TEXT:  
  Champion’s Call 
  A warden’s call is a binding charge to protect and defend 
  others from harm. Every warden eventually hears a call, 
  and responds with mighty deeds. In answering this call, 
  they embrace the traits of those they stand to protect, 
  gaining primal, and sometimes even mystical, abilities. 
  Nightgaunt  
   
  Blood-drinkers, undead, and other creatures of the night are 
  often feared and hunted, and few stand in their defense; 
  except, of course, the grim and terrible nightgaunt. Tales of 
  the nightgaunt are whispered of in fairy tales, casting them 
  as a things to be feared: hunters of clerics and goodly 
  vampire slayers. Their appearance always presages long 
  nights and great rises in hungry undead. 
       You felt the calling of the moon bringing you to the 
  graveside of living corpses. Though vampires, zombies, 
  and skeletons are mighty, they are always outnumbered, 
  hunted, and turned by clerics; never given a fair chance to 
  live peacefully. They require an ally among the living to 
  continue their ceaseless existences, and you have risen by 
  moonlight to the task. 
  Darkvision 
  At 3rd level, you can see in dim light within 60 feet of you 
  as if it were bright light, and in darkness as if it were dim 
  light. You can’t discern color in darkness, only shades of 
  gray. If you already possess darkvision, its range increases 
  by 30 feet. 
       Starting at 13th level, you can see through magical, as 
  well as nonmagical, darkness. 
  Bloodhunt 
  At 3rd level, your fury begets survival. You have a 
  temporary damage pool. When you take damage, half of it 
  is added to this pool instead of being subtracted from your 
  hit points. When you regain hit points, you can choose to 
  split the healing between your hit points and decreasing the 
  damage in this pool. At the end of your turn, the entire 
  damage pool is subtracted from your hit points and resets to 
  0. 
       When you deal damage with a melee weapon attack to a 
  creature you have marked, you can decrease your 
  temporary damage pool by half the damage dealt (rounded 
  down), to a minimum of 1. 
   
   
   
   
   
  Undead Empathy 
  By 6th level, you are a friend even to mindless undead. 
  Whenever an undead tries to attack you, it must make a 
  Wisdom saving throw (DC equals 8 + your proficiency 
  bonus + your Constitution modifier.) On a failed save, its 
  attack misses and, if its Intelligence is 4 or lower, it 
  becomes friendly to you and your allies. 
  Undead Fortitude 
  Starting at 13th level, you have learned to repair your form, 
  just as powerful undead can regenerate their bodies. When 
  you use your Font of Life ability, your temporary damage 
  pool is reduced to 0 without being subtracted from your hit 
  points. 
  Gravelord 
  At 20th level, you can use your action to invite the 
  necromantic energies of true undead into your body, 
  divorcing yourself from life for the next minute and gaining 
  the following benefits: 
  • Whenever you deal damage with a melee weapon 
  attack, you deal an extra 2d8 necrotic damage. 
  • All damage you take is added to your temporary 
  damage pool. 
  • You can use your bonus action to decrease your 
  temporary damage pool by 10. If your temporary 
  damage pool is already 0, you instead regain 10 hit 
  points. 
  Once you use this feature, you can't use it again until you 
  finish a long rest. 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Mage Hand Press/Warden - Nightgaunt.pdf