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View Full Version : D&D 5e/Next Nature Warden Class - 1st time creating and just wanted some fresh eyes and feedback



RodKnee
2017-08-09, 09:36 PM
Tinkering with the idea of a nature's guardian type of class with a Warden character I've been working on in my spare time. IMO when I think of Wardens I think of a more melee focused druid on the front lines fighting with their martial prowess and completely in tune with nature. I've got a decent amount already wrote up especially with the core abilities for the 3 archetypes but I'm having trouble with the general core class abilities and wanted some extra feedback from fresh eyes to fix things I might have overlooked :) Thanks! (If it sucks tell me I'm no sponge)

Nature's Warden (D&D 5e Homebrew)


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

Saving Throws: Wisdom and Strength

•Starting Proficiencies•

You are proficient with the following items, in addition to any proficiencies provided by your race or background.

Armor: Light Armor, Medium Armor, Shields

Weapons: Simple Weapons, Martial Weapons

Tools: none

Skills: Choose three skills from Animal Handling, Athletics, Insight, Nature, Perception, Healing, Intimidation and Survival

•Starting Equipment•

You start with the following items, plus anything provided by your background.

• (a) a Martial weapon and a Simple Weapon or (b) Two Martial Weapons
• (a) 6 Javelins or (b) Two Handaxes
• (a) a Dungeoneer's Pack or (b) an Explorer's Pack

-Shield

-Gaia's Blessing (Spell Focus.. a tattoo "brand" of your service to the Earth Mother)

Alternatively, you may start with 5d4 x 10 gp to buy your own Equipment.

•Level One•

Proficiency Bonus: Your Proficiency Bonus is + 2.

Fighting Style: You adopt a particular style of fighting as your specialty. Choose one of the following options.

-Defense. While you are wearing armor, you gain a +1 bonus to AC.

-Dueling. 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.

-Protection. When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

•Ability Score Improvement•

When you reach 4th level, and again at 6th, 8th, 12th, 14th, 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 can’t increase an ability score above 20 using this feature.

•Extra Attack•

Beginning at 5th level, you can Attack twice, instead of once, whenever you take the Attack action on Your Turn.

[INSERT MAIN BASE CLASS ABILITIES I'M STILL WORKING ON]

•ARCHETYPE SKILLS•(Subclass names are still in progress)

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-Nature's Call: Beginning at 3rd level you make form a bond with an animal to aid in your endeavors. Using the rules from the (UA)Beast Master Ranger class your animal with grow in strength as you do upon leveling up.

-Bestial Wrath: At 6th level you and your pet go into a frenzy for 1min increasing movement speed by +10 and adding 1d8+Str to your attacks for increasing to 2d8 at level 8 and 3d8 at level 15. You are also immune to fear and all abilities that alter ones mind for the duration. Can be used twice per long rest and 3 times per long rest at 18th level.

-Commanding Roar: At 10th level your voice now is that of a raging storm. As an action you shout with a deafening force in a 100ft long 30ft wide cone and all creatures in the area take 5d8 force damage and must make a charisma saving throw or are feared.

-Eternal Bond: At 17th level you link your soul to your companion. You can speak and understand each other and can share all senses with your chosen beast. You always know their location and one will not permit the other to die as long as they're conscious or unaffected by mind altering magic. On turns where you would be knocked unconscious if your companion is conscious you instead go to 1hp and vise versa. Cannot occur two rounds in a row.


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-Expert Defender: Shields grant an extra +1 AC

-Ward of Ages: Beginning at 3rd level, your embrace the natural energies to expand your shield around you. As an action, you can brace yourself against most forms of damage by hunkering down and producing a ten foot sphere around yourself. You and any allies within the sphere have resistance to fire, cold, lightning, thunder, force, bludgeoning and slashing damage. The sphere vanishes at the start of your next turn. You can create your Ward a number of times equal to your Con modifier, and regain spent uses upon finishing a long rest.

-Bulwark: Starting at 6th level when an enemy attacks a party member within range you can use your reaction to guard that ally within 30 feet of you and move within 5 feet of them and make yourself the target of the attack. At 17th level, your Bulwark reaction is a teleport with a range of 100 feet and you make a counter attack against the target.

-Nature's Fury: Beginning at 10th level, you can brace yourself to return all incoming damage to its source. As a reaction, you can channel the Earth Mother's energy into your shield growing spines and bark: until your next turn, the next time you are dealt damage by an attack or spell, it's source takes half that much damage as piercing damage. You must finish a long rest before using this ability again.

-Nourishing Winds: Beginning at 17th level, The natural power flowing through you bolsters your resolve. When you fall below half HP as a bonus action spend half of your remaining hit dice+Con+Wis and reroll 1ns. Can be used twice per long rest but not within 3 turns of the next.

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-Gaia's Restoration: Starting when you take this path at 3rd level, you may use an action to cast the cure wounds spell at first level. You can use this feature a number of times equal to your constitution modifier and you regain spent uses after finishing a long rest. Cure Wounds from this feature can be cast at higher level by expending more uses of Gaia's Restoration for each slot above first, up to a maximum of 3.

-Healing Spores: At 6th level the natural energies within you pour out as 30ft aura around you heals anyone inside for 2d6+Wis at 30ft and 2d8 within 15ft. Also the 1st time any ally falls unconscious you focus your aura to bring them back to 1hp. Focusing the aura can only be done once every short rest.

-Nature's Hand: Beginning at 10th level, you can use a bonus action on your turn to grant yourself and allies within 5 feet of you a number of temporary hit points for 1min equal to 2d10+your Warden level. You can use this feature twice, and regain spent uses when you finish a long rest.

-Tranquility: At 17th level you become one with Gaia. Once per long rest you can harness the natural power of the world and pull it into yourself transforming into a Huge Tree Ent for 20sec expanding your Healing Spores to 60ft and granting all allies(and yourself) within range maximum rolls for the amount healed for the duration. Enemies caught in the cloud must make an Intelligence saving throw on their turn or suffer 3d10+Wis psychic damage for the duration as your spores invade their mind. On successful throws enemies take half damage and on failed throws they take full damage and have disadvantage on all rolls for 20 seconds