Nature's Warden

Class Features

As a Nature's Warden, you gain the following class features

Hit Points


  • Hit Dice: 1d10 per Nature's Warden level
  • Hit Points at 1st Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Nature's Warden level after 1st

Proficiencies


  • Armor: Light armor
  • Weapons: Simple
  • Tools: One Instrument and Leatherworking Tools

  • Saving Throws: Dexterity, Wisdom
  • Skills: Choose two from Stealth, Nature, Survival, Medicine, Deception, Perception, and Insight.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) five javelins (b) a sling and 20 bullets
  • Any melee weapon you are proficient in
  • Any one pack
  • Leather armor

The Nature's Warden
Level Proficiency Bonus Features Natural Boon
1st +2 Shapeshifting CR1/2, Bonus Languages, Bonus Languages -
2nd +2 Archetype Feature 2
3rd +2 Shapeshifting CR1 2
4th +2 Ability Score Improvement 2
5th +3 Beast Speech, Magic Item Morphing 3
6th +3 Primal Strike, Shapeshifting CR2 3
7th +3 Archetype Feature 4
8th +3 Ability Score Improvement 4
9th +4 Shapeshifting CR3 5
10th +4 Archetype Feature 5
11th +4 Shapeshifting CR4 5
12th +4 Ability Score Improvement 6
13th +5 Shapeshifting CR5 6
14th +5 Archetype Feature 6
15th +5 Nature’s Knowledge 7
16th +5 Ability Score Improvement 7
17th +6 Shapeshifting CR6 7
18th +6 Archetype Feature 8
19th +6 Ability Score Improvement 8
20th +6 Shapeshifting CR7, Nature’s Champion 8

Shapeshifting

Starting at level 1 you learn to shape shift. You may only shape shift into beast forms that you have seen or studied in books. At level 1 you may shift into CR1/2 or lower beasts. When you shift into a beast form, you retain your Constitution, Wisdom, Intelligence, and Charisma and you normal Hit Point pool. However, you replace your Strength and Dexterity with the stats of the beast. You use the attacks, attack bonus, and damage of the form you are in. Without a boon, you are unable to shift to any form that has a swim or flight speed.

While you are in beast form, you are unable to talk and use the physical features of the beast (as per wildshaping), and you are unable to cast any innate spells that are granted to the form your shape into.

You may shift into any form as a bonus action on your turn and have no limit to the time spend in the shapeshifting form, nor limit to the amount of shapeshifting in a day. You may revert to you natural form as a bonus action or when you fall unconcious.

Bonus Languages

Due to your commitment of being a protector of nature, you are either part of a Druidic Circle or a friend of the Druids. You learn Druidic and Sylvan as bonus languages

Natural Boons

In your protections of nature, the realm empowers you with magical abilities. At 2nd level, you gain two natural boons of your choice. Your natural boon are detailed at the end of the class description. When you gain certain Nature's Warden levels, you gain additional boons of your choice, as shown in the boons column of the Nature’s Warden table. Additionally, when you gain a level in this class, you can choose one of the boons you know and replace it with another boon that you could learn at that level.

Nature’s Focus

At level two you choose the archetype you will focus on, you gain additional features as you level further.

Ability Score Improvement

You gain an ASI or feat as per normal at level 4,8,10, 12, 16, and 19.

Beast Speech

At level 5 you learn the ability to morph your vocal chords while shapeshifted. While in this form you are able to physically speak any language you know. This also lets you cast any spell you know with verbal components.

Magic Item Morphing

At level 6 Nature has grants you an additional boon in modifying magic around you. All magical items that you are wearing will morph to fit your new form when you shapeshift.

Primal Strike

At level 6 All your natural attacks count as magical for the sake of overcoming damage resistance.

Nature’s Knowledge

Your connection with nature is complete, you gain access to all shapeshifting forms, even if you have not encountered them or studied them.

