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Seb-wejem
This is my 1st draft (at least my first draft that I'm sharing) of a warden subclass for the druid. Feel free to submit some constructive feedback.
You might think it should have been a barbarian or ranger subclass but I wanted it to be druid.
Druids gain wildshape at 2nd level alongside their subclass which makes it a prime candidate for alteration. In this subclass, I've removed the druid's standard wildshape ability and replaced it with Primal Form. I'm aware this might irk some people due to 5e's general trend of adding to, not removing abilities.
As this was a 4e class, I looked through the powers to look for ideas for abilities. The forms are a major component so I took ideas from them and gave the warden 4 forms to choose from when shifting I tried to give an offensive, defensive, mobility, and control form. I have also given thought of adapting the subclass to be similar to the totem barbarian and having a basic primal form at level 2 which gains an enhancement at level 6, 10, and 14.
Circle of the Warden
The druids of the circle of the warden give up their wildshape ability to draw upon primal forms of elemental power to defend their sacred glens.
Primal Form
At 2nd level you do not gain wildshape. In place of wildshape, you gain the ability to use your bonus action to assume a form of primal power to enhance your combat abilities for 1 minute. You can use this feature twice. You regain expended uses when you finish a short or long rest.
Form of Storm’s Thunder. On your turn, when you hit with a melee attack, you deal an extra 1d6 thunder damage. This increases to a d8 at 5th level, d10 at 11th level, and a d12 at 17th level.
Form of the Avalanche Unleashed. You have resistance to cold. The area within 10 feet of you is considered difficult terrain by other creatures. On a successful melee attack, a target must make a Strength saving throw against your spell DC or be knocked prone.
Form of Stone’s Endurance. When you assume a primal form, you gain resistance to bludgeoning, piercing, and slashing damage.
Form of the Sirocco. While in your primal form, you increase your speed by 10 feet and you have advantage on Dexterity (acrobatics) checks and Dexterity saving throws. When you use the attack action you can use your bonus action to make an extra attack.
Extra Attack
At 6th level, you can attack twice, instead of once, whenever you take the attack action on your turn.
Unstoppable Force
At 10th level, the Warden can make a saving throw against any one ongoing effect, such as a hold person spell, at the start of their turn. If the saving throw is successful, the effect ends before the warden suffers any adverse effects. The warden still makes saving throws against effects at the end of their turn as normal.
Form of Earth’s Beneficence
At 14th level, while in your primal form, you regenerate 2 + your Wisdom modifier in hit points at the start of each of your turns if you are below half health.
You might think it should have been a barbarian or ranger subclass but I wanted it to be druid.
Druids gain wildshape at 2nd level alongside their subclass which makes it a prime candidate for alteration. In this subclass, I've removed the druid's standard wildshape ability and replaced it with Primal Form. I'm aware this might irk some people due to 5e's general trend of adding to, not removing abilities.
As this was a 4e class, I looked through the powers to look for ideas for abilities. The forms are a major component so I took ideas from them and gave the warden 4 forms to choose from when shifting I tried to give an offensive, defensive, mobility, and control form. I have also given thought of adapting the subclass to be similar to the totem barbarian and having a basic primal form at level 2 which gains an enhancement at level 6, 10, and 14.
Circle of the Warden
The druids of the circle of the warden give up their wildshape ability to draw upon primal forms of elemental power to defend their sacred glens.
Primal Form
At 2nd level you do not gain wildshape. In place of wildshape, you gain the ability to use your bonus action to assume a form of primal power to enhance your combat abilities for 1 minute. You can use this feature twice. You regain expended uses when you finish a short or long rest.
Form of Storm’s Thunder. On your turn, when you hit with a melee attack, you deal an extra 1d6 thunder damage. This increases to a d8 at 5th level, d10 at 11th level, and a d12 at 17th level.
Form of the Avalanche Unleashed. You have resistance to cold. The area within 10 feet of you is considered difficult terrain by other creatures. On a successful melee attack, a target must make a Strength saving throw against your spell DC or be knocked prone.
Form of Stone’s Endurance. When you assume a primal form, you gain resistance to bludgeoning, piercing, and slashing damage.
Form of the Sirocco. While in your primal form, you increase your speed by 10 feet and you have advantage on Dexterity (acrobatics) checks and Dexterity saving throws. When you use the attack action you can use your bonus action to make an extra attack.
Extra Attack
At 6th level, you can attack twice, instead of once, whenever you take the attack action on your turn.
Unstoppable Force
At 10th level, the Warden can make a saving throw against any one ongoing effect, such as a hold person spell, at the start of their turn. If the saving throw is successful, the effect ends before the warden suffers any adverse effects. The warden still makes saving throws against effects at the end of their turn as normal.
Form of Earth’s Beneficence
At 14th level, while in your primal form, you regenerate 2 + your Wisdom modifier in hit points at the start of each of your turns if you are below half health.
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