Natures Warden 

Overview

The Nature's Warden class is a spellcasting warrior who harnesses the primal powers of the natural world to control the battlefield and aid their allies. These protectors gain their powers from a deep, spiritual connection with the wilderness, using this bond to fuel their magic and produce effects that reflect the diverse and versatile essence of nature.

Spellcasting

At 3rd level, you learn to cast spells from the Druid spell list.

Cantrips: You learn two cantrips of your choice from the Druid spell list. You learn an additional Druid cantrip at level 10.

Spell Slots: The Nature's Warden Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

Spells Known: You know three 1st-level spells of your choice from the Druid spell list. The Spells Known column of the Nature's Warden Spellcasting table shows when you learn more Druid spells of your choice. Each of these spells must be of a level for which you have spell slots.

Spellcasting Ability: Wisdom is your spellcasting ability for your Druid spells. You use your Wisdom modifier when setting the saving throw DC for a Druid spell you cast and when making an attack roll with one.

Nature's Warden Spellcasting Table

Level    Cantrips    Spells Known      1st          2nd        3rd         4th               5th

3                2                   3                     2 
4                2                  4                      3 
5                2                  5                      3           2
6                2                  6                     3            3
7                2                  7                     4              3         1
8                2                  8                     4              3        2
9                2                  9                     4             3        3               1
10              3                  10                      4             3       3               2
11               3                   11                      4             3       3               2               1

Nature's Manipulation

Starting at 3rd level, you learn to manipulate your spells in unique ways that reflect the power and versatility of the natural world. You gain a number of Nature's Manipulation points equal to your Wilderness Warden level. You regain all expended Nature's Manipulation points when you finish a long rest.

You can spend your Nature's Manipulation points to apply the following enhancements to your spells. Many of which allow you to spend more points to increase the effectiveness. You can only apply one effect to a spell.

  • Wind's Reach (1 point): You call upon the power of the wind to carry your spell farther. Increase the range of a spell by 30 feet for each point spent (this excludes Self Spells).
  • Stone's Endurance (1 points): You draw upon the resilience of the earth to make your spell's effect more difficult to resist. Increase the spell's saving throw DC by 1 for each point spent (max equal to your proficiency bonus).
  • River's Flow (3 points): Like a river adapting to the terrain, your spell adjusts to overcome challenges. If a spell can only affect certain types of creatures or objects, you can spend points to allow it to affect a type it normally wouldn't. The new type must be approved by your DM.
  • Flame's Fury (2 points per extra die): You imbue your spell with the fury of fire, adding extra damage. Increase the damage of a spell by one die. For example, if the spell normally deals 2d6 fire damage, it now deals 3d6 fire damage.
  • Forest's Shelter (2 point): Drawing on the protective power of the towering trees, you create a barrier against attacks. When you cast a spell that grants an AC bonus or a bonus to saving throws, you can increase that bonus by 1 for every 2 points spent (max equal to your proficiency bonus).

Primal Infusion

Starting at 6th level, you've learned to infuse your spells with primal energy, causing them to have additional effects. When you cast a spell, you can expend additional Nature's Manipulation points to achieve one of the following effects. These are considered add-ons to the list of Natures Manipulation by spending the required additional Points. You can only add one of the following to a spell.

  • Burst of Growth (2 points): On a successful hit or when a creature fails its saving throw against your spell, you can cause a burst of rapid plant growth where the spell strikes. This growth becomes difficult terrain until cleared. If it only targets a creature that is not an Area of Effect, it creates the Difficult Terrain in that creatures space.
  • Animal Influence (3 points): You can command nearby creatures to assist you when you cast a spell. Beasts of challenge rating equal to your proficiency bonus or lower within 60 feet of you must succeed on a Wisdom saving throw or be charmed by you until the end of your next turn. These animals take their turns directly after yours if they are not in initiative and assist you however they can.

In addition, when you take a Short Rest, you can recover a number of Natures Manipulation Points equal to your Wisdom Modifier. You can do this three times per day.

