Ranger Archetype: Warden

Hailing from vastly different backgrounds and assuming a variety of forms, Wardens are warriors that channel ancient and sometimes forgotten primordial powers through both their spells and martial prowess. Casting shadows across the battlefield while adopting their guardian forms, they are esteemed protectors of that which they hold worthy. Acting as a conduit for elemental powers, a Warden that unleashes his fury is sure to get noticed.

Warden Magic Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Warden Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know. Warden Spells Ranger level Spells 3rd Absorb Elements 5th Levitate 9th Elemental Weapon 13th Conjure Minor Elementals 17th Contact Other Plane

Primeval Guardian Blurring the lines between elemental power and humanoid form, you transform into a fearsome sentinel. Starting at 3rd level, you learn one Primeval Guardian form from the list bellow. You can use a bonus action on your turn to enter a form you know, gaining its benefits for the duration. Form of Winter's Herald. The first weapon attack you hit with during your turn deals an additional 1d6 cold damage. A target that suffered this extra damage has its base movement speed is reduced by 10 feet until the start of your next turn.

Form of Earth's Sentinel. The first weapon attack you hit with during your turn deals an additional 1d6 Acid damage. You gain a number of temporary hit points equal to the result rolled on the d6. These temporary hit points last until the start of your next turn.

Form of Living Flame. The first weapon attack you hit with during your turn deals an additional 1d6 Fire damage. A target that suffered this extra damage takes an additional 1d6 fire damage the first time it hits you with a melee attack before the start of your next turn.

Form of Storm's Fury. The first weapon attack you hit with during your turn deals an additional 1d6 Lightning damage. A target that suffered this extra damage can't take reactions until the start of your next turn. The transformation lasts until you are incapacitated, or until you choose to end it as a bonus action. You learn an additional form as you reach level 7, 10 and 14 in this class.

Acolyte of the Planes By 3rd level, you know the Primordial language and all of it's dialects. Additionally, you have advantage on Wisdom and Intelligence checks when recalling information about creatures of the Elemental subtype, as well as on all Charisma checks when interacting with such creatures.

Ancient Fortitude By 7th level you have honed and developed your ability to withstand great punishment upon your body. You gain proficiency in Constitution saving throws. If you already have this proficiency, you gain proficiency in Death saving throws instead. Furthermore, when you transform into one of your Primeval Guardian forms, you gain resistance to its associated damage type.

Primordial Might Starting at 10th level, you can assume stronger elemental forms, crushing your opponents by your sheer power. When you assume one of your Primeval Guardian forms, you may choose to become large, as if affected by the Enlarge/Reduce spell, but without requiring concentration. You may use this feature a number of times equal to your Wisdom modifier (a minimum of 1), requiring a long rest before you can use it again.