[5e] The Warden

by JPGenn

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The Warden

A Homebrew character class, focused on defense & protection.

Version 1.0

The Warden

Flavor Text!!!!

More to follow...

Flavor Text #1

Stuff.


Flavor Text #2

More stuff.


Creating a Warden

Blah.


The Warden
Level Proficiency
Bonus
Features
1st +2 Fighting Style, Shield Brother (1d4)
2nd +2 Surge of Action (one use)
3rd +2 Warden's Call
4th +2 Ability Score Improvement
5th +3 Extra Attack, Shield Brother (1d6)
6th +3 Ability Score Improvement
7th +3 Warden's Call feature
8th +3 Ability Score Improvement
9th +4 Fortitude
10th +4 Local Legend, Shield Brother (1d8)
11th +4 Warden's Call feature
12th +4 Ability Score Improvement
13th +5 Protectorate (one use)
14th +5 Warden's Call feature
15th +5 Living Fortress, Shield Brother (1d10)
16th +5 Ability Score Improvement
17th +6 Warden's Call feature
18th +6 Surge of Action (two uses)
19th +6 Ability Score Improvement
20th +6 Guardian's Aura

Quick Build

You can make a warden quickly by following these suggestions. First, make Strength your highest ability score, followed by Constitution and Wisdom. Second, choose the folk hero, outlander, or soldier background.

Class Features

As a warden, you have the following class features.

Hit Points

Hit Dice: 1d10
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

Armor: All armors, shields
Weapons: Simple weapons, shortswords
Tools: None
Saving Throws: Strength, Wisdom
Skills: Choose two skills from Athletics, History, Insight,

Medicine, Nature, Perception, Religion, and Survival




















Equipment

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

  • a simple melee weapon
  • four javelins and a shield
  • (a) any simple weapon or (b) a shortsword
  • (a) chain mail or (b) scale mail
  • (a) a dungeoneer's pack or (b) an explorer's pack

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 get to choose again.


Bastion (Tunnel Fighter)

As an action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction.

Defense

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

Dueling

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

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.

Variant. When you engage in two-weapon fighting, your
off-hand attack can be made as a part of the attack action, instead of using a bonus action. (This variant rule replaces the standard rules for this Fighting Style.)


WARDEN | FEATURES

Shield Brother

Your skill allows you to use your shield as a weapon. Your shield is a simple weapon which you are proficient with. As a weapon, shields deals 1d4 bludgeoning damage, and attacks use your Strength modifier. While using a shield, two-weapon fighting rules apply (PHB p.195), though you ignore the requirement for both weapons to have the light property.

If the shield being used as a weapon is magical, it can be used to overcome damage resistance and immunity, and if it has a bonus to its AC, this bonus is added to the attack and damage rolls as well.

Starting at 5th level, using a shield as a weapon deals 1d6 bludgeoning damage; at 10th level, the damage die increases to 1d8; and at 15th level, the damage die increases to 1d10.


Surge of Action

Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action. You can't use this action to make attacks, but you can use it to cast spells (if you have that action).

Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 18th level, you can use it twice before a rest, but only once on the same turn.


Warden's Call

All wardens have responded to a vocation, or call, to protect their people and realms, but their call grants them different abilities with which to carry out their highest duties.

Choose from the Call of Iron, the Call of Heaven, the Call of the Wild, or the Call of the Weave. Each call grants you features at 3rd, 7th, 11th, 14th, and 17th levels. If your call grants you spellcasting abilities, you use the following rules.

Spellcasting Ability. Wisdom is your spellcasting ability for your call's spells, so you use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a 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

Ability Score Improvement

When you reach 4th level, and again at 6th, 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.


Fortitude

At 9th level, you have learned to steel yourself against the horrors of conflict. You can no longer be frightened or charmed, by magical means or otherwise.


Local Legend

By 10th level, your reputation has preceded you, and many know your name and know of your great deeds. You have advantage on all Charisma checks when interacting with non-hostile (but not friendly) creatures with an Intelligence score of at least 6.


Protectorate

Beginning at 13th level, you can use your shield to deflect magic. When you or an ally within 5 feet of you are subject to a magical effect that requires a Dexterity saving throw, you can add a +2 bonus to your roll or the ally's roll. You must be using a shield, and can only use this ability once per turn.

