Warden 5e Class

by PlatinumSketch

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The Warden

A 5e class by platinumsketch

Warden

With blade in one hand and shield in the other, an elven warrior drops onto his foe from above. As he engages in combat, a bear slowly emerges from the wood, and begins to aid him in his assault. As he swings at his opponent, the keeps him from dodging, and attacks alongside him.

In the midst of battle, a heavily armored human falls to one knee and begins praying. As she rises her form changes, taking on the likeness of a Green Dragon. As she does so, the tide of battle shifts, with her poisonous breath decimating her foes.

Hiding, waiting, a dwarf man has melded with stone. As the stone giant meanders past, he reveals himself, and causes the earth to tremble around him, forcing the stone giant to one knee. Just as this happens, he creates pillars of stone, which launch into the giants face, swiftly knocking him out.

Soaring across the sky, looking on below, a tiefling woman is carried by wind and storm alike. As she looks down she sees an intruder to her forest. Swiftly, she flies down and strikes the creature, summoning a blast of lightning alongside her blade, reducing the creature to nothing more than ash.

Defenders of Nature

Much as Rangers or Druids, Wardens are guardians of nature. Yet unlike either, they embody those stalwart guardians that one hears of in legend, becoming dragons and owl bears, albeit only or a moment. Yet this is not their only power, as they have spells and the control over nature itself at their disposal as well, making them powerful foes.

Stalwart Warriors

With their martial training at several abilities, Wardens often prove to be supreme defenders of nature. Rarely is a forest that is protected by a Warden besieged or harmed in any fashion, as they will hunt down those who did so and destroy them.

Creating a Warden

When making a warden, a few important questions to ask are how did they get this power, and why do they reside in the wilds.

Perhaps they pray to a god of nature, promising to be her champion? Maybe they come from a line of druids, and have such gained some amount of their power, and have developed it further with training? Do they live in wilderness? If they do, is it because they love it, or because they deem civilization evil?

Quick Build

You can make a Warden quickly by following these steps. First, make Strength or Dexterity your highest score, following by Wisdom. Then, take the Hermit background. Finally, choose a Form.

Warden
Level Proficiency Bonus Features Forms 1st 2nd 3rd 4th 5th
1st +2 Nature's Form 1
2nd +2 Fighting Style, Spellcasting 1 2
3rd +2 Guardian's Realm 1 3
4th +2 Ability Score Increase 1 3
5th +3 Extra Attack 2 4 2
6th +3 Nature's Champion 2 4 2
7th +3 Guardian's Realm Feature 2 4 3
8th +3 Ability Score Increase 2 4 3
9th +4 3 4 3 2
10th +4 Speech of Beast and Plants 3 4 3 2
11th +4 Guardian's Realm Feature 3 4 3 3
12th +4 Ability Score Increase 3 4 3 3
13th +5 4 4 3 3 1
14th +5 Return to Dust 4 4 3 3 1
15th +5 Guardian's Realm Feature 4 4 3 3 2
16th +5 Ability Score Increase 4 4 3 3 2
17th +6 5 4 3 3 3 1
18th +6 Undying 5 4 3 3 3 1
19th +6 Ability Score Increase 5 4 3 3 3 2
20th +6 Guardian's Realm Feature 5 4 3 3 3 2

Class Features

As a 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


  • Armor: light armor, medium armor, shields
  • Weapons: simple weapons, martial weapons
  • Tools: none

  • Saving Throws: Constitution, Wisdom
  • Skills: Choose three from History, Insight, Investigation, Medicine, Nature, Perception and Religion.

Equipment

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

  • (a) scale mail or (b) leather armor
  • (a) a martial weapon and shield or (b) a longbow and a quiver of 20 arrows
  • (a) a scholar's pack or (b) an explorer's pack
  • Two simple weapons

Nature's Form

Beginning at 1st level, your connection to nature allows you to take some of its forms. You know one Form, and learn one additional Form at 5th, 9th, 13th, and 17th level. Forms allow you to momentarily take the shape of the beasts of the world. These Forms can be found under the "Forms" section below. While in a form, you can not cast spells or use any other class features, though you can utilize all of the creature's features.

Fighting Style

At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following. You can't choose a fighting style more than once, even if you get to choose again.

Defense

While 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 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 to gain this benefit.

Protection

When a creature that 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.

Spell Casting

Once you reach 2nd level, you gain the ability to cast spells as your ability to control nature takes a sort of arcane form.

Spell Slots

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

Preparing Spells

You can prepare a set amount of Warden spells, which is equal to your Wisdom modifier + half your Warden level (minimum of 1). You can change the spells you have prepared over the course of a long rest.

