Warden

Alien forces threaten to upset the natural order of things. Fiends plot to corrupt mortals, while demons clamber at the edges of reality, eager to dismantle everything. Even the High One seeks to stamp out all other religions so this usurper god can rule over all. All those abominations, horrors, and monsters risk upsetting the balance and unraveling the world as it was meant to be. You stand on the front lines against these dire foes, emboldened and empowered by the spirits of nature, the Old Gods, and others to take a stand against any who would pervert or warp reality.
You don the mantle of warden and gain several powers to aid you in the struggle to safeguard the land. Like the wild guardian, you depend on aid from the supernatural entities haunting the wild places, but you channel all their gifts into your combat skills to make you a dangerous foe. You can drag your enemies into your reach and pin them down with the growth that springs up at your command. You can shield your companions with upthrust rocks, while nourishing your body and soul with the free-flowing energy that wells up through your feet.

Level 3 Warden

Attributes: Increase two attributes by 1 each.
Health: +12, Bonus Damage: +1d6
Nature Blessing: You grow a bit bigger and bulkier, and your body displays both animal and plant characteristics such as vines twisting around your limbs, thick fur forming a mane around your head, elongated teeth, and sharp nails. You make Strength rolls with 1 boon and you impose 1 bane on rolls against your Strength. In addition, you make your luck rolls to end ongoing effects affecting you at the start of your turn instead of at the end of the round.

Level 4 Warden

Health: +12, Bonus Damage: +1d6
Warded Territory (Magical): You can use this talent when you get a success on a roll to attack and you stand on ground. When you do so, green runes spread across the ground inside a Size 5 space centered on you. The area becomes warded until you leave it or you become unconscious. The warded area imposes 1 bane on rolls to attack you or your allies that are in it. If you become incapacitated while in the area, make a luck roll. On a success, you heal 1d6 damage. Once you use this talent, you lose access to it for 1 minute.

Level 6 Warden

Health: +12, Bonus Damage: +1d6
Fury of Nature: When you get a success on a roll to attack and the target of your attack is in your Warded Territory, the target becomes held (luck ends).

Level 9 Warden

Health: +12, Bonus Damage: +1d6
Wild Summons (Magical): You can use an action, or a reaction when an enemy within 10 yards starts its turn, to cause vines to explode from the ground and reach toward one enemy within 15 yards. Make a Will roll against the target’s Agility. On a success, the target takes 2d6 damage and the vines drag the enemy to an empty space of your choice within 5 yards of you. The enemy becomes held until the end of your next turn.