You can use this ability a number of times equal to your Constitution modifier, and regain all uses of this ability when you finish a long rest.


Living Fortress

You have become a veritable moving fortress. At 15th level, you have learned to wield two shields, one with each hand. A second shield being worn with this feature only provides a +1 bonus to your AC, in addition to any magical effects.

While using two shields, the first time you make an attack with a shield on your turn, you don't benefit from any AC bonus provided by the shield used as a weapon until the start of your next turn.


Guardian's Aura

At 20th level, you have achieved the zenith of your vocation. You exude an aura that weaves protective wards around allies within 15 feet of you. This aura grants a +1 bonus to allies' AC or saving throws (your choice). You can change the effect of this aura at the end of a long rest by spending 10 minutes in meditation.


Warden's Call

When a warden takes up their shield, they are answering an inarticulated call to service. As a warden continues to use their talents, this call is continuously articulated, revealing deeper powers available to the warden.

Some wardens learn to use their shield and weapons to a deadly degree, becoming just as much a warrior as defender. Other wardens learn to draw power from ancient sources of magic, or the innate magic from the energy of the world. Some wardens even find patronage from a divine being, blessing them with gifts to aid them and their allies in battle.


Call of Iron

Wardens of Iron have foregone the search for magical power to instead hone their abilities on the battlefield. These wardens learn to exert themselves to a frightening degree, all in the name of protecting their friends.


WARDEN | FEATURES

Bonus Proficiencies

When you answer this call at 3rd level, you gain proficiency with martial weapons.


Endless Endurance

Also at 3rd level, you gain proficiency with the Athletics skill if you don't already have proficiency with this skill.


Stalwart

Beginning at 7th level, as long as you're wielding a shield and a weapon or a two-handed weapon, you can use your bonus action to prepare a parry from incoming attacks. Until the start of your next turn, one creature of your choice has disadvantage against all attacks against you. However, all other creatures have advantage on attacks against you, until the start of your next turn.


Mortal Champion

At 11th level, you can choose a second option from the Fighting Style class feature.


Interpose

At 14th level, you can use your reaction to move up to half of your total movement speed to move between yourself and an ally. You can only take this reaction if you can end your movement within 5 feet of an ally.


Improved Extra Attack

Starting at 17th level, you can attack three times, instead of twice, whenever you take the Attack action on your turn.


Call of Heaven

Through their service to a higher purpose, Wardens of Heaven have often caught the attention of a divine being, who offers greater power for their continued service.

Choose a diety as your divine patron. This choice will occasionally grant unique aspects of some features. You must share one aspect of your alignment with your patron.


Heavenly Gifts

When you take on this charge at 3rd level, you learn one cantrip of your choice from the cleric spell list.

In addition, you also learn a cantrip associated with your diety's alignment. If your diety has a complex alignment (i.e. Lawful Good) you may only choose one cantrip, and can choose from either alignment option.

Lawful. You learn the cantrip blade ward.

Chaotic. You learn the cantrip produce flame.

Good. You learn another cleric cantrip of your choice.

Evil. You learn the cantrip chill touch.

Neutral. You learn the cantrip friends.
At 11th level, you learn an additional cantrip of your choice from the cleric spell list or a cantrip offered by your diety.

You can use a holy symbol as a spellcasting focus.


Heavenly Thoughts

At 3rd level, you gain proficiency with the Religion skill if you don't already have this proficiency.


Divine Detection

Also at 3rd level, you learn the spell detect evil and good, and can cast this spell once per short rest.

If your diety is lawful or good, you can detect celestial beings up to 60 feet away. If your diety is chaotic or evil, you can detect fiendish beings up to 60 feet away. If your diety is neutral, you can detect fey beings up to 60 feet away.


Saint's Spells

At 7th level, your diety blesses you with divine power. You learn the spells sanctuary and shield of faith. You also learn a spell associated with your diety's alignment. If your diety has a complex alignment (i.e. Chaotic Neutral) you may only choose one spell, and can choose from either alignment.

Lawful. You learn the spell guiding bolt.

Chaotic. You learn the spell divine favor.

Good. You learn the spell bless.

Evil. You learn the spell inflict wounds.

