The Warden Class 5e v1.0- Half-Caster Primal Gish

by JesseReuel13

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The Warden

Warden Class
Level Proficiency Bonus Features Nature's Strength Uses Wild Die Cantrips Known Spells Known 1st 2nd 3rd 4th 5th
1st +2 Natural Senses, Spellcasting, Druidic (Optional) 2 3 2
2nd +2 Nature's Strength, Primal Ward 2 d4 2 3 2
3rd +2 Warden's Might, Primal Knowledge, Primal Awareness (Optional) 2 d4 2 4 3
4th +2 Ability Score Improvement 3 d4 2 4 3
5th +3 Warden's Might Feature 3 d6 2 5 4 2
6th +3 Wild Wayfarer, Natural Senses Improvement 3 d6 2 5 4 2
7th +3 Land's Stride 4 d6 2 6 4 3
8th +3 Ability Score Improvement 4 d6 2 6 4 3
9th +4 Warden's Might Feature 4 d6 2 7 4 3 2
10th +4 Nature's Strength Improvement 4 d6 3 7 4 3 2
11th +4 Nature's Wrath 5 d6 3 8 4 3 3
12th +4 Ability Score Improvement 5 d6 3 8 4 3 3
13th +5 Primal Knowledge 5 d6 3 9 4 3 3 1
14th +5 Warden's Might Feature 5 d6 4 9 4 3 3 1
15th +5 Warden's Grove 5 d8 4 10 4 3 3 2
16th +5 Ability Score Improvement 6 d8 4 10 4 3 3 2
17th +6 6 d8 4 11 4 3 3 3 1
18th +6 Warden's Might Feature 6 d8 4 11 4 3 3 3 1
19th +6 Ability Score Improvement 6 d8 4 12 4 3 3 3 2
20th +6 Force of Nature Unlimited d12 4 12 4 3 3 3 2

Creating a Warden

When creating a Warden, consider your background, and history and connection to nature. Were you born were natural powers? Were you trained by a Druid or Ranger? Did you develop the connection over time? Or was it sudden? How does being a manipulator of nature affect your relationship with society?

Quick Build

You can make a Warden quickly by following these suggestions. First make Strength or Wisdom your highest ability score, depending on whether you want to focus on weapon-fighting or spellcasting. Second, chose Outlander as your background.

Class Features

Hit Points

Hit Dice: 1d10 per Warden level

Hit Points at 1st Level: 10 + your Constitution modifier Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Warden level after 1st

Proficiencies

Armor: Light armor, medium armor, shields

Weapons: Simple weapons, Martial weapons

Tools: None

Saving Throws: Strength, Wisdom

Skills: Choose two from Nature, Perception, Athletics, Intimidation, Survival, and Animal Handling

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • Any one simple or martial melee weapon
  • (a) two handaxes or (b) any simple weapon and a shield
  • (a) leather armor or (b) scale mail
  • Explorer’s Pack and Druidic Focus

Natural Senses

At level 1, you understand the natural forces and effects of the world around you. You have advantage on Wisdom (Perception) or Intelligence (Nature) checks related to natural and elemental phenomenon. Additionally, you know when a natural effect is magical or nonmagical in nature.

Spellcasting

Additionally at level 1, you know how to cast spells through nature’s connection to the magic of the world around you.

Cantrips

At 1st level, you know two cantrips of your choice from the warden spell list. You learn additional warden cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warden table.

Spell Slots

The Warden table shows how many spell slots you have to cast your warden spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell Absorb Elements and have a 1st-level and a 2nd-level spell slot available, you can cast Absorb Elements using either slot.

Spells Known of 1st Level and Higher

You know three 1st-level spells of your choice from the warden spell list.