Nature’s Champion

You gain +2 to your Wisdom and +2 to your constitution and your max for these skill in increased to 22.


Subclasses

Urban Protector

Channel Nature - Urban Pests

At level 2, as an action, you can channel call upon the insect life that lives in cities. You summon fleas, ticks, gnat, and lice onto a single creature. That creature is infested with those creature for 1 minute. At the beginning of that creatures turn, it must make a Con save (DC 8+Prof+Wisdom Mod) or they get disadvantage on all attack rolls this turn. You may use this ability once per long rest and this ability may be used while Shapeshifted.

At level 10 you may use this ability twice per long rest, and the affected creature takes 2d8 piercing damage from the biting insects

Urban Resilience

At level 7 you have become accustomed to the natural diseases that are rampant in cities and urban environments. As such, you gain advantage whenever making a save to prevent diseases.

Also, as a reaction to taking damage you may gain resistance to necrotic damage until the start of your next turn. You can do this Wis Modifier (Minimum 1) times per Long Rest

City Crowds

At level 14 you have become accustomed to travelling through large crowds of people and squeezing through them. As such, you gain advantage when trying to escape a grapple. Travelling through another creature's space is not difficult terrain, and you can travel through a hostile creatures space. Additional you do not suffer disadvantage on attack rolls and Dex saving throws when squeezing into a smaller space.

Cities Guardian

At 18th level you can summon the primeval forces of the vermin in the city. For one minute, your skin exudes poison. Any creature that hits you or is hit by you must make a Con save (DC 8+Prof+Wis Mod) or be poisoned for one minute.

Additionally, as a bonus action, you may summon a giant cloud of gnats in a 50x50 foot area, the gnats cause blindness for all creatures, other than you, inside it. This cloud lasts 1 minute and dissipates instantly if you summon another.

You may use this ability once per long rest.

Mountain’s Protector

Channel Nature - Mountainous Weather

At level 2, as a action, you can call winter weather down upon the battlefield. As as action you can create a 30x30 square of icy terrain that lasts 1 minute. Anyone moving over this icy terrain must move at half speed or make a Dex save (DC is 8+Prof+Wisdom Mod) to avoid falling prone. You are not affected by this terrain. You may use this ability once per long rest and this ability may be used while Shapeshifted.

At level 10 you may use this ability twice per long rest, and anyone entering the terrain or ending their turn on the terrain must make a Con save or take 3d8 cold damage (half on save)

Mountainous Resilience

At level 7 you have become acclimated to the cold from the mountains. You can tolerate temperatures as low as −50 degrees Fahrenheit without any additional protection. If you wear heavy clothes, you can tolerate temperatures as low as −100 degrees Fahrenheit

Also, as a reaction to taking damage you may gain resistance to cold damage until the start of your next turn. You can do this Wis Modifier (Minimum 1) times per Long Rest

Mountainous Endurance

At level 14 you have become accustomed to living in high altitudes places and going without as much oxygen. You are able to travel at forced march for 16 hours before you start making saves to avoid exhaustion. You also double the amount of time you can hold your breath before you start suffering from suffocation.

Mountain's Guardian

At 18th level you can summon the primeval forces of the Mountains. For one minute, your limbs frost over with ice and your body grows. You become a size larger, increasing the damage of all your attacks by 1 die (2d6 damage becomes 3d6, 4d8 becomes 5d8) and causing a burst of cold whenever you hit. Once a turn, when you hit with an attack, all creatures within 5 feet of you must make a Con saving throw (DC 8+Prof+Wis) or take 4d8 cold damage (half on success).

You may use this ability once per long rest.



Forest’s Protector

Channel Nature - Forest’s Protection

At level 2, as a action, you can can call upon the protection of the forest. For 1 minute you are coated in a layer of thick vines. These vines provide you with resistance against piercing, bludgeoning, and slashing damage from non-magical sources. You may use this ability once per long rest and this ability may be used while Shapeshifted.

