituals in their struggle against the wilderness. Choose one of the following options. Spells learned through this trick can only be cast as rituals even if they do not have a ritual tag. This trick can be selected multiple times.
- You learn a 1st level spells from the warden spell list.
- (Req. 5th level) You learn a 2nd level spell from the warden spell list and can cast it by expending one use of your tricks.
- (Req. 9th level) You learn a 3rd level spell from the warden spell list and can cast it by expending three uses of your tricks.
- (Req. 13th level) You learn a 4th level spell from the warden spell list and can cast it by expending five uses of your tricks.
- (Req. 17th level) You learn a 5th level spell from the warden spell list and can cast it by expending seven uses of your tricks.
Req. Underdark territory
You have advantage on attack rolls against any creature that hasn't taken a turn in the combat yet. Additionally, you may expend a use of your Tricks to get 10 feet of blindsight for 1 minute.
Req. 15th level and Beastmaster
When you select a companion, you can instead choose a large beast or smaller with a challenge rating of 2 or less that cannot deal more than 3 dice of damage with an action. The choice is based on the surrounding terrain and on what types of creatures would logically be present in the area.
As a bonus action, you can expend a use of your tricks and choose a creature you can see to mystically mark it as your quarry. Until you finish a long rest, you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it.
By spending a minute and a use of your tricks, you create a trap in an area within your reach. Crafting one requires you to have both some material to build them from and a relevant set of artisanís tool. The traps are temporary and last only for 8 hours. When you create a trap, choose one of the following traps. The DC of your traps are equal to your trick DC. Poisons and similar substances can be applied to both the spiked pit and the dart trap as if they were weapons. The rules for the traps can be found in the SRD.
- Falling Net
- Simple Pit
- Spiked Pit
- Dart Trap (See Poison Darts but without the poison) (The bonus to the attack roll is equal to your Wisdom modifier + your proficiency bonus)
Req. Swamp territory
You have advantage on saving throws against poison, and you have resistance against poison damage
Spoiler: Warden Spell List
1st level spells
Detect Poison and Disease
Purify Food and Drink
Speak with Animals
2nd level spells
Cordon of Arrows
Locate Animals or Plants
Pass Without Trace
Protection from Poison
3rd level spells
Meld into Stone
Protection from Energy
Speak with Plants
4th level spells
Freedom of Movement
5th level spells
Commune with Nature