The Spells Known column of the Warden table shows when you learn more warden spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the warden spells you know and replace it with another spell from the warden spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Wisdom is your spellcasting ability for your warden spells, since your magic draws on your attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a ranger spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Spellcasting Focus

At 1st level, you can use a druidic focus as a spellcasting focus for your warden spells. A druidic focus might be a sprig of mistletoe or holly, a wand or rod made of yew or another special wood, a staff drawn whole from a living tree, or an object incorporating feathers, fur, bones, and teeth from sacred animals.

Additionally, you can perform a minute long ritual on a weapon to have the weapon act as a druidic focus. The effects of the ritual lasts until the end of the next long rest you take or if you die.

Druidic (Optional)

You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message's presence with a successful DC 15 Wisdom (Perception) check but can't decipher it without magic.

Nature's Strength

Starting at level 2, you can channel the forces of nature to bolster your strength and magic. As a bonus action, you can use Nature’s Strength, which lasts 1 minute. You have a number of uses for your warden level shown in the Nature's Strength Uses column in the Warden table and you regain all expended uses during a long rest. Some class features will improve and change your Nature’s Strength. You gain the following benefits when using Nature’s Strength:

  • Once per turn, you add +Wis. Mod. damage to a weapon attack made.
  • Once per turn, you can add your +Str. Mod. to one effect using your spell DC.
  • Wild Swing: As a bonus action, you can make a special melee weapon attack that you are proficient in, that deals damage equal to your Wild Die. This attack deals magical Bludgeoning, Piercing or Slashing damage, which you choose when you make the attack.
  • Wild Element: As a bonus action, you can force a Dexterity saving throw using your spell DC that targets one creature within 60 feet. If a creature fails, they take magical Bludgeoning, Piercing or Slashing damage, which you choose when they take damage equal to your Wild Die. If the creature succeeds, they take no damage.

Wild Die

Nature’s Strength and other class features use your Wild Die. At level 2, your Wild Die is a d4. This improves to a d6 at level 5, a d8 at level 15, and a d12 at level 20.

Primal Ward

Additionally at level 2, you can summon the elements to protect allies. When a creature within 60 feet of you is forced to make a saving throw, you can use your reaction to grant advantage on the roll. You can use this feature a number of times equal to your Wis. Mod. and regain all expended uses during a short or long rest. As an action, you can expend spell slots to gain more uses of Primal Ward. You gain a number of uses equal to the level of the slot expended.

Warden’s Might

At level 3, you choose a style of manipulating nature to enhance your skills and show off the might of your warden. You gain features that reflect the style you choose at level 3, level 5, level 9, level 14 and level 18. Additionally, each Warden’s Might gives new known spells as you level up. You have the choices between:

  • Might of the Earthguard
  • Might of the Spiritlife
  • Might of the Magma Brute
  • Might of the Sand Sentinel
  • Might of the Stormheart
  • Might of the Sylvan Summoner

Primal Knowledge

When you reach 3rd level and again at 13th level, you gain proficiency in one skill of your choice from the list of skills available to wardens at 1st level.

Primal Awareness (Optional)

This 3rd-level feature replaces the Primeval Knowledge feature. You gain no benefit from the replaced feature and don't qualify for anything in the game that requires it.

You can focus your awareness through the interconnections of nature: you learn additional spells when you reach certain levels in this class if you don't already know them, as shown in the Primal Awareness Spells table. These spells don't count against the number of warden spells you know.

Warden Level Spell
3rd Speak with Animals
5th Beast Sense
9th Speak with Plants
13th Locate Creature
17th Commune with Nature

You can cast each of these spells once without expending a spell slot. Once you cast a spell in this way, you can't do so again until you finish a long rest.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Natural Senses Improvement

At level 6, your awareness of nature has grown stronger. You gain a tremorsense of 60 feet and become proficient in either Perception or Nature. If you are proficient in both of these, you can choose one to double your proficiency bonus for checks using the chosen skill.

