You can take the Magic action to cause any hostile creature within 60 feet of you to make a Wisdom saving throw. On a failed save, a hostile creature becomes frightened of you for 1 minute. Moreover, any beast with a level equal to or lower than half your guardian level (rounded down) within 60 feet of you becomes friendly to you and your company for 10 minutes.
You can take the Magic action to gain resistance to acid, cold, fire, lightning, and thunder damage for 1 minute. Moreover, your weapon attacks deal an additional d6 of the chosen damage type for every five guardian levels.
You can take the Magic action for 1 hour to regain one level 1 or 2 expended spell slot.
You can take the Magic action to creature an aura (30 feet) for 1 minute. Any friendly creature that starts its turn within the aura gains temporary hit points equal to your Wisdom modifier.
You can take the Magic action for 10 minutes to create a magical area within a 30-foot radius around you. Any friendly creature within the area gains the benefit of a short rest, including you, and any effect that causes the bleeding, bloodied, gored, diseased, intoxicated, or poisoned conditions are removed. The magical area lasts for 1 hour or until you leave its area.
Once a creature gains the benefit of this feature, it can't do so again until it finishes a long rest.
When a friendly creature is hit by a hostile creature, you can take the Magic action as a reaction to grant the friendly creature temporary hit points equal to your guardian level.
You can take the Magic (Attune) action to touch a friendly beast with a level of 1 or lower that is medium or smaller and attune to it. While attuned to a beast through this feature, it becomes your Primal Companion.
When you cast a warden cantrip that deals acid, cold, fire, lightning, or thunder damage, you can reroll any 1 on the damage roll.
Whenever you cast a warden spell that causes a creature to take acid, cold, fire, lightning, or thunder damage, you can choose a creature within 5 feet of the target to take half the damage.
You can use your Wisdom, instead of Dexterity, when calculating your AC.
When a creature moves out of your reach, you can take the Magic (Spellcast) action as a reaction with a spell that has a casting time of 1 action and targets only the creature.
You have advantage on Constitution saving throws that you make to maintain your concentration on a warden spell when you take damage. Moreover, you can perform the somatic components of warden spells even when you have weapons or a shield in one or both hands.
You can prepare a number of druid spells equal to a third of your guardian level (minimum of two) as warden spells, provided each spell is of the same level or lower as a quarter of your guardian level. To cast a prepared warden spell, you use Wisdom as the spellcasting ability and a druidic focus as the focus.
You gain proficiency in the Nature skill, you have 1 mana point per guardian level, and when you gain a Guardian Feat option, you can choose a Druid Feat option instead.
You have immunity to the diseased and poisoned conditions, and you have resistance to poison damage.
Any hostile creature under the effects of your Bastion feature takes piercing damage equal to your guardian level at the start of its turn.
Choose one of the following damage types: acid, cold, fire, lightning, or thunder. You and any friendly creature within 10 feet of you have resistance to the damage type you choose. Moreover, whenever you take damage of the damage type you chose, you can take a reaction to grant a friendly creature within that range Temporary Hit Points equal to your guardian level.
The range of this feature increases to 30 feet as an 18th-level guardian.
You inherit the conjure animals spell as a warden spell. Moreover, when you cast the spell using this feature, the conjured beasts gain resistance to bludgeoning, piercing, and slashing damage.