Wilderness Warden


The Wilderness Warden is a class for those who want to fully immerse themselves in the natural world, blending survival skills, combat prowess, and a deep-rooted connection with the environment to stand as the defenders of the wild. Their affinity for nature extends beyond mere respect, seeping into their very abilities and shaping them into potent forces of nature.

With their exceptional tracking skills, knowledge of the natural world, and the ability to move stealthily through any natural environment, Wilderness Wardens are unparalleled scouts and survivalists. Their combat capabilities are flexible, with proficiency in a variety of fighting styles and the ability to excel at both melee and ranged combat.

Wilderness Wardens can further hone their skills by adopting one of three archetypes: the Beast Kin, who forms a deep bond with an animal companion, the Nature's Warden, who taps into the primal magic of the wilderness, and the Swift Shadow, a weapon expert who specializes in stealth and precision attacks.

Class Features

As a Wilderness Warden, you gain the following class features:

Hit Points

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


Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Dexterity
Skills: Choose three from Animal Handling, Athletics, Acrobatics, Deception, Insight, Investigation, Perception, Persuasion, and Stealth.


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

• (a) scale mail or (b) leather armor

• (a) two shortswords or (b) two simple melee weapons

• (a) a dungeoneer's pack or (b) an explorer's pack

• A longbow and a quiver of 20 arrows

The Wilderness Warden

Level Proficiency Bonus Features

1st +2 Wilderness Adept

2nd +2 Fighting Style, Tracker

3rd +2 Wilderness Warden Archetype, Environmental Strider

4th +2 Ability Score Improvement

5th +3 Extra Attack, Wardens Shelter

6th +3 Wilderness Warden Archetype feature

7th +3 Natural Camouflage

8th +3 Ability Score Improvement

9th +4 Wild Sniper

10th +4 Wilderness Warden Archetype feature

11th +4 Natural Antivenom

12th +4 Ability Score Improvement

13th +5 Tireless Pursuit

14th +5 Wilderness Warden Archetype feature

15th +5 Woodland Displacement

16th +5 Ability Score Improvement

17th +6 Feral Compounds

18th +6 Nature's Cloak

19th +6 Ability Score Improvement

20th +6 Master of the Wild

Wilderness Adept

At 1st level, you gain proficiency in the Nature and Survival skills. In addition, whenever you make an ability check that lets you add your proficiency bonus, and that check involves Nature, Survival or any Dexterity skill checks while you are in a natural environment, you can roll a d4 and add it to the check's total. The die increases to a d6 at 5th level, a d8 at 10th level, a d10 at 15th level, and a d12 at 20th level.

Fighting Style

At 2nd level, 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.

Archery: You gain a +2 bonus to attack rolls you make with ranged weapons.

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.

Two-Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.


At 2nd level, when you succeed on a Wisdom (Survival) check to find tracks, you can determine the direction and how long ago the tracks were made up to a number of days equal to your Wilderness Warden level.

Wilderness Warden Archetype

At 3rd level, you choose a path that shapes your skillset as a Wilderness Warden. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels. Choose between Beast Kin, Nature's Warden, or Swift Shadow, all detailed at the end of the class description.

Environmental Strider

At 3rd level, while in natural environments, difficult terrain doesn't slow your group's travel. In addition, you remain alert to danger even when engaged in another activity.

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.

Extra Attack

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

Warden's Shelter

Also at 5th level, you can use natural materials to construct a shelter for up to six medium-sized creatures in an hour. The shelter is waterproof, insulated against cold, and difficult to spot. The shelter lasts for 8 hours unless you spend additional time maintaining it. It will last an additional 8 hours for every 1 hour you spend. You must have sufficient natural materials.

Natural Camouflage

At 7th level, while in a natural environment, you can spend 1 minute to camouflage yourself, making yourself invisible until you attack, move, or take an action that would reveal your location. When you reach 13th level in this class, once while your invisible in this way, you can move up to your walking speed without breaking the invisibilty.

Wild Sniper

At 9th level, while you are in a natural environment and hidden, when you make a ranged attack with any type of bow, you don't reveal your location if your passive stealth is higher than the passive perception of any creatures within 30ft of you or the target. After you make an attack in this way, you can't make another attack until after your next turn or you will reveal your location.

Natural Antivenom

At 11th level, you gain resistance to poison damage and proficiency in the Poisoner's Kit. When you create a poison with your Poisoner's Kit, the poison's save DC can't be lower than your Wilderness Warden level, the poison deals an additional 2d6 poison damage, and the number of ammunition you can apply the poison to increases by an amount equal to your proficiency bonus.

Tireless Pursuit

At 13th level, you can now track creatures while moving at a fast pace, and you can move stealthily while traveling at a normal pace. As long as there are still tracks to be found, you cannot lose the trail of the target you are tracking. You also gain expertise in Nature and Survival skills.

Woodland Displacement

At 15th level, while in a natural environment, you can use a bonus action to become invisible and teleport up to 60 feet to a location you can see. The invisibility lasts until you make a hostile action or until 1 minute has passed. You can use this feature a number of times equal to your proficiency bonus, and regain all expended uses when you finish a long rest.

Feral Compounds

At 17th level, you gain preternatural senses that help you fight on your terms. You gain the following benefits, which double while in a natural environment: you gain blindsight up to 15 feet, your walking speed increases by 10 feet, you gain a climbing speed of 20 feet, you gain a +4 bonus to initiative rolls, and your darkvision range increases by 30 feet (or you gain darkvision up to 30 feet if you don't already have it).

Nature's Cloak

At 18th level, you have advantage on saving throws against spells and other magical effects. If you are in a natural environment and you fail a saving throw, you can choose to reroll it with advantage, taking the new roll. Once you use this feature, you can't use it again until you finish a short or long rest.

Master of the Wild

At 20th level, you can cast the commune with nature spell as a ritual, and you are always under the effects of a pass without trace spell. In addition, while in a natural environment and you are seen, you can use your reaction to activate your Woodland Displacement feature even if you have no uses left. When you use this feature in this manner, you can't use it again until you finish a long rest