Wild Wayfarer

Additionally at level 6, you know how to use the forces of nature to improve your mobility. At the end of a short or long rest, you gain one of the following benefits of your choosing until you finish another short or long rest:

  • 60 feet Burrow Speed
  • 30 feet Fly Speed and the Hover feature
  • 60 feet Swim Speed
  • +5 feet to your walking speed and a Climbing Speed equal to your walking speed

Land’s Stride

Starting at 7th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.

In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the Entangle spell.

Nature’s Strength Improvement

At level 10, your use of Nature’s Strength improves. The bonuses to your damage and Spell DC granted by Nature’s Strength are no longer limited to once per turn. Additionally, the bonus actions granted by Nature’s Strength now deal 2 Wild Dice worth of damage. You can also choose to instead target 2 creatures within range and deal 1 Wild Die worth of damage to each creature, if your attack hits or they fail your saving throw.

Nature’s Wrath

Starting at 11th level, you can channel a massive amount of natural energy to use against your enemies. At the start of your turn, you can choose to gain advantage on all attack rolls you make this turn and any creatures forced to make a saving throw do so at disadvantage. Once you use this feature, you must finish a short or long rest before you can use it again.

Warden’s Grove

At level 15, you can create a warden’s grove. You create a pocket dimension copy of an area in the material plane that can be a size up to a 90 foot cube, with an hour-long ritual. You can only have one warden’s grove at a time. You and any other creatures you choose can enter your warden’s grove through a ritual while holding a druidic focus. The ritual takes a number of minutes equal to how many creatures are entering the grove (including yourself). When you enter the warden’s grove, the druidic focus is left behind. Any creature that isn’t restrained can leave the warden’s grove as an action and appears in a space within 5 feet of the druidic focus. If the druidic focus is destroyed while you are in the grove, you and any other creatures are forced out of the grove within 5 feet of where the druidic focus was.

Force of Nature

At level 20, you are a master warden and your own force of nature. Your Strength and Wisdom scores and maximums increase by 4. You also have unlimited uses of Nature’s Strength and your Wild Die is increased to a d12.

Warden's Mights

Might of the Earthguard

Mighty Spells

Warden Level Spells
3rd Shield of Faith, Earth Tremor
5th Maximilian's Earthen Grasp, Warding Bond
9th Erupting Earth, Glyph of Warding
13th Guardian of Nature, Stoneskin
17th Wall of Stone, Transmute Rock

Stone Shield

Starting at level 3, when you use Primal Ward, a stone shield appears in front of the chosen creature. The stone shield grants half cover to the creature until the start of your next turn.

Earthly Strength

Additionally at level 3, when you are using Nature’s Strength, you have advantage on Strength checks and saving throws. Additionally, once per round, you can roll a Wild Die to reduce any damage you take.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Earthly Knowledge

At 9th level, you can choose one of your skill proficiencies to double your proficiency bonus for any ability check you make with that skill.

Nature's Guard

At 14th level, after using Nature's Wrath, attacks against you have disadvantage until the start of your next turn.

Master Earthguard

At 18th level, your skills as an Earthguard has improved. Stone Shield grants 3/4 cover. Additionally, when using Nature's Strength, you are no longer limited to reducing your damage to once per round.

Might of the Magma Brute

Mighty Spells

Warden Level Spells
3rd Hellish Rebuke, Searing Smite
5th Kinetic Jaunt, Heat Metal
9th Ashardalon’s Stride, Melf’s Minute Meteors
13th Elemental Bane, Wall of Fire
17th Flame Strike, Skill Empowerment

Unarmored Defense

Starting at level 3, you can choose to calculate your Armor Class by 10 + Dex. Mod. + Wis. Mod, if you are not wearing armor. You can wear a shield and still gain this benefit.

Fighting Style

You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

  • Blind Fighting. You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
  • Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
  • Great Weapon Fighting. When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
  • Interception. When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
  • Protection. When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
  • Thrown Weapon Fighting. You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.
  • Unarmed Fighting. Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8. At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.