Neutral. You learn the spell protection from evil and good.
Instead of using spell slots, you gain a number of spell points equal to your Wisdom modifier, and you expend a spell point to cast one of these spells. You must maintain concentration on any spell that normally requires concentration. You regain all spell points when you finish a long rest.

At 14th level, you learn the spell beacon of hope and can cast it through this feature.


Divine Strike

At 11th level, you gain the ability to infuse your weapon attacks with divine energy (including attacks made with a shield). Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target.


Heavenly Wisdom

At 14th level, the blessings of your call grow stronger and grant you greater insight. You gain proficiency with Wisdom saving throws. You also gain proficiency with the Insight skill if you don't already have this proficiency.


Guardian Angel

At 17th level, you will stop at nothing to ensure the protection of those in need. If you drop to 0 hit points, you can expend all of your remaining spell points (and ending any active effects) and drop to 1 hit point instead.


Heaven Blessed

Your devotion has not gone unnoticed by the diety for which you have taken up shield. Starting at 17th level, if ever you die, or your soul is separated from your body, any attempt to resurrect you or reunite your soul with your body succeeds automatically, even if your soul would otherwise be unable to return. However, you can choose whether or not your soul is willing to rejoin with your body, as always.


Call of the Wild

In addition to the protection of mankind, Wardens of the Wild are also called to come to the defense of the natural world, at times even taking up arms against the people they have sworn to otherwise protect.


CALL OF THE WARDEN | IRON & HEAVEN

Spellcasting

When you choose this charge at 3rd level, you augment your defensive abilities with the ability to cast spells. See chapter 10 of the PHB for the general rules of spellcasting and chapter 11 for the druid spell list.

Cantrips. You learn two cantrips of your choice from the druid spell list. You learn an additional druid cantrip of your choice at 10th level.

Spell Slots. The Warden Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or hgiher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell thunderwave and have a 1st-level and a 2nd-level spell slot available, you can cast thunderwave using either slot.

Spells Known of 1st-Level and Higher. You know three 1st-level spells of your choice from the druid spell list.

The Spells Known column of the Wild Warden Spellcasting table shows when you learn more druid spells of your choice of 1st level and higher. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

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

Wild Warden Spellcasting
Warden
Level
Cantrips
Known
Spells
Known
1st 2nd 3rd 4th
3rd 2 3 2
4th 2 4 3
5th 2 4 3
6th 2 4 3
7th 2 5 4 2
8th 2 6 4 2
9th 2 6 4 2
10th 3 7 4 3
11th 3 8 4 3 2
12th 3 8 4 3 2
13th 3 9 4 3 2
14th 3 9 4 3 2
15th 3 10 4 3 3
16th 3 10 4 3 3
17th 3 11 4 3 3 1
18th 3 11 4 3 3 1
19th 3 12 4 3 3 1
20th 3 13 4 3 3 1

Spellcasting Focus

You can use a druidic focus (found in chapter 5 of the PHB) as a spellcasting focus for your druid spells.


Bonus Proficiencies

When you choose this call at 3rd level, you gain proficiency with the Nature and Animal Handling skills if you don't have these proficiencies.


Nature's Kith

Starting at 7th level, your affinity with the natural world has honed your senses and skills. When traveling at a fast pace, you suffer no penalty to Wisdom (Perception) checks.

In addition, you are no longer adversely affected by extreme heat, extreme cold, or elevations of up to 10,000 feet. You choose which effect when you reach this level. If you wish to change this effect, you must spend an hour in meditation, which can be accomplished during a short or long rest.


Oakenshield

Starting at 11th level, your devotion envelops you further into oneness with nature's magic. You are now always under the effects of the spell barkskin.


Nature's Kin

At 14th level, you gain resistance to poison damage, and immunity to the poisoned condition and disease.


Avatar of Nature

At 17th level, you can become an avatar of the forces you've sworn to protect. You learn the spell guardian of nature (which doesn't count against the total number of spells you know), and you can cast this spell once without expending a spell slot. You can cast the spell in this way again after you finish a long rest.


Call of the Weave

For some wardens, it may seem that they almost stumble into a well of magical prowess, becoming entangled in the weave of magic itself. Whether they seek out this wellspring of power, or become ensnared by destiny, Wardens of the Weave learn to use the very fabric of magic to aid others in need.

