[Class] Warden

by AnIndividual

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The Warden
Warden | Introduction & Class Features

Warden

As his footfalls touch down upon the snow, it melts around their cloven shape. He's lived among the frozen embrace of the north for so long, sustained by the fire burning inside of him. His spear drags along the snow beside him as his pace picks up. His dark eyes suddenly glowing with a fierce amber light as he enters a full running stride. His prey lay still, staining the snow in his wake. Unwanted guests will not encroach upon his territory so long as he draws breath.

Thunder booms in the distance. The dark halls of this ruined castle alight with each crack of lightning. The diminutive goblin crouches in the corner, seeming to cower from each bolt. The heavily armored adventurer steps through the hallway, each step like an echo to the storm outside. As he rounds the next corner, the small goblin pounces onto his back, unleashing an electrified energy from his finger tips that courses throughout the adventurer's armor and brings him to his knees. The goblin cocks his fist and plunges it into a kink in the armor and knocks the adventurer out cold.

Perched atop a rocky outcropping a travel worn elf gestures with her hands and summons a cloud of fog and sends it into the mountain pass with a gust of wind. The trolls who have taken up residence at the narrowest part of the pass, claiming tolls on unsuspecting travelers, are completely enveloped by the thick miasma and bewildered as to its source. The rest of the adventuring party descend on the trolls and carve them in twain, opening the passage for their contract holder.

No matter their duties, no matter their creed, a warden will have honed his skill in battle alongside his attunement to the elemental power of the material plane into a force of nature. Each warden has a different take on what the natural order of things is but the one thing they have in common is a natural born ability to command the elements and an aptitude for combat.

Forces of Nature

Wardens all share an innate ability to command the elements to some degree. They are durable and have a survivalist instinct as well which leads most wardens to specialize in formal combat as well, often supplementing a powerful weapon strike with an elemental edge. Beyond those basic similarities, each warden will specialize in a specific area of the battlefield. Either as a stalwart defender in the vanguard, following up the rear using ranged weaponry and spells, or skirmishing around the battlefield and using the terrain to their advantage. This combination of innate magical power and martial prowess gives the warden an edge in combat and a unique place amongst an adventuring party.

Distant Cousins

Unlike a druid, a warden does not serve nature; but rather commands nature to serve them. Their power is raw and innate and does not come from a lifetime of patience and practice. They are more at home in the confine of cities than other naturalists too and often find a position of duty within the civilized world.

The work of a warden is never quite done, however. They often find themselves on the move from task to task, only very rarely spending their entire life dedicated to a single cause and working to achieve its resolution.

Creating a Warden

The most important aspect of a warden is their affinity to the natural world and how they marry it to their combat techniques. While the specific discipline of a warden’s martial prowess is chosen at 1st level, their prime element doesn’t mature until 3rd. This prime element may greatly affect the playstyle of your warden, so plan by reading their descriptions. Do you thrum with a fiery core? Are your movements as still as the snow atop a mountain? Or does the tenacity of a storm rage within you?

Do you see yourself taking up arms to defend your fellow adventurers? Or stalwartly defending your home town? Or do you set yourself out as a contract for hire – combatting the enemies of your employer to aid in your pursuits to cleanse nature.

Warden | Class Features
The Warden
Level Proficiency Bonus Features Power Die Spells Known Spells Slots Slot Level
1st +2 Combat Discipline, Natural Power 4d4
2nd +2 Source Magic, Fighting Style 4d4 2 1 1st
3rd +2 Prime Element, Natural Awareness 4d4 3 1 1st
4th +2 Ability Score Improvement 4d4 3 2 1st
5th +3 Extra Attack, Glamour 5d6 4 2 2nd
6th +3 Combat Discipline Feature 5d6 4 2 2nd
7th +3 Prime Elemental Shield 5d6 5 2 2nd
8th +3 Ability Score Improvement 5d6 5 2 2nd
9th +4 6d6 6 2 3rd
10th +4 Combat Discipline Feature, Project Senses 6d6 6 2 3rd
11th +4 Prime Elemental Burst 6d8 7 3 3rd
12th +4 Ability Score Improvement 6d8 7 3 3rd
13th +5 7d8 8 3 4th
14th +5 Combat Discipline Feature 7d8 8 3 4th
15th +5 Power Flow 7d8 9 3 4th
16th +5 Ability Score Improvement 7d8 9 3 4th
17th +6 8d10 10 4 5th
18th +6 Improved Natural Awareness 8d10 10 4 5th
19th +6 Ability Score Improvement 8d10 10 4 5th
20th +6 Master of Elements 8d10 10 4 5th

As a force of nature, your duties can often conflict with the laws of civilization and thus wardens typically lean to the chaotic or neutral good alignments. However, some are known to take their duties more seriously and walk the fine line between good and evil.

