Balanced Assault
You gain the Dual Wielding Fighting Style.
Dual Weilding
When you take the Attack action while two-weapon fighting, you can make the single bonus attack with your off-hand weapon as part of your Attack action, instead of your bonus action, adding your ability modifier to the damage of this attack. If you do, you cannot use your bonus action to make an additional attack.
Create Barrier
When you take the attack action on your turn, you can replace one of your attacks with manifesting an elemental barrier in an unoccupied space on the ground within 30 feet of you. This elemental barrier forms out of nearby materials (such as dirt, wood, or stone), and cannot be formed in the absence of natural materials. The barrier roughly blocks a 5 foot cube of space, and has an AC of 15, and hit points equal to 10 + your Warden level. You can have a number of these created equal to your Warden Power Reservoir. When creating a new one beyond your limit, the oldest previously created one crumbles.
Based on your subclass, you may be able to create other kinds of barriers:
- Astral Barrier. (Prerequisite: Astral Guardian subclass): The barrier does not require any nearby materials to form from.
- Ice Barrier. (Prerequisite: Elemental Soul subclass): The barrier does not require any nearby natural materials to form from, and deals 1d6 Cold damage to any creature that attacks it.
- Iron Barrier. (Prerequisite: Ironbound subclass): The barrier has Resistance to Bludgeoning, Piercing, and Slashing damage.
- Tree Barrier. (Prerequisite: Elderheart subclass): The barrier does not require any nearby natural materials to form from, has Hit Points equal to 10 + twice your Warden level, and can form up to 20 feet tall.
- Stone Barrier. (Prerequisite: Stoneblood subclass): The barrier has an AC equal to your AC (Unless it is already higher).
You can create a total number of barriers equal to your Warden level, regaining all expended uses when you finish a Short or Long rest.
Elemental Rebuke
You learn the
Absorb Elements spell and you don't need any components to cast it. You can cast this spell once without expending a spell slot. Once you do so, you cannot do so again until you finish a Long Rest, or until you expend 2 Endurance Dice to use it again.
Gift of Vigor
As an action, you can expend an Endurance Die to cause a creature you touch to regain 1 Hit Point and gain a number of Temporary Hit Points equal to a roll of your Endurance Die + your Wisdom modifier. This has no effect on
Constructs,
Undead, or
Unconscious creatures.
Guided Wrath
When you make an attack with a Natural Weapon granted by this class, you can use your Wisdom modifier, instead of Strength or Dexterity, for the Attack and Damage Rolls.
Based on your subclass, you may gain additional benefits:
- Living Weapon. (Prerequisite: Elderheart subclass): You may use your Wisdom modifier, instead of your Strength, to initiate and maintain Grapple checks with your Lashing Vines.
- Living Chains. (Prerequisite: Ironbound subclass): You can use your Wisdom modifier, instead of your Strength, to initiate and maintain Grapple checks made with the Chains created with Binding Interdiction.
- Living Arms. (Prerequisite: Astral Guardian subclass): You can use your Wisdom modifier, instead of your Strength, to initiate and maintain Grapple checks with your Astral Arms.
Engulfing Vines
Prerequisite: Elderheart subclass
You can
Grapple a number of creatures with each of your Lashing Vines equal to your Warden Power Reservoir. While it is not Grappling the maximum number of targets, you can attack creatures you are not Grappling with it. Additionally, at the start of your turn, you can pull any creature Grappled by your Lashing Vines 5 feet toward you.
Heart of the Storm
You gain Resistance to the damage from spells that affect a Cone, Cube, Cylinder, Line, or Sphere cast by friendly creatures. If you would normally be Resistant to the damage, you are instead Immune to the damage.
Karmic Edict
The spell
Karmic Reflection is added to your Innate Spells, allowing you to cast it once for free without expending a spell slot or Endurance Dice, regaining the ability to do so when you finish a Long Rest. You can cast it again early by spending Endurance Dice as normal.
Mystic Deflection
Your AC is increased by 1 while you are wearing Light or Medium armor.
Mystic Reinforcement
The damage reduction granted by Mystic Bulwark increases by 1.
Primal Intuition
You gain
Blindsight to a range of 10 feet.
Protective Interdiction
If an allied creature within range of your Primal Interdiction takes Non-Supernatural Bludgeoning, Piercing, or Slashing damage, you can use your Reaction to reduce the damage taken by twice the Damage Reduction of your Mystic Bulwark.
Reliable Endurance
When you roll an Endurance Die, you can replace the die with 2d4 (Becoming 1d4+1d6 when the die becomes a d10, and 3d4 when the die becomes a d12).