Volcano Strength

Additionally at level 3, when using Nature's Strength, you can choose to have the bonus damage, Wild Swing, and Wild Element to deal fire damage instead.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Lava Lob

Beginning at 9th level, when you use Primal Ward, you can choose another creature within 30 feet of you or your affected creature, and deal Wild Die fire damage to that creature.

Eruption

At 14th level, when you using Nature's Wrath, all fire damage you deal until the start of your next turn is doubled.

Lava Flow

At 18th level, when you use Nature's Strength, whenever you deal fire damage, you can move 10 feet without provoking opportunity attacks.

Might of the Sand Sentinel

Mighty Spells

Warden Level Spells
3rd Hail of Thorns, Faerie Fire
5th Dust Devil, Aganazzar's Scorcher
9th Lightning Arrow, Wall of Sand
13th Freedom of Movement, Wall of Fire
17th Far Step, Control Winds

Shifting Sands

Starting at level 3, you can use your bonus action to Dash and Disengage. You can also use your Primal Ward to allow the affected creature to move their half of their movement, provoking no opportunity attacks.

Sandstorm Strength

Additionally at level 3, when you use Nature’s Strength, you can use Wild Swing and Wild Element as if you were standing in the place of a creature you dealt damage to this turn.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Ravaging Spells (Optional)

Instead of Extra Attack, you can instead choose to have the feature Ravaging Spells. Beginning at 5th level, when you cast a spell that does damage, you can deal additional damage equal to your Wild Die, once per turn.

Dune Burrowing

Starting at level 9, you always gain the benefit of 60 feet burrowing speed feature from Wild Wayfarer, in addition to a different benefit.

Reaching Power

Beginning at 14th level, when you use Nature's Wrath, the range of your weapon attacks and spells increase by 10 feet.

Line in the Sand

Beginning at 18th level, when you use Nature's Strength, you can choose one creature you can see. That creature must make a Dexterity saving throw against your spell DC whenever it ends its turn within 30 feet of you. If failed, they are moved 5 feet back, and take Wild Die magical bludgeoning damage. If that creature dies before your Nature's Strength ends, you can choose another creature.

Might of the Spiritlife

Mighty Spells

Warden Level Spells
3rd Inflict Wounds, Cure Wounds
5th Whither and Bloom, Healing Spirit
9th Life Transference, Vampiric Touch
13th Aura of Life, Blight
17th Mass Cure Wounds, Enervation

Bolstering Spirit

Starting at level 3, when you use Primal Ward, the affected creature gains a number of temporary hit points equal to your warden level + Wild Die.

Lifecycle Strength

Additionally at level 3, when you use Nature's Strength, you gain a new bonus action to take:

  • Wild Heal: You heal a creature within 60 feet as a bonus action a number of Hit Points equal to your Wild Die + your bonus damage from Nature's Strength, if applicable.

Spells of Life and Death

Beginning at level 5, whenever you use a spell that deals damage or heals hit points, you can choose a creature within 30 feet and deal damage or heal hit points equal to a roll of your Wild Die.

Deathcycle Strength

Starting at level 9, when you use Nature's Strength, you can use your bonus damage on spells that deal damage.

Wrath of Life

Beginning at 14th level, when you use Nature's Wrath, you heal maximum amount of Hit Points whenever you use a healing spell or Wild Heal.

Outside the Cycle

At 18th level, you are not incapacitated when you fall to 0 hit points. You still roll death saving throws.

Might of the Stormheart

Mighty Spells

Warden Level Spells
3rd Mage Armor, Absorb Elements
5th Dragon’s Breath, Rime’s Binding Ice
9th Lightning Bolt, Lightning Arrow
13th Storm Sphere, Elemental Bane
17th Wrath of Nature, Control Winds

Elemental Magic

Beginning at level 3, at the end of a rest, you can choose one of the following damage types. You can choose to use that damage type instead of the normal damage dealt for a spell, weapon attack, Wild Swing and Wild Element.