Quick Build

You can make a warden quickly by following these suggestions. First, Strength or Dexterity should be your highest score to improve your martial presence. Then make Wisdom or Constitution your next highest score depending on your place on the battlefield. Second, choose the outlander background.

Class Features

As an warden, you gain the following class features.

Hit Points


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

Proficiencies


  • Armour: Light armour, medium armour, shields
  • Weapons: Simple weapons
  • Tools: None
  • Saving Throws: Strength, Wisdom
  • Skills: Choose two from Athletics, Animal Handling, Arcana, Intimidation, Investigation, Nature, Perception, Persuasion and Survival

Equipment

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

  • (a) two simple weapons, or (b) a martial weapon and a shield (if proficient)
  • (a) leather armour, or (b) scale mail (if proficient)
  • A shortbow and 20 arrows
  • An explorer's pack

Alternatively, you can purchase your starting equipment with a starting wealth of 5d4 x 10gp.

Warden | Class Features

Combat Discipline

At 1st level, you’ve completed your training in a certain combat specialty of your choice: Weapon Master, Unarmed Fighter, or Primal Focus each of which is detailed at the end of the class description. Your choice grants you features at 1st level, and again at 6th, 10th, and 14th level.

Natural Power

Additionally, at 1st level, you can pull from a well of natural power to augment your prowess in combat. The die size and number of power die available to you are listed on the Warden class table.

Whenever you hit with a weapon attack that is not part of a spell, you can expend a power die to add its result to the damage of the attack. The damage type of the additional damage is Fire, Cold, Lightning, or Acid (your choice.)

Whenever you take the Cast a Spell action to cast a 1st level spell or higher that deals damage, you can expend a power die to add its result to the spell’s damage roll. The damage type of the spell changes to Fire, Cold, Lightning, or Acid (your choice) or can remain unchanged.

You regain all expended power die when you finish a long rest, or half of the expended amount (rounded up) when you finish a short rest.

Fighting Style

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.

Defence

While you are wearing armour, you gain a +1 bonus to AC.

Duelling

When you are wielding a weapon in one hand, and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Two-Weapon Fighting

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

Source Magic

At 2nd level, you’ve unlocked your natural born affinity with the elements in the form of spellcasting. See chapter 10 of the Player’s Handbook for the general rules of spellcasting.

Spell Slots

The Warden table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warden spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.

For example, when you are 5th level, you have two 2nd-level spell slots. To cast the 1st-level spell thunderwave, you must spend one of those slots, and you cast it as a 2nd-level spell.

Warden | Class Features

Spells Known of 1st Level and Higher

At 1st level, you know two 1st level spells of your choice from the warden spell list.

The Spells Known column of the Warden table shows when you learn more warden spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what’s shown in the table’s Slot Level column for your level. When you reach 9th level, for example, you learn a new warden spell, which can be of 1st, 2nd, or 3rd level.

Additionally, when you gain a level in this class, you can choose one of your warden spells you know and replace it with another spell from the warden spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Wisdom is your spellcasting ability for your warden spells, so you use your Wisdom whenever a spell references to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a warden spell you cast and when making an attack roll with one.


  • Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
  • Spell attack modifier = your proficiency bonus + your Wisdom modifier

Prime Element

At 3rd level, your application of your elemental abilities enforces a specialized discipline of ability. You gain one of the following features of your choice.

Element Spells

Each element has a list of associated spells. You gain access to these spells at the levels specified in the element description. Element spells don’t count against the number of spells you know.

If you gain an element spell that doesn’t appear on the warden spell list, the spell is nonetheless a warden spell for you.

Creeping Shadows

You learn the following cantrips, dueling shadows, umbraturgy, and voidshield.

As an action on your turn, you can expend a power die to teleport to an unoccupied space that you can see within 15 feet. You can then take the Attack action, adding the power die to your first attack roll.

Creeping Shadow Spells
Warden Level Spell
3rd aura of shade
5th darkness
9th umbral form
13th rend shadows
17th shadow stride

Flaming Bravery

You learn the following cantrips, control flames, produce flame, and firebolt.

Whenever a creature makes an attack roll against you, you can use your reaction and expend a power die to add the number rolled to your armor class. You may choose to do this after the creature has rolled to attack, but must decide before the DM says whether the roll hits or misses.