Temporal Torsion
Prerequisites: Timetwister subclass
As an attack as part of the Attack action, you can violently distort time for a creature you can see within 30 feet, causing it to be displaced from reality. The target must make a Charisma saving throw, taking Force damage equal to 1d8 + your Wisdom modifier and having their speed reduced by 10 feet on a failed saving throw. The damage of this ability is increased by any effect that increases the damage of your Natural Weapons.
Time Trick
Prerequisite: Timetwister subclass
You gain the ability to greatly speed up your own actions within narrow limitations, allowing you to very quickly don or doff armor or a shield, change clothes, or complete simple tasks that would take less than 1 Minute as an Action. You cannot move from your space, interact with other creatures, cast spells, manifest powers, attack, or make ability checks during this action.
You can use this ability a number of times equal to your Warden Power Reservoir, regaining all expended uses when you finish a Long Rest.
Unrelenting Onslaught
If you cast a spell as an Action, you can make a single weapon attack with a Natural Weapon as a Bonus Action.
Well of Fortitude
When you finish a Short Rest, you can roll 1 Hit Die for free without expending it, regaining Hit Points as normal. You can use this ability a number of times equal to your Warden Power Resrvoir, regaining expended uses when you finish a Long Rest. You cannot use this feature more than once during each Short Rest.
Wildheart
Prerequisite: Beasthide subclass
You gain the effects of
Sanctuary against any
Animal with a CR less than or equal to your Warden level. You have Advantage on Wisdom (Animal Handling) checks, or checks to persuade, deter, or seek help from Animals.
Sacrificing Stance
Prerequisite: 6th Level
When you roll a Saving Throw against a spell, power, or supernatural effect that affects a Cone, Cube, Cylinder, Line, or Sphere, you can choose to roll your Saving Throw with Disadvantage to shield your allies.
If you do so, creatures of your choice in the area of your Primal Interdiction gain Resistance to the damage taken from the effect.
Savage Weapons
Prerequisite: 6th Level
The damage dice of all Natural Weapons granted by this class increase by 1 size. If a weapon has multiple dice, only one die increases in size. If a Natural Weapon has a d12 damage die, it instead becomes 1d6 + 1d8.
Devouring Earth
Prerequisite: 9th Level
You can cast
Quicksand without expending a spell slot. Once you do so, you cannot do so again until you finish a Long Rest.
Falling Sky
Prerequisite: 9th Level
You can cast
Sleet Storm without expending a spell slot. Once you do so, you cannot do so again until you finish a Long Rest.
One with Stone
Prerequisite: 9th Level
You can cast
Meld into Stone without expending a spell slot. Once you do so, you cannot do so again until you finish a Long Rest.
Arise Stone
Prerequisite: 12th Level
You can cast
Wall of Stone without expending a spell slot. Once you do so, you cannot do so again until you finish a Long Rest.
Crushing Grip
Prerequisite: 12th Level
Whenever a creature starts its turn
Grappled by you, it takes 2d6 Bludgeoning damage.
Font of Will
Prerequisite: 12th Level
When you would make a Saving Throw at the end of your turn against an effect, you can instead make that Saving Throw at the beginning of your turn before taking any negative effects from the effect, such as damage from
Burning or
Bleeding.
Revitalizing Endurance
Prerequisite: 12th Level
When you start your turn with 0 Hit Points, you can expend an Endurance Die, rolling it and regaining Hit Points equal to the number rolled + your Constitution modifier.
Unlimited Endurance
Prerequisite: 12th Level
You gain an additional Endurance Die.
Arise Thorns
Prerequisite: 16th Level, Elderheart subclass
You can cast
Wall of Thorns without expending a spell slot. Once you do so, you cannot do so again until you finish a Long Rest.
Arise Ice
Prerequisite: 16th Level, Elemental Soul subclass
You can cast
Wall of Ice without expending a spell slot. Once you do so, you cannot do so again until you finish a Long Rest.
Immortal Body
Prerequisite: 16th Level
When you start you turn while
Bloodied, you regain 1d6 Hit Points. You don't gain this benefit while at 0 Hit Points.
Last Stand
Prerequisite: 16th Level
At the end of your turn, you can start a Last Stand. Until the start of your next turn, any damage taken by creatures of your choice within 60 feet of you that would reduce them to less than 1 Hit Point is instead redirected to you. This effect ends if you fall
Unconscious.
Once you use this ability, you cannot do so again until you finish a Short or Long Rest.
Planar Guardian
Prerequisite: 16th Level, Astral Guardian subclass
You can cast
Plane Shift once without expending a spell slot. You can only target willing creatures when you cast it this way. Once you do so, you cannot do so again until you finish a Long Rest.