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<blockquote data-quote="Elladar" data-source="post: 6725923" data-attributes="member: 6801313"><p>Warden: </p><p>Guardians of the wild, wardens are able to call upon their connection to nature to alter the landscape and defend themselves. Hardiness is the hallmark of the warden</p><p></p><p>Level 1:</p><p>Solid: You gain proficiency in Constitution Saving Throws. </p><p>Adroit: You gain proficiency in the Athletics skill</p><p></p><p>Level 3:</p><p>Warden’s Awareness: In an area of primeval awareness, you gain the following additional benefit. When you sense the presence of creatures, you also determine their relative distance: immediate (within a quarter of the radius), close (within half the radius), or distant (beyond half the radius).</p><p>Additionally, when you roll initiative in an area of awareness, you gain a special turn before anyone else acts. On this turn you can use the Dash or Dodge actions only. </p><p></p><p>Combat Training: You gain proficiency in Medium armor. Additionally, you may add Great Weapon Fighting to your list of fighting styles.</p><p></p><p>Strength of Stone: You may choose to use your constitution bonus instead of your dexterity bonus for armor class, so long as you are wearing medium or lighter armor. The maximum dexterity modifier remains in effect (and applies to constitution as well).</p><p>Additionally, as a bonus action, you can spend a hit die to gain temporary hit points (1d6+con modifier).</p><p> </p><p>Altered Terrain: You are able to expend spell slots to produce terrain-altering effects. Chose one of the terrain types listed in the altered terrain section.</p><p></p><p>Level 6:</p><p>New Altered Terrain: You may select a second altered terrain type.</p><p>Sentinel Form: Select one of the Sentinel Forms</p><p>Uncanny Dodge: As described in the Player’s Handbook.</p><p></p><p>Level 9: </p><p>New Altered Terrain: You may select a third altered terrain type.</p><p>Sentinel Form: Select a second of the Sentinel Forms</p><p></p><p>Level 13:</p><p>New Altered Terrain: You may select a fourth altered terrain type.</p><p>Sentinel Form: Select a third of the Sentinel Forms</p><p></p><p>Level 15: </p><p>Terrain Mastery: Your allies may ignore the effects of your altered terrain (if you choose). Additionally, by spending a hit die, you may manifest and concentrate on two different altered terrains at the same time (though you still need to expend the spell slots normally).</p><p>New Altered Terrain: You may select a fifth altered terrain type.</p><p>Sentinel Form: Select a fourth of the Sentinel Forms</p><p></p><p></p><p>Level 20: </p><p>One With the Earth: You may manifest two altered terrains simultaneously without spending a hit die, and for the cost of just one spell slot.</p><p>Form of the Verdant Lord: You may use any of your Sentinel Forms without spending a hit die (though they are still reactions). </p><p></p><p>Altered Terrain</p><p>Your bond with nature’s strength manifests as an ability to manipulate the terrain around you as you fight.</p><p>As a bonus action, you expend a ranger spell slot to create an area of altered terrain. The altered terrain extends outward from you in all directions to a distance of five feet per level of the spell expended. The area moves with you, and you are unaffected. Any other creature is affected if it is within the radius (enemies and allies alike). </p><p>If your movement would remove a creature from the area of altered terrain, the effects on it end immediately. Likewise, if your movement places a creature within the area of altered terrain, it is immediately affected.</p><p>In addition to any other effects, the area becomes difficult terrain. Any save DCs are equal to 8+your proficiency bonus + your constitution modifier. The effects last as long as you concentrate, up to one round per ranger level, or until you manifest a new area of altered terrain.</p><p></p><p>Terrain Types:</p><p></p><p>Grasping Roots: You can create an area of writhing plant life around yourself. Any creature in the area is restrained unless it makes a strength saving throw. If it succeeds, it is free to move, though the area remains difficult terrain. If it is restrained, the creature can make a strength check as an action to try to free itself. </p><p>Poisoned Bog: You can create a poisonous bog. Any creature in the area must make a constitution saving throw each round or be poisoned.</p><p>Shattered Earth: You can create an area of shattered earth around yourself. Any creature in the area takes 2d4 points of damage for every 5 feet it moves. </p><p>Sirocco: You can create an area of swirling, stinging sand. The area is lightly obscured, and ranged attacks that pass through the area are at disadvantage. When it enters the area and at the start of its turn, a creature takes 5 slashing damage.</p><p>Winter’s Grip: You can create an area of icy terrain. When it enters the area and at the start of its turn, a creature takes 5 cold damage. Additionally, it must make a Dexterity saving throw or fall prone.</p><p></p><p></p><p></p><p>Sentinel Forms</p><p>Each of the forms can be activated by spending a hit die as a reaction to a particular type of attack. The benefit lasts for the triggering attack only.</p><p></p><p>Form of the Hemlock Sentinel: You gain resistance to the next necrotic attack.</p><p>Form of the Oak Sentinel: You may negate any forced movement (such as from a grapple or a spell) and instead remain rooted where you are.</p><p>Form of the Pine Sentinel: You may not be knocked prone.</p><p>Form of the Rowan Sentinel: You gain resistance to the next elemental attack (fire, cold, lightning).</p><p>Form of the Willow Sentinel: You may ignore the maximum dexterity quality of your medium or lighter armor.</p></blockquote><p></p>