If you choose to expend this die and the attack misses, the attacking creature takes fire damage equal to the bonus granted by your power die + your Wisdom modifier.

Flaming Bravery Spells
Warden Level Spell
3rd burning hands
5th scorching ray
9th fireball
13th fire shield
17th immolation

Immutable Earth

You learn the following cantrips, mould earth, stonefists, and thorn whip.

Whenever you take bludgeoning, piercing or slashing damage, you can expend a power die to gain temporary hit points equal to the number rolled + your Wisdom modifier.

Until the end of your next turn, the first weapon attack you make that hits, forces the target creature to make a Strength saving throw or become restrained. The creature can remake the save at the end of each of its turns, ending the condition on a success.

Immutable Earth Spells
Warden Level Spell
3rd stone bolt
5th earthbind
9th engulfing earth
13th stone shape
17th wall of stone

Putrid Corrosion

You learn the following cantrips, acid splash, piercing thorn, and poison spray.

Whenever you cast a spell that forces a creature to make a saving throw, you can expend a power die and add a corrosive element to the spell. Any creature affected by this feature that fails their saving throw also suffers the following effect.

At the beginning of each of its turns, this creature must make a Constitution saving throw equal to your spell save DC. On a failed save, this creature takes acid damage equal to the result on your power die. On a successful save, the effect ends.

Warden | Class Features
Putrid Corrosion Spells
Warden Level Spell
3rd ray of sickness
5th Melf's acid arrow
9th stinking cloud
13th vitrolic sphere
17th corrosive slime

Shining Glow

You learn the following cantrips, light, mirror burst, and sacred flame

Whenever you score a critical hit, you can expend a power die. Each creature you choose within 10 feet of your must succeed a Constitution saving throw or take radiant damage equal to the power die and be blinded until the start of their next turn. A successful save halves the damage and the target is not blinded.

Targets cannot be affected by this feature if they rely on other sense to see, such as tremorsense, or the creature has no eyes.

Shining Glow Spells
Warden Level Spell
3rd ray of light
5th Auminair's luminous chains
9th daylight
13th mystic aurora
17th dawn

Stoic Chill

You learn the following cantrips, frostbite, ray of frost, and shape water.

Whenever you must make a saving throw, you can use your reaction and expend a power die to add that die roll to your total. You may choose to do this after you have rolled the saving throw, but must decide before the DM says whether the roll succeeds or fails.

If you choose to expend a die this way and succeed on the saving throw, all surfaces in a 20-foot radius around you become covered in enchanted ice. Any creature (other than you) who starts their turn on this area must succeed on a Dexterity saving throw against your spell save DC, or fall prone. This effect lasts 1 minute.

Stoic Chill Spells
Warden Level Spell
3rd ice knife
5th cool metal
9th freezing vortex
13th ice storm
17th frozen defences

Unrelenting Storm

You learn the following cantrips, bolt rail, gust, and thunderclap.

Whenever you make an attack roll with a weapon attack, you can expend a power die and add that number to your attack roll. You may choose to do this after you have rolled to attack, but must decide before the DM says whether the roll hits or misses.

If this attack roll hits, all creatures within 5 feet of you or the target of your attack must succeed a Constitution saving throw against your spell save DC, taking thunder damage equal to your Wisdom modifier and be knocked back 5 feet. A successful save prevents the movement and target takes half damage.

Unrelenting Storm Spells
Warden Level Spell
3rd thunderwave
5th shatter
9th call lightning
13th storm sphere
17th Gaea's four winds

Natural Awareness

At 3rd level, the time you have spent in nature learning your craft and honing your skills has given you an acute sense of danger.

While in an entirely natural environment, you can’t be surprised.

In addition, you have advantage on all perception checks to natural phenomena such as tremors, eruptions, magma flows, thunderstorms, and more. As a result of being attuned to these events, you will automatically know whether such phenomena are natural or unnatural by whether you could predict it.

Starting at 18th level, you gain a bonus to your initiative equal to your Wisdom modifier and whenerver you are in an entirely natural environment, you make initiative roll with advantage.

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.

Glamour

Also starting at 5th level, you can create a harmless elemental sensory effect originating from your body. This may be in the form of water dripping from your hands, a fiery glow in your eyes, or for your skin to appear mottled and earthen.

When doing so as part of a Charisma ability check you may expend a power die and add the result to your roll.

Warden | Class Features & Combat Disciplines

Prime Elemental Shield

At 7th level, you gain the ability to tap into your prime element for a defensive boost. You can use your reaction to produce one the following effects, depending on the prime element you’ve chosen.