Spellcasting

When you choose this charge at 3rd level, you augment your defensive abilities with the ability to cast spells. See chapter 10 of the PHB for the general rules of spellcasting and chapter 11 for the sorcerer spell list.

Cantrips. You learn two cantrips of your choice from the sorcerer spell list. You learn an additional sorcerer cantrip of your choice at 10th level.

Spell Slots. The Woven Magic table shows how many spell slots you have. the table also shows what the level of those slots are; all of your spell slots are the same level. To cast one of your 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 11th level, you have two 3rd-level spell slots to cast the 1st-level spell hex, you must spend one of those slots, and you cast it as a 3rd-level spell.

CALL OF THE WARDEN | OF THE WILD

Spells Known of 1st-Level and Higher. At 3rd level, you know two 1st-level spells of your choice from the sorcerer spell list.

The Spells Known column of the Woven Magic table shows when you learn more 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 11th level, for example, you learn a new spell from either list, which can be 1st, 2nd, or 3rd level.

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

Woven Magic
Guardian
Level
Cantrips
Known
Spells
Known
Spell
Slots
Slot
Level
3rd 2 2 1 1st
4th 2 2 1 1st
5th 2 3 2 1st
6th 2 3 2 1st
7th 2 4 2 2nd
8th 2 4 2 2nd
9th 2 5 2 2nd
10th 3 5 2 2nd
11th 3 6 2 3rd
12th 3 6 2 3rd
13th 3 7 2 3rd
14th 3 7 3 3rd
15th 3 8 3 3rd
16th 3 8 3 3rd
17th 3 9 3 4th
18th 3 9 3 4th
19th 3 10 3 4th
20th 3 11 3 4th

Spellcasting Focus

You can use an arcane focus (found in chapter 5 of the PHB) as a spellcasting focus for your sorcerer spells.


Bonus Proficiency

Also at 3rd level, you gain proficiency with the Arcana skill if you don't already have this proficiency.


Arcane Detection

At 7th level when you heed this call, you gain the ability to cast the detect magic spell, but only as a ritual, as described in chapter 10 of the PHB.


Potent Spellcasting

At 11th level, you add your Wisdom modifier to the damage you deal with any sorcerer cantrip.


One More Thread in the Weave

Starting at 14th level, as an action, you or a friendly creature that you touch gain a +1 to all saving throws for one minute. You must maintain concentration for this effect, and you have advantage on all saving throws you make to maintain this concentration.

You must finish a short or long rest to use this ability again.


Fabric of Magic

At 17th level, you have learned to reweave an enemy's magic with your shield. As a reaction to receiving damage from a spell, you can make a Wisdom saving throw against the caster's spell save DC. On a success, you negate an amount of damage equal to your Wisdom modifier. You must be wielding a shield to take this reaction.

In addition, if the spell is 4th level or higher, you can restore one of your expended Woven Magic spell slots.

Once you restore a spell slot using this
ability, you must finish a long rest to
use this ability in this way again.


CALL OF THE WARDEN | OF THE WEAVE

Appendix

Multiclassing

When you advance in level, and at your DM's discretion, you may take the option to multiclass into a Warden. You must meet the following prerequisites to qualify for a Warden.


Multiclassing Prerequisites
Ability Score Mimimum
Strength 13

Proficiences

When you first multiclass into a Warden, you gain only some of the class's starting proficiences as shown below.


Multiclassing Proficiencies
Proficiences Gained
Light armor, medium armor, shields

Alternate Starting Equipment

When you create a Warden, you receive equipment based on a combination of your class and background. Alternatively, you can start with a number of gold pieces and spend them on items (Chapter 5 of the PHB).


Starting Wealth for Wardens
Funds
5d4 x 10 gp

Credits

This class was built by reddit user JPGenn. The theme of this class was inspired by previous renditions of the Warden class, but almost all of the features & abilities are original content.

Artistic Credits

Guardião by Joel Minisculi
Heart of the Mountain, unknown artist
Female Half-Orc Shield Champion Brawler © Paizo
Viking Castle & Veteran warrior by Reza Afshar (deviantArt)

APPENDIX | AND CREDITS