  • Acid
  • Cold
  • Fire
  • Lightning
  • Thunder

Storm Strength

Additionally at level 3, when you use Nature's Strength, you exude an aura that has a 20 feet radius. When using Wild Element, you can use a Primal Ward use to target up to 5 additional creatures within your aura. Any creature that fails are moved 5 feet in a direction you choose for each creature.

Dangers of the Storm

Starting at level 5, when you use a spell that targets multiple creatures, you can choose to have the area of effect be within a radius of 10 feet around yourself. If you are using Nature's Strength, the radius extends to 20 feet.

Flying Storm

Starting at level 9, you always gain the benefit of 30 ft fly speed and hover feature from Wild Wayfarer, in addition to a different benefit.

Hurricane Wrath

Beginning at 14th level, when you use Nature's Wrath, you can change your Elemental Magic choice. Additionally, your flying speed becomes 60 feet when using Nature's Wrath.

Stronger Elemental Magic

Starting at 18th level, you gain new damage types to choose from:

  • Radiant
  • Necrotic
  • Psychic

Additionally, the aura from Storm Strength, and the radii of Dangers of the Storm double.

Might of the Sylvan Summoner

Mighty Spells

Warden Level Spells
3rd Animal Friendship, Hunter’s Mark
5th Locate Animals or Plants, Summon Beast
9th Plant Growth, Summon Fey
13th Conjure Woodland Beings, Giant Insect
17th Tree Stride, Insect Plague

Sylvan Spirit

You magically summon a sylvan spirit, which draws strength from your bond with nature. The spirit is friendly to you and your companions and obeys your commands. It uses your proficiency bonus (PB) in several places in its Stat Block. You also determine the appearance of the spirit.

In combat, the spirit acts during your turn. It can move and use its reaction on its own, but the only action it takes is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the spirit can take any action of its choice, not just Dodge. The spirit can inhabit your space and not be considered difficult terrain.

If the spirit has died within the last hour, you can use your action to touch it and expend a spell slot of 1st level or higher. The beast returns to life after 1 minute with all its hit points restored. The spirit vanishes if you die.

Spirit's Strength

Additionally at level 3, when you use Nature's Strength, nature magic surges through your sylvan spirit and gain the following benefits for the duration:

  • Your sylvan spirit can use the bonus damage from Nature's Strength
  • Your spirit gains 5 x Warden level temporary hit points
  • Your sylvan spirit has advantage on all saving throws for the duration.
  • Your sylvan spirit's size increases one size.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Greater Spirit (Optional)

Instead of Extra Attack, you can choose to take Greater Summoner instead. Your Sylvan Spirit becomes stronger. It gains the following benefits permanently:

  • Your spirit's Armor Class increases by 2
  • Your spirit's hit points increases by 10
  • The spirit's Constitution and Wisdom scores increase by 1
  • Your spirit's size increases to Small.

Sylvan Spirit

Tiny Fey


  • Armor Class 12 + PB
  • Hit Points 10 + your Warden level
  • Speed 40 ft.

STR DEX CON INT WIS CHA
6 (-2) 14 (+2) 11 (+0) 4 (-3) 15 (+2) 14 (+2)

  • Saving Throws Constitution +0+PB, Wisdom +2+PB
  • Skills Perception +4, Acrobatics +4
  • Condition Immunities Charmed, Exhaustion
  • Senses Darkvision 60 ft., passive Perception 10+2+PB
  • Languages Understands the languages you speak
  • Proficiency Bonus your PB

  • Telepathic Bond While the spirit is on the same plane of existence as its master, it can magically convey what it senses to its summoner, and the two can communicate telepathically.
  • Vigilant The defender can’t be surprised.

Actions

Wild Swing Melee Weapon Attack +4 to hit, Reach 5ft., one target. Hit: Wild Die + 2 magical Bludgeoning, Piercing or Slashing damage.