Creeping Shadow. When a creature misses you with a weapon attack, you can use your reaction to teleport to an unoccupied space within 10 feet.

Flaming Bravery. When a creature makes a melee attack against you, you can use you reaction to force that creature to succeed a Constitution saving throw or take fire damage equal to your Wisdom modifier; taking no damage on a success.

Immutable Earth. When you take damage, you can use your reaction to gain resistance to the type of damage dealt until the start of your next turn. If more than one type of damage was dealt to you at once, choose one to gain resistance to.

Putrid Corrosion. When you would be subjected to a spell or effect that would move you, you can use your reaction to gain advantage on the saving throw that would prevent this effect or spell by forming a sticky substance beneath you.

Alternatively, you could also use your reaction to create a slippery substance beneath you, doubling the distance you are moved.

Shining Glow. Anytime a creature makes a melee weapon attack against you, you can use your reaction to create a flash of light and cause the attack to have disadvantage.

Stoic Chill. Immediately after a creature has successfully hits you with a melee weapon attack, you can use your reaction to have that creature make a Constitution saving throw equal to your spell save DC. On a failed roll, you freeze their weapon, causing it to become impossibly heavy and rendered unusable. The weapon remains in a deep freeze and until the end of the attacking creature’s turn.

Unrelenting Storm. Anytime a creature hits you or an ally within 5 feet of you with a ranged weapon attack, you can use your reaction to create a buffet of air that dampens the impact of the projectile, reducing the damage dealt by the attack by an amount equal to your Wisdom modifier.

Project Senses

Beginning at 10th level, you can channel nature to extend your senses.

You can spend 1 minute touching a natural surface and focusing. After which you can shift your perspective as if your eyes were looking from a point on that surface up to 60 feet away. You can use your bonus action to on subsequent turns to maintain this connection, extending the duration until the end of your next turn.

Prime Elemental Burst

By 11th level, your attunement to your prime element has infused your weapon attacks with increased natural power. Whenever you hit a creature with a weapon attack, the creature takes an extra 1d8 damage of the type associated with your prime element.


  • Creeping Shadow: Necrotic
  • Flaming Bravery: Fire
  • Immutable Earth: Thunder
  • Putrid Corrosion: Acid
  • Shining Glow: Radiant
  • Stoic Chill: Cold
  • Unrelenting Storm: Lightning

Power Flow

Beginning at 15th level, your natural power can benefit your spellcasting further. You can sacrifice your power dice to gain additional spell slots.

As a bonus action, you can expend four power dice to regain a single spell slot.

Master of Elements

At 20th level, your mastery of your prime element has granted you access to its most powerful form.

You gain one of the following 6th-level spells depending on your prime element choice. You can cast this spell once without expending a spell slot, and you ignore the concentration portion of the spell. You must finish a long rest before you can do so again.


  • Creeping Shadow: investiture of shadow
  • Flaming Bravery: investiture of flames
  • Immutable Earth: investiture of stone
  • Putrid Corrosion: investiture of corrosion
  • Shining Glow: investiture of light
  • Stoic Chill: investiture of ice
  • Unrelenting Storm: investiture of wind

Combat Disciplines

All warden are masters of combat and natural magic. Their strength comes from their ability to harmonize both. To do so, each warden focuses on a single area of combat to excel in – and learns spellcasting techniques that best suit that area of combat.

Your choice of combat discipline may define your role as an adventurer, but as a warden you will always be attune to the thrum of nature.

Guardian

Your focus of combat training has been on the utilization of martial weapons to combat your foes and defend nature. By focusing your training on weaponry, you have sharpened the edge of your resolve and found balance between nature and steel.

Combat Training

Your training has been with a variety of styles suited to your tastes and the needs of the situation.

You gain proficiency in all martial weapons and heavy armor. In addition, choose one of the following fighting style options. You can’t take the same Fighting Style option more than once, even if you get to choose again.

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

Great Weapon Fighting. When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Warden | Combat Disciplines

Protection. When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Strength of the Elements

Starting at 6th level, when you spend a power die to deal additional damage to a creature, you can choose to use the maximum result on that die. You can choose to do so after rolling the die, but must do so before the result of the damage dealt is announced.

You can do this a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Element Shielding Aura

Starting at 10th level, if you or an ally you can see within 30 feet take acid, fire, cold, lightning, or thunder damage, you can spend your reaction to reduce the damage to that creature by half.

Nature’s Fury

At 14th level, your mastery of combat has enabled you to tap into your elemental affinity to strike true.

