Since you like the stuff I did, I will do you warden fans a solid. I don't care to much for the class but I love making stuff if people like it. So here: 5 level of Warden. If you want more, please ak and with enough requests I'll put it in the house rules forum
[h=2]WARDEN[/h]
[h=4]Hit Points[/h]
Hit Dice: 1d12 per warden level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 6) + Constitution modifier per warden level.
[h=4]Proficiencies[/h]
Armor: Light Armor, medium armor, shields
Weapons: Simple Weapons, martial weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two skills from Athletics, Insight, Intimidation, Nature, Perception, Performance, and Stealth.
[h=4]Primal Might[/h]
Starting at the 1st level, you can connect to the natural world to augment you armor. After finishing a short or long rest, you can channel primal magic into a single suit of armor and allow nature's power course through it. The effects of this feature last until you use it on again, spend an action to dismiss the effects, or die. You can only use this feature on armors stated by the type of effect chosen.
Earthstrength Armor (any medium or heavy armor): You have a +1 bonus to AC when wearing this armor.
Spiritbond Leather (leather or studded leather): You can use your Strength instead Dexterity for AC when wearing this armor.
Stormheart Steel (chainshirt, scale mail, breastplate, half plate): You have resistance to lighting and thunder damage when wearing this armor.
Tanglevine Chain (chainshirt or chainmail): You have resistance to slashing damage when wearing this armor.
Wildblood Hide (hide only): You have a bonus to AC when wearing this armor equal to your Wisdom modifier.
[h=4]Font of Life[/h]
Beginning at the 1st level, your inner vitality is infused with nature. You can make any one saving throw with advantage. Once you use this feature, you cannot use it again until you finish a short rest.
[h=4]Warden's Wrath[/h]
Starting at the 2nd level, you can infuse a weapon attack with the power of nature. As a bonus action, you can imbue yourself with an element. Then next time you hit with a weapon attack, you deal additional damage to their target based on the element chosen. Some elements require saving throws. You can use this feature a number of times equal to your warden level. You regain uses after finishing a short or long rest.
Saving throw = 8 + your proficiency modifier + you Wisdom modifier.
Air: 1d8 thunder damage
Earth: 1d4 bludgeoning damage and the target must make a Strength saving throw or be knocked prone.
Fire: 2d6 fire damage
Ice: 1d4 cold damage and the target must make a Constitution saving throw or have it's speed reduced by 10 feet until the start of your next turn.
Magma: 1d4 fire damage and one creature within 5 feet of the creature excluding you must make Relex saving throw or take 1d4 fire damage.
Vines: 1d4 piercing damage and the target must make a Strength saving throw or be restained until the start of your next turn.
Water: 2d4 bludgeoning damage
[h=4]]Primal Path[/h]
At the 3rd level, you choose a Primal Path. Your options are the Path of the Seeker and the Path of the Primal Guardian
[h=5]]Path of the Primal Guardian[/h]
___
[h=5]]Guardian Form[/h]
Starting when you take this path at the 3rd level, you can take on a guardian form. Chose one form when you again this feature. Whenever you gain a level, you can replace your guardian form for a new one.
As an action, you can take on the gaurdian form you choose and gain the benefits described. In addition when you take on a guardian from you gain temporary hit points equal to 10 plus your warden level. The form lasts for 5 minutes or until you dismiss it as an action. Once you use this feature, you cannot use it again until you finish a short or long rest.
Form of the Fearsome Ram: You grow horns and hooves to display the new might you have. Equipment on your head and feed meld into your body during this form. Your speed is increased by 10 feet and whenever you hit a creature with a melee attack on your turn, you may shove them as a bonus action.
Form of the Willow Sentinel: Your skin turns dark like smooth bark. You automatically succeed on Strength saving throws and Strength ability checks to be moved or knocked prone when touching any hard surface.
Form of Winter's Herald: You skin turn blue as death and hair as white as snow. You gain immunity to cold damage and all the ground within 5 feet of you is difficult terrain.
___
[h=5]Path of the Spirit Seeker[/h]
__
[h=5]Inevitable Shot[/h]
Starting when you take this path at the 3rd level, whenever you miss a ranged attack with a weapon, you can as a bonus action make another ranged attack against another creature within 10 feet of the first creature you attack. Once you use this feature, you cannot use it again until you finish a short or long rest or score a critical hit with a ranged attack.
[h=5]Spirit Rebuke[/h]
Starting when you take this path at the 3rd level, you can use your Font of Life feature to impose disadvantage on one opportunity attack targeting you.
___
[H=4]Extra Attack[/H]
At the 5th level. you can attack twice instead of once, when you take the Attack action on your turn.