[QUOTE="Elladar, post: 6725923, member: 6801313"] Warden: Guardians of the wild, wardens are able to call upon their connection to nature to alter the landscape and defend themselves. Hardiness is the hallmark of the warden Level 1: Solid: You gain proficiency in Constitution Saving Throws. Adroit: You gain proficiency in the Athletics skill Level 3: Warden’s Awareness: In an area of primeval awareness, you gain the following additional benefit. When you sense the presence of creatures, you also determine their relative distance: immediate (within a quarter of the radius), close (within half the radius), or distant (beyond half the radius). Additionally, when you roll initiative in an area of awareness, you gain a special turn before anyone else acts. On this turn you can use the Dash or Dodge actions only. Combat Training: You gain proficiency in Medium armor. Additionally, you may add Great Weapon Fighting to your list of fighting styles. Strength of Stone: You may choose to use your constitution bonus instead of your dexterity bonus for armor class, so long as you are wearing medium or lighter armor. The maximum dexterity modifier remains in effect (and applies to constitution as well). Additionally, as a bonus action, you can spend a hit die to gain temporary hit points (1d6+con modifier). Altered Terrain: You are able to expend spell slots to produce terrain-altering effects. Chose one of the terrain types listed in the altered terrain section. Level 6: New Altered Terrain: You may select a second altered terrain type. Sentinel Form: Select one of the Sentinel Forms Uncanny Dodge: As described in the Player’s Handbook. Level 9: New Altered Terrain: You may select a third altered terrain type. Sentinel Form: Select a second of the Sentinel Forms Level 13: New Altered Terrain: You may select a fourth altered terrain type. Sentinel Form: Select a third of the Sentinel Forms Level 15: Terrain Mastery: Your allies may ignore the effects of your altered terrain (if you choose). Additionally, by spending a hit die, you may manifest and concentrate on two different altered terrains at the same time (though you still need to expend the spell slots normally). New Altered Terrain: You may select a fifth altered terrain type. Sentinel Form: Select a fourth of the Sentinel Forms Level 20: One With the Earth: You may manifest two altered terrains simultaneously without spending a hit die, and for the cost of just one spell slot. Form of the Verdant Lord: You may use any of your Sentinel Forms without spending a hit die (though they are still reactions). Altered Terrain Your bond with nature’s strength manifests as an ability to manipulate the terrain around you as you fight. As a bonus action, you expend a ranger spell slot to create an area of altered terrain. The altered terrain extends outward from you in all directions to a distance of five feet per level of the spell expended. The area moves with you, and you are unaffected. Any other creature is affected if it is within the radius (enemies and allies alike). If your movement would remove a creature from the area of altered terrain, the effects on it end immediately. Likewise, if your movement places a creature within the area of altered terrain, it is immediately affected. In addition to any other effects, the area becomes difficult terrain. Any save DCs are equal to 8+your proficiency bonus + your constitution modifier. The effects last as long as you concentrate, up to one round per ranger level, or until you manifest a new area of altered terrain. Terrain Types: Grasping Roots: You can create an area of writhing plant life around yourself. Any creature in the area is restrained unless it makes a strength saving throw. If it succeeds, it is free to move, though the area remains difficult terrain. If it is restrained, the creature can make a strength check as an action to try to free itself. Poisoned Bog: You can create a poisonous bog. Any creature in the area must make a constitution saving throw each round or be poisoned. Shattered Earth: You can create an area of shattered earth around yourself. Any creature in the area takes 2d4 points of damage for every 5 feet it moves. Sirocco: You can create an area of swirling, stinging sand. The area is lightly obscured, and ranged attacks that pass through the area are at disadvantage. When it enters the area and at the start of its turn, a creature takes 5 slashing damage. Winter’s Grip: You can create an area of icy terrain. When it enters the area and at the start of its turn, a creature takes 5 cold damage. Additionally, it must make a Dexterity saving throw or fall prone. Sentinel Forms Each of the forms can be activated by spending a hit die as a reaction to a particular type of attack. The benefit lasts for the triggering attack only. Form of the Hemlock Sentinel: You gain resistance to the next necrotic attack. Form of the Oak Sentinel: You may negate any forced movement (such as from a grapple or a spell) and instead remain rooted where you are. Form of the Pine Sentinel: You may not be knocked prone. Form of the Rowan Sentinel: You gain resistance to the next elemental attack (fire, cold, lightning). Form of the Willow Sentinel: You may ignore the maximum dexterity quality of your medium or lighter armor. [/QUOTE]
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