When you make a weapon attack against a creature, you can expend a power die to roll an additional d20 for this attack. If at least two of the d20s used for this attack roll would have hit the target, your attack is a critical hit and you add your power die to the damage dealt. The damage type of this additional damage is bludgeoning, acid, cold, fire, lightning, or thunder (your choice.)

Fanatic

While learning the art of combat, you’ve decided that weapons are a hindrance and only serve to block your connection to natural power. The raw connection of your fists is the only extension of combat you feel truly allows you to freely wield your affinity to nature.

Pugilist

Foregoing all need for weapons, you’ve focused your training on turning your fists into a force of nature. You gain the following benefits:

  • You can roll a d4 in place of the normal damage of your unarmed strike. This die changes as you gain warden levels, as shown in the Power Die column of the Warden table.
  • You can use Wisdom instead of Strength for the attack and damage rolls of your unarmed strikes.
  • When you take the Attack action to make an unarmed strike, you can make another unarmed strike as a bonus action.

You can still use the Natural Power feature to improve your unarmed strikes with power dice.

Burst of Power

Starting at 6th level, your patience has allowed you to enhance the boons granted to you by your innate power.

When you spend a power die to deal additional damage to a creature with an unarmed strike, you can roll the power die an additional time and add its result to the damage.

You can do this a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest

Extension Stance

Beginning at 10th level, your blend of hand to hand and elements has extended your ability.

Your reach with unarmed strikes is increased to 15 feet as long as both hands are empty. If a spell you cast has a range of touch, you can deliver it to any creature within range of your unarmed strikes.

Form of Nature

Starting at 14th level, the elements coursing through you can be expelled as an explosive burst. As an action, you can gain one of the following benefits for 1 minute:

  • Your feet become covered in flame and your movement becomes doubled.
  • Your fists turn to hard stone and your unarmed strikes deal additional bludgeoning damage equal to your proficiency bonus.
Warden | Combat Disciplines
  • You feel the wind at your back. You will not automatically fall if your feet leave the ground. While floating this way, you can move horizontally or descend but not ascend. At the end of the duration if you are not on the ground you will begin falling.
  • Water swirls around your body and creates a protective shell. All ranged attacks treat you as though you are behind half cover.
  • A cloud of ichor taints the air around you as you move. If another creature steps into a space you occupied since you last moved, they must immediately make a Constitution saving throw against your warden spell save DC. If they fail, they must take 4d8 poison damage and immediately end their turn. This ichor cloud disperses when Form of Nature ends.

Once you’ve used this feature, you can’t do so again until you finish a long rest.

Keeper

Your elemental affinity and natural power has been so strong since it manifested that you’ve dedicated yourself entirely to your innate abilities. Compared to other wardens, your ability to command spells is unmatched.

Natural Weapon

Your ability to harness magic has granted you a unique way to defend yourself and those around you.

You gain the shillelagh cantrip. In addition, you’ve shrouded yourself in a magical energy. Your AC cannot be lower than 16.

Primal Spellcasting

Additionally, at 1st level, your primal focus allows you to have more powerful spellcasting than the average warden.

You learn one additional spell from the warden spell list, this spell does not count against the number of spells known.

Additionlly, when you finish a long rest, you can choose a spell with the ritual tag from the the druid spell list. You can cast this spell as a ritual by expending a number of power die equal to the spells level until you next take a long rest, upon which you choose a new spell. The ritual you choose must be of a level in which you can cast.

Innate Potential

At 6th level, your potential in spellcasting manifests itself through your being, but you must tap into your pool of natural power to harness it effectively.

You can cast one of the following spells, as a 1st-level spell by expending two power dice: burning hands, earth tremor, ice knife, or thunderwave. You add the result of your power die to one damage roll of the spell cast.

These spells are also added to your Spells Known and can be cast using Warden spell slots. If you already know any of these spells you may replace them with another spell you have the spell slots to cast when you gain this feature.

Primal Dance

Beginning at 10th level, you’ve learned to predict the movements of your enemies through their disturbance in the air around you. Whenever a hostile creature moves within 15 feet of you, as a reaction, you can move up to your speed.

Duality

Starting at 14th level, your spell mastery has extended to your Prime Element and granted you talent with a second element.

Choose a second element as described in the Prime Element class feature. You gain the benefits of having both elements and any features that produce an effect based on the element you’ve chosen allow you access to either benefit but any limitations still apply. You may not choose the same element more than once.

Prime Elemental Shield. You can use your reaction if either condition is met to trigger its effect.

Master of Elements. You can activate either investiture but may still only use this feature once per long rest.