Wild Element Force one creature to make a Dexterity saving throw against your Warden's Spell DC. If they fail, they take Wild Die + 2 magical Bludgeoning, Piercing or Slashing damage.

Movement of the Woodland

Starting at level 9, your Sylvan Spirit benefits from your choice of Wild Wayfarer and Land's Stride. You and your Sylvan Spirit can also magically teleport 60 feet to a point you can see as an action. When either of you teleport, you can choose to teleport either one or both of you to the point selected (if you teleport both, they appear safely within 5 feet of the chosen point).

Spirit's Wrath

Starting at 14th level, your Sylvan Spirit benefits from Nature's Wrath. Additionally, when you use Nature's Wrath, your spirit's size increases one size until the start of your next turn. Also, your Sylvan's spirit reach increases to 10 feet.

Strong Spirit

Starting at 18th level, your Sylvan Spirit gains the following benefits from Nature's Strength:

  • Your spirit gains 10 * Warden level temporary hit points
  • Your spirit can attack twice with Wild Swing, and may replace one attack with Wild Element
  • Your spirit can target 2 creatures with Wild Element
Cantrips (0 Level)
  • Blade Ward
  • Booming Blade
  • Control Flames
  • Create Bonfire
  • Druidcraft
  • Frostbite
  • Green-Flame Blade
  • Gust
  • Infestation
  • Magic Stone
  • Mold Earth
  • Poison Spray
  • Primal Savagery
  • Sapping Sting
  • Shape Water
  • Sword Burst
  • Thaumaturgy
  • Thunderclap
  • True Strike
1st Level
  • Absorb Elements
  • Armor of Agathys
  • Burning Hands
  • Create or Destroy Water
  • Detect Poison and Disease
  • Earth Tremor
  • Ensnaring Strike
  • Entangle
  • Fog Cloud
  • Frost Fingers
  • Ice Knife
  • Magnify Gravity
  • Purify Food and Drink
  • Sanctuary
  • Thunderwave
  • Zephyr Strike
2nd Level
  • Aganazzar's Scorcher
  • Barkskin
  • Continual Flame
  • Darkness
  • Dust Devil
  • Earthbind
  • Flame Blade
  • Flaming Sphere
  • Gust of Wind
  • Heat Metal
  • Locate Animals and Plants
  • Maximillian's Earthern Grasp
  • Moon Beam
  • Protection from Poison
  • Rime's Binding Ice
  • Scorching Ray
  • Shadow Blade
  • Snilloc's Snowball Swarm
  • Skywrite
  • Shatter
  • Spike Growth
  • Whither and Bloom
  • Warding Bond
  • Warding Wind
3rd Level
  • Ashardalon's Stride
  • Call Lightning
  • Daylight
  • Elemental Weapon
  • Erupting Earth
  • Flame Arrows
  • Gaseous Form
  • Glyph of Warding
  • Meld into Stone
  • Plant Growth
  • Protection from Energy
  • Sleet Storm
  • Speak with Plants
  • Thunder Step
  • Tidal Wave
  • Wall of Sand
  • Wall of Water
  • Water Breathing
  • Waterwalk
  • Wind Wall
4th Level
  • Blight
  • Conjure Minor Elementals
  • Control Water
  • Elemental Bane
  • Fire Shield
  • Grasping Vine
  • Guardian of Nature
  • Ice Storm
  • Stone Shape
  • Stoneskin
  • Storm Sphere
  • Summon Elemental
  • Wall of Fire
  • Watery Sphere
5th Level
  • Commune with Nature
  • Cone of Cold
  • Conjure Elemental
  • Control Winds
  • Dawn
  • Flame Strike
  • Maelstrom
  • Steel Wind Strike
  • Transmute Rock
  • Tree Stride
  • Wall of Stone
  • Wall of Light
  • Wrath of Nature
 

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