Conclave of the Warden
Those who seek to maintain the balance of life within nature are referred to as Wardens. These rangers wish to prevent the extinction of any and all creatures that live and breathe, going above and beyond to stop those that attempt these foul acts. Experts in defense, they use their skills and magic to ensure the safety of those they protect.
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.
| Ranger Level | Spells |
|---|---|
| 3rd | Armor of Agathys |
| 5th | Warding Wind |
| 9th | Leomund's Tiny Hut |
| 13th | Guardian of Nature |
| 17th | Wall of Stone |
Armor Expert
At 3rd level, you ignore any disadvantages to Dexterity (Stealth) checks imposed by the armor you are wearing. You also get proficiency in heavy armor, if you didn't already have such proficiency.
You also know your armor's weak points, allowing you to recognize when someone would aim for them. Whenever you would be hit by an attack, you can spend your reaction to increase your AC by an amount equal to your Wisdom modifier (minimum of 1). This increase lasts until the start of your next turn, and affects the triggering attack.
You can perform this reaction a number of times equal to your Wisdom modifier (minimum of once), and regain all expended uses after a long rest.
Perceptive Guard
Also at 3rd level, you are vigilant against attacks directed towards allies. Whenever a friendly creature is within 10 feet of you, they gain a bonus to their AC equal to half your Wisdom modifier (minimum of 1). You can provide this benefit to only one creature at a time, and you choose which creature gains these benefits if there are more than one friendly creature near you.
If this creature is hit by an attack, you can make one additional weapon attack on your turn against their attacker. If that attack hits, the target takes an extra 1d8 damage of the weapon's damage type.
Protect from Harm
At 7th level, You know the Warding Bond spell, and it does not count against the number of ranger spells you know. You can cast it without expending a spell slot a number of times equal to half your proficiency bonus (rounded up). Casting it in this way doubles the distance you and the target can be separated before the spell ends.
Whenever the target of this spell takes damage, you can choose to immediately teleport into the nearest unoccupied space to the target, or teleport them to the nearest unoccupied space to you. Doing so ends the spell.
You regain all expended uses after a long rest, and can regain one use by spending a spell slot of 2nd level or higher.
Guardian of Many
By 11th level, you are capable at protecting more creatures. Up to 2 creatures can benefit from your Perceptive Guard. You also make the additional weapon attacks against their attackers with advantage.
Nature's Vengeance
At 15th level, you can inflict great shock into those who harm others. Whenever a creature you can see within 60 feet of you is hit by an attack roll, you can use your reaction to force the attacker to make a Wisdom saving throw against your spell save DC. On a failure, the attacker is Stunned for the next minute as their mind is flooded with a connection to nearly every living creature in the wild. At the end of each of their turns, they can repeat the saving throw, ending it early on a success.
If this attacker hit the target of your *Warding Bond* spell, they have disadvantage on any saves rolled through this feature.
Once you have used your reaction in such a manner, you cannot do so again until you finish a long rest.