Fell Knight

A more rare discipline of wardens is that of light and dark. Fell Knights run a tightrope of balance between radiance and shadow, for fear they should fall into either side. Because of this, they have disciplined minds, and are often self-restrained individuals. However, there are also those of this practice that intentionally engulf one side, and are usually regarded as anomalies.

Dusk Defender

As a forefront for beasts of shadow or failures of light,
you are well versed in combat weaponry.

You gain proficiency with martial weapons, and
whenever you take damage, you can expend a Power
Die to reduce that damage
by the number rolled.

Warden | Combat Disciplines

Voidwarp Strike

Beginning at 6th level, you learn to refract the light around your weapons, and cloud the vision of your foe. When you add your power die to your damage rolls, you can choose radiant and necrotic damage, in addition to your choices.

Shadestep

Starting at 10th level, you are able to step from rays to shadows in the blink of an eye. As a bonus action, you can teleport up to 30 feet.

Emanate Nova

At 14th level, you can take on the form of a paradoxical star beast. As an action, you transform into a Huge monstrosity that throws shadows and light in a flashing mayhem. You gain the following benefits for 1 minute:

  • Attacks against you suffer your power die rolled against them as a penalty, without you expending it.
  • You gain a flying speed equal to your current speed.
  • All creatures (excluding yourself) within 30 feet of you must make a Wisdom saving throw at the start of their turns if they can see you. On a failure, they are blinded until the end of their next turn. Once a creature succeeds against this ability, they are immune to the effect for 24 hours.

Once you use this ability, you can't use it again until you finish a short or long rest.

Dragoon

The Dragoon are a unique group of wardens who have spent their life dedicated to the protection and cultivation of draconic ideals and their culture. In their eyes, dragons are a physical manifestation of the same power that innately courses through them and as such they have learned to utilize it in a way that honors their revered dragons.

Draconic Influence

Your latent natural power and influence from dragons has unlocked a specific subset of magical ability tied to a specific breed of dragon. You gain proficiency in the skills listed, and can expend power die to add its result to one of the skill checks.

Dragon Skill
Black Intimidation, Stealth
Blue Arcana, Persuasion
Brass Deception, Investigation
Bronze Athletics, Insight
Copper Deception, Perception
Gold Intimidation, Persuasion
Green Persuasion, History
Red Athletics, Intimidation
Silver Insight, Medicine
White Athletics, Stealth

Dragon Strike

Starting at 6th level, your draconic influence can manifest itself in the form of a natural weapon. As an action, you can expend a power die to alter your physical appearance in such a way to mimick that of a dragon, giving you a weapon with which to strike. This lasts for 1 minute, or until you dismiss it as a bonus action. Choose one of the following manifestations when you use this feature.

Dragon's Maw. Your teeth become sharp as razors as your face deforms into the muzzle of a dragon. You gain the effects of the spell dragon's breath with its type based on your draconic influence.

In addition, you can make a biting attack. This is a natural weapon attack that uses your power die as its damage die and deals piercing damage. If you hit with this attack, you can attempt to grapple as a bonus action. If you succeed, you are grappling the creature with your mouth. As long as a creature remains grappled this way, you can use your bonus action to deal piercing damage equal to your power die.

Dragon's Tail. A long, lizardlike tail sprouts from behind you. You have advantage on saving throws that would knock you prone.

In addition, you can make a tail sweep attack. This is a natural weapon attack that uses your power die as its damage die, deals bludgeoning damage, and has a reach of 10 feet. If you hit with this attack, you can attempt to Shove a creature prone as a bonus action. If you succeed, the creature takes bludgeoning damage equal to your natural power die.

Dragon's Claw. Your fingers grow long, sharp nails that function as claws.

In addition, you can make a claw attack as long as one hand is empty. This attack is a natural weapon attack that uses your power die as its damage die, deals slashing damage and has the finesse property. As long as you make at least one claw attack against a creature on your turn, you can use your bonus action to make another claw attack.

Dragon's Wings. Small, lizardlike wings burst forth from your back. If you are wearing heavy armor, they are unable to penetrate it unless it is custom made. Otherwise, they break through and unfold, giving you a flying speed of 10 feet.

In addition, you can buffet an enemy with your wings. As a bonus action, you can attempt to push a creature within 10 feet of you as though you were Shoving them. If you succeed, they are pushed as if you had shoved them.

Draconic Resilience

Starting at 10th level, your draconic influence has mottled your skin, it starts to take on the hue of your influence and becomes slightly leatherlike. You gain resistance to the damage type associated with your draconic influence.

