Ranger Variant - Warden of Nature
This is a variant for the ranger class¸ using another narrative for the class. The ranger in this case is a guardian of nature who protects those who can't protect themselves that well. Be it the nature and its many aspects¸ be it the people who are struggling against tyrannical wizards¸ or be it the entire plane of existence. To use this ranger-variant you need the Player's Handbook. For three of the subclasses (named "Wards") you also need Xanathar's Guide to Everything (The Pariah¸ The Plane¸ The Underdark). This class use many features of the ranger but moved them into other design spaces to support the narrative. Most important changes: Moving combat features from the hunter archetype into the core class to ensure the proper role of the ranger as a warrior no matter their subclass. Chosen features are mostly chosen for their uniqueness or simplicity Changing Multiattack's Whirlwind Strike to better synergize with the ranger's iconic two-weapon fighting build Changing Foe Slayer to be less dependent on Wisdom and favored enemies Moving and adding exploration themed features to the wards to give the ranger the edge whenever they're acting based on their ward with slight combat-related bonuses as well Adding an expended spell-list based on the ward in addition to an increased number of known spells to expand the exploration-aspect in general even if the ward isn't supporting the current situation It also comes with 7 wards and suggestions how to implement them into the Eberron and Dark Sun Settings. The wards (subclasses) are: The Beast The Pariah The Plane The Primal The Underdark The Wasteland The Wilderness Not all options of the variant are equally playtested. Especially The Beast Ward will most likely need some further fine-tuning. You can help with commenting.