Ranger Warden Conclave

Art Credit: Dark Souls (FromSoftware Inc., & Bandai Namco Games)

This week we have a defensively-minded ranger, the Warden. While most rangers want to help people survive in the wilderness, the Warden is quite the opposite. They want people to GTFO, or die.

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Ranger Warden Conclave

The Wardens are the warriors of the woods. Their mandate is to protect the wild lands from interlopers, to preserve the power and eminence of sites of natural import. If their preservation comes at the price of violence, the Wardens are prepared to pay. Wardens are fearless defenders, whose protective magics and techniques serve as a deterrent to all who wander where they don’t belong.

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.

3rdShield
5thWarding Bond
9thElemental Weapon
13thStoneskin
17thInsect Plague

Wardens’ Fangs

When you take this Conclave at 3rd level, you gain the ability to coat your weapons with supernatural poison. You can spend an action to run your fingers along the blade or point of your weapon. This must be a melee weapon or piece of ammunition and it must deal Piercing or Slashing damage. That weapon or ammunition gains one of the following effects when the it deals damage with an attack:

  • Maggot Root Poison. The target must also make a Constitution Saving Throw against your Spellcasting DC. On a failure, they take 3d6 Poison damage and are Poisoned until the end of their next turn. On a success, they take half damage and are not Poisoned.
  • Mindmist Poison: The target must also make a Wisdom Saving Throw against your Spellcasting DC. On a failure, they are Stunned until the end of their next turn.

The poison remains active for 1 minute or until you hit with an attack using that weapon or ammunition. You can use this ability a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Concerted Defense

Beginning at 7th level, you become a master of coordinating with your teammates in combat. When you end your turn, you may give 1 other creature within 5 ft +2 AC until the start of your next turn. The creature only benefits from this bonus as long as it remains within 5 ft of you.

Empowered Fangs

At 11th level, you may imbue 3 pieces of ammunition with poison when you use Wardens’ Fangs. Additionally, when you use Wardens’ Fangs on a melee weapon, it lasts for 3 hits instead of 1.

No Quarter

At 15th level, you become particularly adept at making brutal strikes whenever your opponents present the smallest opportunity. You may use your reaction to make an attack of opportunity whenever a creature within range makes a weapon attack against a target other than yourself. If you hit with this attack, it deals an extra 2d10 force damage.

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