Critical Resurgence: If you score a critical hit on your turn using the Attack action, you can use this feature as a bonus action without expending a use.

Warden Subclasses

The Bulwark is the embodiment of defense, using both shield and armor to become an impenetrable bastion on the frontlines. Their mere presence inspires allies, as they absorb the brunt of enemy assaults, allowing comrades to focus on the offensive. Bulwarks are masters of positioning, able to intercept attacks and mitigate damage through sheer tenacity and tactical awareness.
You have mastered the art of drawing enemy attention and placing yourself between danger and your allies. You gain proficiency in the Perception skill.
Tireless Defender. Once a creature that you can see within 5ft of you is hit with an attack roll, you can use your reaction to swap places with the creature, and you are hit by the attack instead.
If you aren’t incapacitated, you can add your shield's AC bonus to any Dexterity saving throw you or an ally within 10 feet of you makes against a spell or other harmful effect. If you are not wielding a shield, you instead add +2 to the saving throw.
You can use this feature a number of times equal to your Constitution modifier (minimum 1), and you regain all expended uses when you finish a long rest.

As they grow stronger, the Geo Warden channels earth's raw power into offensive bursts like the Cataclysmic Charge, turning defenses into devastating strikes. This blend of defense and offense makes the Geo Warden a versatile protector, serving as the immovable cornerstone of any adventuring party.

As an action, you can magically share this darkvision with a number of willing creatures you can see within 15 feet equal to your Wisdom modifier (minimum of one). The shared darkvision lasts for 8 hours.
Once you use this feature, you can’t do so again until you finish a long rest, unless you expend a spell slot of any level to use it again.
- Life Ward. The creature gains temporary hit points equal to 1d6 + your Warden level.
- Mental Fortitude. You end one effect on the creature that is causing it to be charmed or frightened.
You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
You can use this reaction a number of times equal to your proficiency bonus, regaining all uses when you finish a long rest.

In addition, whenever you use your Second Wind feature, you can forgo regaining hit points to instead unleash a spray of toxic spores. Choose one creature within 10 feet of you; that creature must succeed on a Constitution saving throw (DC = 8 + your proficiency bonus + your Charisma modifier) or take 1d10 + your proficiency bonus necrotic damage (half as much on a successful save).
When you hit a creature with a weapon attack you can deal an additional 1d6 necrotic damage as living spores burst into the wound. These benefits last until you lose all these temporary hit points.
Once you use Symbiotic Entity, you can’t use it again until you finish a short or long rest.
Once you use this feature, you can’t do so again until you finish a long rest.

While marked, any ally who hits it deals extra radiant damage equal to half your proficiency bonus (rounded down).
This burst increases by an additional 1d6 at levels 6, 11, and 16. You can use this feature a number of times equal to your proficiency bonus per short or long rest.

You gain proficiency in the Insight and Perception skills.
In addition, you and any allies who can see or hear you gain a bonus to initiative rolls equal to your Wisdom modifier (minimum of +1).
As a bonus action, you can mark a creature you can see within 60 feet. The mark lasts for 1 minute. While marked, whenever you or an ally hits the target with a weapon attack or deals damage to it with a spell, the target takes additional radiant damage equal to your proficiency bonus. A creature can only take this additional damage once per turn per attacker.
If the marked creature drops to 0 hit points before the duration ends, you can use a bonus action on a later turn to mark another creature you can see.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.
As a bonus action, you can choose one ally within 30 feet of you who can see or hear you. That creature gains temporary hit points equal to your Warden level, and the creature can use its reaction to make one weapon attack or cast a spell that targets only one creature.
You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.
While you are not incapacitated, you and your allies within 30 feet of you gain the following benefits:
- You can't be surprised.
- You have advantage on Wisdom (Perception) checks.
- When you roll initiative, you gain temporary hit points equal to your Wisdom modifier.
You have advantage on attack rolls against aberrations, celestials, elementals, fey, and fiends.
You punish those who dare use beguilements against you or your allies. Whenever you or a creature you can see within 30 feet of you succeeds on an Intelligence, a Wisdom, or a Charisma saving throw, you can use your reaction to deal 2d8 + your Charisma modifier force damage to the creature that forced the saving throw.
Your presence inspires destiny itself. When you or an ally within 60 feet of you rolls a 1 on an attack roll, saving throw, or ability check, you can use your reaction to treat the roll as if it were a 20 instead.
Once you use this feature, you can’t do so again until you finish a long rest. However, you can also expend a use of your Judgment feature to use it again.