Dragon Damage Type
Black or Copper Acid
Blue or Bronze Lightning
Brass, Gold, or Red Fire
Green Poison
Silver, or White Cold
Warden | Combat Disciplines

Fury of Dragons

At 14th level, your draconic influence has taken a deep hold of you, granting you a significant portion of the power of a dragon. You gain the feature below associated to your chosen Draconic Influence.

Black Dragon. When dealing damage to a creature that is surprised, your weapon damage die and any power die you spend on that attack deal their maximum damage.

Blue Dragon. When attacking a creature that is 20 or more feet above or below you, you deal additional damage equal to your power die.

Brass Dragon. As a bonus action, you can expel a breath of knock out gas. Each creature within a 15 foot cone must succeed a Constitution saving throw against your spell save DC or become incapacitated until the start of their next turn.

Bronze Dragon. As a bonus action, you can expel a breath of repulsive gas. Each creature within a 15 foot cone must succeed a Constitution saving throw against your spell save DC. On a failed saving throw, they are compelled to immediately move up to half their movement away from you.

Copper Dragon. As a bonus action, you can expel a breath of heavy gas. Each creature within a 15 foot cone must succeed a Constitution saving throw against your spell save DC. On a failed saving throw, they are unable to benefit from a Dash or Disengage action until the end of their next turn.

Gold Dragon. As a bonus action, you can expel a breath of dry, hot air. Each creature within a 15 foot cone must succeed a Constitution saving throw against your spell save DC. On a failed saving throw, they only deal half damage with weapon attacks that use Strength or Dexterity until the end of their next turn.

Green Dragon. As an action, you can study the movements and patterns of a single creature. You can expend a power die and add the result to all attack rolls made against that creature on your next turn.

Red Dragon. When dealing fire damage to a creature, you can expend a power die and add double the result to the damage.

Silver Dragon. As a bonus action, you can expel a breath of intoxicating gas. Each creature within a 15 foot cone must succeed a Constitution saving throw against your spell save DC or become charmed by you until the end of their next turn.

White Dragon. When dealing cold damage to a creature, you can expend a power die and add double the result to the damage.

Elementalist

Drawing your power from the very elemental chaos itself, the elementalist harnesses the power of the elements into its strikes, empowering its own abilities by breaking down the usual limits created by mortal interaction with the elemental chaos. Elementalists bring order to such chaos, breaking down mental barriers that would stop them from harnessing the true power of the elements.

Element Slinger

When you select this combat discipline at 1st level, you come in touch with a wide variety of weaker, but potent elemental magics. You learn two cantrips of your choice from the table below. You can pick more than one per damage type, or pick two different cantrips.

Damage
Type
Cantrips
Acid acid splash, mordant pool
Cold frostbite, ray of frost
Fire firebolt, produce flame
Lightning bolt rail, shocking grasp
Necrotic chill touch, duelling shadows
Poison poison spray, septic shock
Radiant dire radiance, hand of wrath
Thunder clamouring tones, thunderclap

Cantrips learned through this feature count as warden cantrip for you and use your warden spellcasting ability to cast.

You learn one additional cantrip of your choice from the table above at 4th, and 10th level.

Limit Breaker

Once you reach 6th level, you can invoke the power of the elements well past your regular ability, enchanting your strikes with elemental energy pulled straight from the elemental chaos. When you cast a spell, or expend a power dice in a way that deals acid, cold, fire, lightning, necrotic, poison, radiant, or thunder damage, you gain a limit stack of the triggered type. You can have up to three stacks of damage type, reaching your "limit".

Warden | Combat Disciplines

When you have reached a limit with an element, as a bonus action on your turn, you can expend all stacks of that type to gain the benefits of the chosen limit break. The benefits last until the end of your next turn, and are as follows:


    Acid. Acid eats away at your enemy after a strike. Once per turn, when you hit a creature with a weapon attack, that creature takes 2d8 acid damage at the end of its next turn. A successful Constitution saving throw halves the damage taken.

This damage increases as you gain warden levels, increasing to 3d8 at 10th level, and 3d8 at 14th level.

Cold. Water freezes on the end of your weapon, and shatters on impact. Once per turn, when you hit a creature with a weapon attack, each creature in a 10-foot cone behind the target creature (not including the target), must succeed on a Constitution saving throw or take 2d6 cold damage, taking half on a success.

This damage increases as you gain warden levels, increasing to 3d6 at 10th level, and 4d6 at 14th level.

Fire. When you hit a creature with a weapon attack, you can make a melee spell attack against a creature within 10 feet of your target. On a hit, the new target takes 1d4 fire damage.

