Warden of Thorns - Martial Archetype
Fighters who follow the path of the Shwazen-blessed Warden of Thorns stand as unbreakable bastions of nature’s will. Unlike druids or rangers, they do not wield spells—instead, they are shaped by the resilience of ancient oaks, the precision of apex predators, and the relentless grasp of creeping vines. Whether defending sacred land, striking down defilers, or leading warriors into battle, Wardens of Thorns embody the raw strength and cunning of the wild.
Those who take up this path may be devoted followers of the Angshire Spirits, inheritors of the traditions of the Old Shwazen Ancestors, or warriors who fight under the banner of the Shwazen Faith. Regardless of their allegiance, all Wardens of Thorns carry the will of nature into battle, where the roots rise, the thorns bite, and the wild endures.
When you roll initiative, you gain temporary hit points equal to twice your proficiency bonus.
While standing on unworked natural terrain (such as grass, dirt, sand, or unworked stone), you regain hit points equal to your Constitution modifier at the start of your turn if you are below half your hit point maximum.
Your melee weapon attacks count as magic for the purpose of overcoming resistance and immunity to nonmagical attacks.
Your AC increases by 1 while wearing armor.
You ignore nonmagical difficult terrain.
You gain advantage on Wisdom (Perception) checks related to plants, animals, or natural terrain.
You gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
When you use Second Wind, you add your Fighter level to the healing amount.
Thorned Carapace: When an enemy misses an attack against you, they take 1d8 magical piercing damage (max once per creature per turn).
Ancient Roots: You cannot be moved against your will, and your AC increases by 1.
Feral Momentum: If you take the Dash action, you can make one weapon attack as part of that movement.
You can use this feature once per short or long rest.
Allies in the area gain half cover and regain 1d10 hit points at the start of their turns.
Enemies treat the area as difficult terrain. If an enemy moves more than 10 feet on their turn, they must make a Dexterity saving throw (DC 8 + proficiency bonus + Strength or Dexterity modifier) once per turn or become restrained until the beginning of their next turn.
Each time an enemy in the area takes damage, vines lash at them, dealing 1d8 magical piercing damage (once per enemy per turn).
You can use this feature once per long rest, or expend Second Wind to activate it again.
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