Spell Casting Ability

Wisdom is the spellcasting ability for you Warden spells. Your magics come from an understanding of and ability to commune with spirits. You use your Wisdom whenever a Warden spell refers to your spellcasting ability.

Spell Save DC = 8 + your proficiency bonus +

your Wisdom modifier

Spell attack modifier = your proficiency bonus +

your Wisdom modifier

Ritual Casting

You can cast a Warden spell as a ritual if that spell has the ritual tag and you have it prepared.

Guardian's Realm

By 3rd level, you have developed an understanding of the domain you control. Choose one Guardian's Realm, for which you will gain a feature from at 3rd, 7th, 11th, 15th, and 20th level.

Ability Score Increase

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 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, when you take the Attack action on your turn.

Nature's Champion

At 6th level, your affinity towards nature grants you yet another boon. You gain immunity to disease, the Poisoned condition and Poison damage.

Speech of Beast and Plants

By 10th level, you have the ability to always speak to the nature that surrounds you. You act as if you are always under the effects of the Speak with Plants and Speak with Animals spells. Additionally, you may cast either of the aforementioned spells once per long rest without expending a spell slot, as you extend your knowledge of nature to another for a moment.

Return to Dust

Starting at 14th level, you can sap the life from the foes you have slain. Once per turn when you kill a creature you heal an amount equal to your level.

Undying

Once you reach 18th level, you have nearly stopped aging. You take 10 years to age 1 year. Additionally, when you drop to 0 hit points, whether the attack would directly kill you or not, you can choose to instead drop to 1 hp. You can do this once per long rest.

Guardian's Realm

The Realm of a Warden is one of the determining factors in its abilities. The Realm chosen represents the interest of the Warden, what hey care for, and what may best represent them.

Earth Shaker

Those who stand their ground, and force their foes to as well, are called the Earth Shakers. These are the Wardens who specialize in controlling the earth around them in order to cause various effects, such as pillars of stone or breaking the ground around them.

Pillar of Stone

Beginning at 3rd level after you choose this domain, you gain the ability to control some amount of the ground around you. As a bonus action, you can summon a pillar of earth from the ground at a point you can see within 60 feet of you. The pillar you summon takes up a 5 foot space, is 10 feet tall, and has an AC of 10 and 15 hit points. If the pillar is summoned under a creature, they must make a Dexterity saving throw versus your spell save DC or take 2d6 Bludgeoning damage and be knocked prone, taking half damage on a success and not being knocked prone. If this forces a creature into the roof of a structure, they take an additional 1d6 damage. This can be done a number of times equal to your Wisdom modifier (minimum of 1) per long rest. Alternatively, you can utilize several pillars at once, but they must be made in spaces adjacent to one another.

Shake the Earth

Once you reach 7th level, you gain the ability to move more of the earth around you. As an action, you can cause the earth to shake around you, forcing all creatures within 15 feet of you to make a Dexterity saving throw versus your spell save DC or fall prone and take 1d6 Bludgeoning damage. You can do this a number of times per long rest equal to your Wisdom modifier (minimum of 1).

Chasm

By 11th level, You learn how to entirely destroy small segments of earth. As an action, you can target a 5 by 15 foot line of ground within 60 feet of you. The ground you targeted is destroyed, opening up into a pit that is 10 feet deep, forcing any medium or smaller creatures standing on the line to make a Dexterity saving throw versus your spell save DC or fall into the pit and take 1d6 damage. In order to get out of the pit, the creature must use its action to make a DC 10 Athletics or Acrobatics check. You may do this a number of times per long rest equal to your Wisdom modifier (minimum of 1).

Wave of Rock

When you reach 15th level, you learn how to send forth a sudden burst of stone and earth. As an action, you can send a 15 foot wide, 45 foot long line of stone, forcing all creatures in its path to make a Dexterity saving throw versus your spell save DC or take 8d8 Bludgeoning damage and fall prone, taking half and not falling prone on a success. The area that this effected then becomes difficult terrain. You may do this once per long rest.

Form of the Mountain

At 20th level, you embody the mountain, gaining abilities that truly show such. You gain the following permanent benefits:

  • You have advantage on all Constitution and Strength saving throws.
  • You gain resistance to damage from non-magical weapons and attacks.
  • You can not be moved or knocked prone against your will.
  • You can cast Meld with Stone at will.

Storm Bringer

Though most Wardens are call and collected, those of the Domain of Stormbringer are anything but. Using their foul temper to call down lightning and thunder to empower their attacks, they are truly a force of nature.