This damage increases as you gain warden levels, increasing to 2d4 at 10th level, and 3d4 at 14th level.

Lightning. The reach or range of your weapon is doubled. Once per turn, when you hit a creature with a weapon attack, one other creature within 15 feet of the first target must make a Dexterity saving throw. On a failure, the target suffers 2d8 lightning damage, or half as much on a success.

This damage increases as you gain warden levels, increasing to 3d8 at 10th level, and 4d10 at 14th level.

Necrotic. Once per turn, when you hit a creature with a weapon attack, that creature takes an additional 1d8 necrotic damage, and you regain hit points equal to half the necrotic damage dealt.

This damage increases as you gain warden levels, increasing to 2d8 at 10th level, and 3d8 at 14th level.

Poison. Once per turn, when you hit a creature with a weapon attack, it and all other creatures except you within 5 feet of the target must succeed on a Constitution saving throw or become poisoned until the start of your next turn.

Radiant. Once per turn, you can reroll a weapon attack, taking whichever result was higher. If the new result was a hit, the target creature takes an additional 1d8 radiant damage.

This damage increases as you gain warden levels, increasing to 2d8 at 10th level, and 3d8 at 14th level.

Thunder. When you hit a creature with a weapon attack, you can force that creature to make a Strength saving throw or take 1d6 thunder damage, and be pushed back 5 feet. A successful saving throw halves the damage, and the creature is not pushed.

This damage increases as you gain warden levels, increasing to 2d6 at 10th level, and 3d6 at 14th level.


Limit break effects with saving throws use your warden spell save DC.

You cannot have more than one limit active at once, and you lose all limit stacks when you complete a short or long rest. You can perform a limit break once, before you must complete a short rest before you do so again. You can use your limit break one additional time each when you reach 10th and 14th level.

Additionally, when you use your power dice to augment the damage of a weapon attack or spell, you can choose any of the following additional damage types: necrotic, poison, radiant, thunder as well as the options listed as per your natural power feature.

Chaotic Attunement

At 10th level, you can coalesce the chaos energy you harness into a shield against a particular element. When you complete a short or long rest, you gain resistance to either acid, cold, fire, lightning, necrotic, poison, radiant, or thunder damage until you next complete a short or long rest.

Greater Limit

Upon reaching 14th level, you can achieve much greater limits with your elemental breaks. You can accumulate up to 6 limit stacks of each element. Limit breaking whilst you have less than 6 stacks grants you you the same benefits as per your Limit Breaker feature. Limit Breaking whilst you have 6 stacks in your element, you break a greater limit, empowering your limits as follows:


    Acid. The bonus damage changes to d10s, and creatures that wear non-magical armour, or have natural armour that fail the Constitution saving throw receive a -1 penalty to their armour class until they either replace their armour, or finish a long rest respectively.

Cold. You cause the cold to manifest on each weapon attack you make as a part of your Attack action.

Fire. Each time you hit a creature with a weapon attack, you can choose to make up to two melee spell attacks instead of one.

Lightning. Your melee weapon's reach is increased by a further 10 feet, whilst your ranged weapon's long range increases by an amount equal to its normal range. Additionally, the bonus damage changes to d8s.

Necrotic. The bonus damage increases to d10s, and you restore hit points equal to the total necrotic damage dealt.

Poison. The radius increases to 15 feet, and creatures that become poisoned are considered to be incapacitated for the duration.

Radiant. Instead of its regular effect, you make all weapon attacks with advantage for the duration, and once per turn, you can choose to apply the damage to a successful weapon attack.

Thunder. The bonus damage increases to d8s, and creatures that fail the saving throw also fall prone.


When you break a limit in this way, you cannot break another limit of the same type until you next complete a long rest.

Additionally, when you perform a limit break, for the duration your prime elemental burst feature deals the same damage as the type associated with your limit break.

Multiclassing

Ability Score Minimum. Strength or Dexterity 13, and Wisdom 13
Proficiencies Gained. Light armour, Medium armor, shields, simple weapons

Jack Weighill's

Homebrew

Compendium

Hello players and GM Binder devs! You've found the back page of a class from my class compendium. Not all of this work is mine, in fact, most of it isn't! It is simply here for ease of access for the players, and isn't shared elsewhere.

Created by /u/layhnet, the warden was one of those classes that I looked at once and immediately loved! The mechanics, concept and design are super great, with the prime elements being the start.

As always, I changed a few things, including adding several new prime elements, changing the class' free spells to be from its prime element as opposed to its combat discipline.

 

This document was lovingly created using GM Binder.


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