Elemental Adaptation

At 10th level, your connection to the forces of nature allows you to adapt your magic to different environments. When you finish a long rest, choose one of the following elements: earth, air, fire, or water. You gain a special adaptation related to the element until you choose a different one when you finish a long rest:

  • Earth: Drawing strength from the earth, you gain additional vitality. Your hit point maximum increases by an amount equal to your level in this class, and you regain the same amount of hit points. You have advantage on saving throws against poison, and you have resistance against acid damage. As a bonus action, you can cast shape water targeting only nonmagical earth and stone.
  • .
  • Air: . Air magic causes ethereal wings to sprout from your back. You gain a flying speed equal to your current walking speed and you can hover. You are also unaffected by non-magical difficult terrain, as the wind seems to guide your steps. As a bonus action, you can beat your wings and cast the Gust of Wind spell without any components or expending a spellslot.
  • Fire: As a bonus action, you can cause your spells to burn hotter and your attacks to ignite with flame. Until the start of your next turn, any spell you cast or weapon attack you make deals extra fire damage equal to your spellcasting ability modifier. You can also use a bonus action, to cast the Light cantrip targeting yourself. The light glows a fiery red.

  • Water: You can breathe underwater, and you have a swim speed equal to your walking speed. In addition, as a bonus action, you can touch a body of water at least 5ft cube big and a 5 foot cube of it, or cause it to violently erupt, dealing cold or bludgeoning damage (respectively) to a creature within range. The damage equals your spellcasting ability modifier, and the creature must make a Dexterity saving throw, taking full damage on a failed save, or half as much on a successful one. The frozen water lasts until you finish a long rest.

Primal Overcharge

At 14th level, you gain the ability to imbue your spells with an extraordinary amount of natural power. When you cast a spell, you can choose to spend a number of Nature's Manipulation points up to your Wisdom modifier (minimum of 1) to overcharge the spell. Overcharging a spell adds the following effects of your choice depending on how many Points you use. Below is a list and their costs. These can be addons to previous Nature Manipulation effects.

  • Nature's Fury (1 point): The damage type of your spell changes to one of the following: cold, fire (as in a forest fire), or lightning. In addition, the spell emits a loud roar akin to that of a wild beast, causing creatures of your choice within 30 feet of you to become frightened until the end of your next turn.
  • Rapid Growth (2 points): Your spell causes a rapid outburst of flora in its wake. The area between yourself and the target becomes Difficult Terrain in a line. The target area of the spell creates a radius of Difficult Terrain equal to 10 times the number of total Points you spent to Overcharge. If the spell already provides an area of Difficult Terrain, it adds it to that amount. The Difficult Terrain lasts until it is removed.
  • Elemental Surge (3 points): Choose an element: earth, air, fire, or water. Your spell takes on properties of that element.

Earth: Create a dust tornado a number of feet high equal to 10 times your total amount of Overcharge Points spent and half as wide. Any creature in the area when created or that starts its turn in the area must make a Strength Saving Throw or fall Prone on a failure. It lasts for a number of minutes equal to the number of total Overcharge Points spent.

Fire: Create a sphere of smokescreen a number of feet equal to 10 times the total Overcharge Points spent. The area is heavily obscured and lasts for a number of minutes equal to the total Overcharge Points spent. A creature that ends its turn within the area takes 1d6 fire damage as the embers swirl inside.

Air: Create a force of wind that either pulls or pushes in an area a number of feet in a sphere equal to 10 times the total Overcharge Points spent. A creature within the area must make a Strength Saving throw. On a failure they are pushed outward or pulled towards the center a number of feet equal to half of the spheres size. It lasts for a number of minutes equal to the total Overcharge Points. Creatures who end their turn in the area must repeat the saving throw. Creatures moving the opposite direction of the wind, treat the area as Difficult Terrain.

Water: Create a pool of water a number of feet deep and a radius equal to 10 times the total Overcharge Points spent. If the area below the targeted space is vacant, loose dirt or anything not solid such as stone or metal, it replaces that area with the pool of water. It becomes apart of the natural environment. If there is not sufficient material to convert to water, the effect creates it above ground and maintains the pool of water magically for a number of minutes equal to the total Overcharge Points spent. When the time expires the water vanishes.

  • Nature's Boon (4 points): Your spell infuses you or a creature of your choice that you can see with a surge of natural energy. The creature gains temporary hit points equal to your Wilderness Warden level, and it gains advantage on the next saving throw it makes before the start of your next turn.
  • Primal Overwhelm (5 points): The raw power of nature erupts from your spell. Each creature of your choice that you can see within 60 feet of you must make a Strength saving throw. On a failed save, a creature takes force damage equal to twice the number of Nature's Manipulation points spent and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed