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A red dragonborn warrior stands in full plate armor, massive horned pauldrons, and a tower shield bristling with intercepted arrows in this cover image.

Get all 15 subclasses in the Complete Warden!

Warden Subclass

Beastblood Guardian

Command the Fury of Beasts

You have formed a bond with Beasts and have taken up the task of defending them. Your time among them has taught you their ferocity, tenacity, and animal instincts, allowing you to become a primal predator of the wilds.

Level 3: Primal Warrior

Your connection with Beasts of the wilds grants you the following benefits.

Animal Instincts. You gain proficiency in the Animal Handling, Nature, or Survival skill. Additionally, you gain a bonus to checks using the chosen skill equal to your Constitution modifier (minimum bonus of +1).

Bloodied Fury. At the start of your turn while you’re Bloodied, you can gain Advantage on attack rolls you make until the end of your turn. Once you use this benefit, you can’t use it again until you roll Initiative or finish a Short or Long Rest.

Level 3: Roar

As a Bonus Action, you release a bellowing roar in a 5-foot Emanation originating from you. Each Large or smaller creature you choose within the Emanation
is pushed 5 feet away from you and it can’t make Opportunity Attacks until the start of its next turn.

Level 6: Hunting Grounds

You can move through the wilds as a Beast does, granting you the following benefits.

Ignore Difficult Terrain. Difficult Terrain doesn’t cost you extra movement.

Climb and Swim Speed. You have a Climb Speed and a Swim Speed equal to your Speed.

Level 10: Wild Pounce

Once per turn when you hit a Large or smaller creature with an attack roll using a Melee weapon or an Unarmed Strike, the target takes an extra 1d8 Slashing damage and has the Prone condition.

Level 17: Aspect of the Beast

You can assume the bloodthirsty visage of the Primal Beast. As a Bonus Action, you can gain the benefits below for 1 minute or until you choose to end them (no action required). Once you use this feature, you can’t use it again until you finish a Short or Long Rest.

Bloodied Frenzy. While you are Bloodied, you have Advantage on attack rolls.

Bleeding Wounds. When you hit a creature with an attack using a weapon or Unarmed Strike, you can deal the target a bleeding wound. A creature with a bleeding wound can’t regain Hit Points and takes 1d10 Necrotic damage for each of its wounds at the start of each of its turns. This damage ignores Resistance and Immunity. A creature can take an action to staunch all of its bleeding wounds. A creature can have a maximum of six bleeding wounds at once.

Furious Speed. Your Speed doubles.


Get even more subclasses in the Complete Warden!

Or check out more innovative base classes in Valda’s Spire of Secrets

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