Lightning Caller

Beginning at 3rd level after you choose this domain, you gain the ability to summon forth lightning to enhance your attacks. You have a number of charges equal to your Wisdom modifier (minimum of 1), which you can expend as part of an attack to deal additional damage. Each charge equals 1d6 Thunder or Lightning damage, your choice, and whether or not you expend a charge, as well as how many charges you expend, can be declared after an attack is made.

Empowered Lightning

At 7th level, the lightning you create is supernaturally powerful. Whenever you deal lightning damage, you may add your Wisdom modifier (minimum of 1) to the damage.

Shockwave

By 11th level, you have learned how to build up, and then expel, a large amount of electricity. As an action, you can unleash blast of lightning centered on you. This blast has a radius of 15 feet, and forces all creatures within its radius to make a Constitution saving throw against your spell save DC or take 4d6 Lightning damage and be stunned until the end of your next turn. You may do this once per short or long rest.

Unending torrent

At 15th level, you can momentarily become one with the storm entirely. As an action, you can cause yourself to become wreathed in lightning, dealing 2d4 Lightning damage to all creatures within 10 feet of you once per turn, and gain a fly speed of 45 feet. This form lasts for 1 minute, and may be sine once per long rest.

Master Tempest

Once you reach 20th level, you take on the form of the tempest. You gain the following permanent benefits:

  • You become resistant to Lightning and Thunder damage.
  • You gain a fly speed of 30 feet.
  • The number of charges you have of Lightning Caller is doubled (minimum of 2).

Life Keeper

Among Wardens, to have the Domain of Life Keeper is rare. This is not due to it being looked down upon, but rather due to the inability of one to deal with the possible loss of a lifelong companion. However, those that believe this often forget that these same companions are capabale of draining the life of their foes, as well as telepathically communicating with their bonded ally.

Ally to the Beasts

Beginning at 3rd level when you choose this domain, you gain a bestial companion. This animal companion must be a beast, and can be up to CR 1/2. Portions of your animal companions statistics are determined by your level, and it acts as a seprate creature with its own initiative. Your animal companion uses your proficiency bonus instead of its own, and adds this proficiency bonus to its AC and its damage roll. It becomes proficient in all saving throws, as well as two skills of your choice.

Additionally, when your level increases past 3rd, your companion gains a hit die and increases its hit points as such. Your companion also gains ability score increases when you do, and they work the same for it as they do for you.

If your animal companion dies, you must spend 100gp and a week to find a new one, and what that new one is may be determined by your GM.

Assault on Two Fronts

By 7th level, you have learned how to better coordinate you and your animal companion in combat. If you or your animal companion are attacked by a creature,. you or your animal companion may attack it, so long as they can see it and it is within range, by using their reaction.

Bestial Rage

At 11th level, you and your animal companion finalize your supernatural connection. When you or your animal companion falls unconscious, the remaining of you two goes into a rage, causing you to add twice your attack modifier to all melee attacks and increase your base walking speed by 10 feet for the next minute. This feature can only be used once per long rest.

Nature's Guard

Once you reach 15th level, you and your animal companion gain a supernatural form of defense. So long as you and your animal companion can see one another, you can both use your reaction to grant the other advantage on a saving throw, or reduce the damage the other takes by up to half your level (rounding down).

Bastions of the Wilds

When you reach 20th level, you and your animal companions become bastions of nature. Your animal companion will not die of age until you do. Additionally, you and your animal companion have the following permanent benefits:

  • When you and your animal companion are within 5 feet of a creature, you and your animal companion gain advantage on all attacks against that creature.
  • You and your animal companion are resistant to non magical damage, in addition to Acid and Poison damage if either of you were not already.
  • You or your animal companion and use their bonus action to allow the other to make a single attack using their reaction.
  • You can telepathically communicate with your animal companion so long as you are both on the same plane of existence.

Forms

The following are the Forms detailed in a level based order, going from lowest to highest level. All forms require you to be a certain level, this level is stated next to the name in the same font style. Additionally, you can not choose the same form twice.

Form of the Hawk (1st level). Once per long rest, you can change your shape to that of a Blood Hawk as an action. For the next minute, you have the same statistics as a Blood Hawk, with the exception that your Intelligence, Wisdom and Charisma remain the same. If you drop to 0 hit points in this form, you revert to your ordinary form and take any remaining damage.

Form of the Living Root (1st level). Once per long rest, you can change your shape to that of a Twig Blight as an action. For the next minute, you have the same statistics as a Twig Blight, with the exception that your Intelligence, Wisdom and Charisma remain the same. If you drop to 0 hit points in this form, you revert to your ordinary form and take any remaining damage.

