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Primeval Guardian in Dungeons & Dragons 5e

Primeval Guardian


Hit Points

Hit Dice: d10 per Primeval Guardian level
Hit Points at first Level: See Ranger
Hit Points at Higher Levels: See Ranger

Proficiences

Armor: See Ranger
Weapons: See Ranger
Tools: See Ranger
Saving Throws: See Ranger
Skills: See Ranger

Overview & Creation

Credit goes to The Dungeon Coach on Youtube for the revised version of this subclass


Subclass Options

Primeval Guardian Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Primeval Guardian Spells table. The spell counts as a ranger spell for you, and it doesn’t count against the number of ranger spells you prepare.
Ranger Level Spells
3rd entangle
5th enhance ability
9th speaks with plants
13th guardian of nature
15th tree stride

Guardian Soul

Starting at 3rd level, you gain the ability to temporarily take on the appearance of a treelike person, covered with leaves, thorns and bark. As a bonus action, you assume this guardian form, which lasts until you end it on your turn, you dismiss it (no action required) or until you are incapacitated. You undergo the following changes while in your guardian form:
  • You halve your base moviment speed (minimum of 5 feet).
  • Your reach increases by 5 feet, unless your reach was already increased in another way.
  • You gain a number of temporary hit points at the start of each of your turns. The number equals half your ranger level (rounded up). If a creature hits you with a melee attack while you have these hit points, the creature takes 1d6 piercing damage. When the form ends, you lose any temporary hit points you have from it.
Once you have used this feature, you must finish a short or long rest before you can use it again.  

Ancient Fortitude

At 7th level, you gain the endurance of the ancient forests. While in guardian form, you have advantage on Constitution saving throws. In addition, you add your Constitution modifier to the number of temporary hit points you gain at the start of your turn while in guardian form.  

Rooted Defense

At 11th level, you gain the ability to twist and turn the ground beneath you. While you are in your guardian form, the ground within 30 feet of you is difficult terrain for your enemies.  

Guardian Aura

Starting at 15th level, your guardian form emanates a magical aura that fortifies your injured allies. When any ally starts their turn within 30 feet of your guardian form, that ally regains a number of hit points equal to half your ranger level (rounded up). This aura has no effect on a creature that has half or more of its hit points, and it has no effect on undead and constructs.


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