At level 10 you may use this ability twice per long rest, and the protection also give you resistance to fire, cold, and lightning damage

Forest’s Resilience

At level 7 you have become accustomed to eating what nature provides, even if it is not normally fit for humanoid consumption. You gain advantage on as saves against the poisoned condition.

Also, as a reaction to taking damage you may gain resistance to poison damage until the start of your next turn. You can do this Wis Modifier (Minimum 1) times per Long Rest

Speaks with Trees

At level 14 you gain the ability to cast the Speak with Plants spell Wis time (minimum 1) time per long rest.

Forest's Guardian

At 18th level you can summon the primevel forces of the Forest into your body. For one minute, roots become living moving objects around you and vines sprout from your limbs. All terrain within 15 feet of you becomes difficult terrain and anyone attacking you. As a reaction to someone attempting to attack you, you may cause the roots to attempt to trip your opponent. They must make a Dex save (8+Prof+Wis Mod) or be knocked prone and suffer disadvantage on that attack.

As a bonus action, during your turn, you may use the vines growing from your limbs to make a ranged melee attack against your opponent. On a successful hit, your opponent is restrained. They can be freed by using an action make a DC 12 strength or dex chek on their turn, or an ally making a DC 12 str check.

You may use this ability once per long rest.

Natural Boons

Animal Reaction

Requirements: Minimum Level 6
You may add your wisdom modifier to all rolls for initiative

Animal Senses

You gain proficiency or expertise in the perception skill

Aquatic Shaping

Requirements: Minimum level 3
You are able to shapeshift into forms that have a swimming speed

Beast Whisperer

You may now speak with and understand all beasts as per the Speak with Animals spell. This ability is always on and doesn’t require concentration.

Draconic Shaping

Requirements: Minimum Level 9, Flight Shaping
You may shapeshift into Draconic forms. You may only shift into a draconic form twice per long rest. You are still limited by CR limits for the class in Draconic Forms

Echolocation

Requirements: Minimum Level 9
You learn how to modify your eyes and hears to use a bat’s echolocation. Giving you blindsight 30’. This modifications applies to your humanoid form and all shapeshifted forms.

Elemental Connection - Flame

Requirements: Minimum Level 15
You may cast the Investiture of Flame Spell 1 time per long rest

Elemental Connection - Stone

Requirements: Minimum Level 15
You may cast the Investiture of Stone Spell 1 time per long rest

Elemental Connection - Ice

Requirements: Minimum Level 15
You may cast the Investiture of Ice Spell 1 time per long rest

Elemental Connection - Wind

Requirements: Minimum Level 15
You may cast the Investiture of Wind Spell 1 time per long rest

Flight Shaping

Requirements: Minimum Level 5
You are able to shapeshift into forms that have a flight speed.

Natural Armor

You gain the ability to imbue nature’s protection. If you are not wearing armor or wielding a shield your AC is now 10+Wis+Dex.

Nature’s Blessings

You may cast the Bless Spell Wis Mod (minimum 1) times per long rest

Nature’s Connection

You can cast the Locate Animals or Plants spell at will Nocturnal Eyes You gain darkvision to 60’ or increase your darkvision to 120’. This change also applies while shapeshifted.

Nature’s Friend

You may cast the Beast Bond Spell Wis Mod (minimum 1) times per long rest

Nature’s Stride

All movement speeds are increased by 10’

Nature’s Travel

Requirements: Minimum Level 15
Once per long rest you can call on your connection to nature to cast the Transport Via Plants spell.

Plant Shaping

Requirements: Minimum Level 15
You may shapeshift into Plant forms. You are still limited by CR limits for the class in Plant Forms

Return to Nature

You may spend 5 minutes in a performing a ritual over a dead body. When you do so it causes the dead body to decompose into dirt, making it impossible to raise without a True Resurrection spell and impossible to turn into undead.