Form of the Fire Lizard (5th level). Once per long rest, you can change your shape to that of a Fire Newt Warrior as an action. For the next minute, you have the same statistics as a Fire Newt Warrior, with the exception that your Intelligence, Wisdom and Charisma remain the same. If you drop to 0 hit points in this form, you revert to your ordinary form and take any remaining damage.

Form of the Swarm (5th level). Once per long rest, you can change your shape to that of a Swarm of Insects as an action. For the next minute, you have the same statistics as a Swarm of Insects, with the exception that your Intelligence, Wisdom and Charisma remain the same. If you drop to 0 hit points in this form, you revert to your ordinary form and take any remaining damage.

Form of the Master Bear (9th level). Once per long rest, you can change your shape to that of a Brown Bear as an action. For the next minute, you have the same statistics as a Brown Bear, with the exception that your Intelligence, Wisdom and Charisma remain the same. If you drop to 0 hit points in this form, you revert to your ordinary form and take any remaining damage.

Form of the Wind Walker (9th level). Once per long rest, you can change your shape to that of a Giant Eagle as an action. For the next minute, you have the same statistics as a Giant Eagle, with the exception that your Intelligence, Wisdom and Charisma remain the same. If you drop to 0 hit points in this form, you revert to your ordinary form and take any remaining damage.

Form of the Forest Dragon (13th level). Once per long rest, you can change your shape to that of a Green Dragon as an action. For the next minute, you have the same statistics as a Green Dragon Wyrmling, with the exception that your Intelligence, Wisdom and Charisma remain the same. If you drop to 0 hit points in this form, you revert to your ordinary form and take any remaining damage.

Form of the Woodland Guardian (13th level). Once per long rest, you may take on the form of an Owlbear as an action. For the next minute, you have the same statistics as an Owlbear, with the exception that your Intelligence, Wisdom and Charisma remain the same. If you drop to 0 hit points in this form, you revert to your ordinary form and take any remaining damage.

Form of the Sky God (17th level). Once per long rest, you may assume the form of a Couatl as an action. For the next minute, you have the same statistics as a Couatl, with the exception that your Intelligence, Wisdom and Charisma remain the same. If you drop to 0 hit points in this form, you revert to your ordinary form and take any remaining damage.

Form of the Great Beast (17th level). Once per long rest, you may take on the form of an Elephant as an action. For the next minute, you have the same statistics as an Elephant, with the exception that your Intelligence, Wisdom and Charisma remain the same. If you drop to 0 hit points in this form, you revert to your ordinary form and take any remaining damage.

Warden Spell List

1st Level
  • Animal Friendship
  • Command
  • Cure Wounds
  • Detect Poison and Disease
  • Ensnaring Strike
  • Entangle
  • Goodberry
  • Hail of Thorns
  • Shield of Faith
  • Thunderwave
2nd Level
  • Barkskin
  • Beast Sense
  • Darkvision
  • Gust of Wind
  • Hold Person
  • Locate Animals or Plants
  • Melf's Acid Arrow
  • Moonbeam
  • Pass without Trace
  • Protection from Poison
  • Spike Growth
3rd Level
  • Call Lightning
  • Conjure Animals
  • Create Food and Water
  • Daylight
  • Fly
  • Lightning Arrow
  • Lightning Bolt
  • Plant Growth
  • Sleet Storm
  • Water Breathing
  • Water Walk
4th Level
  • Blight
  • Conjure Woodland Beings
  • Control Water
  • Dominate Beast
  • Giant Insect
  • Grasping Vine
  • Ice Storm
  • Polymorph
  • Stone Shape
  • Stone Skin
5th Level
  • Awaken
  • Commune with Nature
  • Contagion
  • Hallow
  • Hold Monster
  • Insect Plague
  • Reincarnate
  • Tree Stride

Multiclassing

As with most homebrew, multiclassing can cause unexpected results. The following are rules on how to do so, though do so at your own risk.

Prerequisites

To qualify for your new class, you must meet both the prerequisites for your new class, shown in the Prerequisites table, and the prerequisites of your current class.

Prerequisites
Class Ability Score Minimum
Warden Wisdom 13

Proficiencies

When you gain a level in a class other than your first, you only gain some of that class's starting proficiencies, as shown in the Multiclassing Proficiencies table.

Multiclassing Porficiencies
Class Proficiencies Gained
Warden light armor, medium armor, simple weapons, one skill from the class's skill list

Credits

Author: u/platinumsketch

 

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