Dragon Guard (Warden 2.1)

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The Warden Class

The Dragon Guard subclass presented here is for the Warden 2.1 class, released two years ago.

Since then, the Warden has received a massive overhaul. All new spells, new base class features, a completely revised Sage subclass, and a brand new version of the Dragon Guard!

"The Warden Class" is the definitive version of the Warden, and is available at DriveThruRPG in both PDF and premium color softcover booklet.

To be featured in the Compendium of Sacred Mysteries: Resurrection by Genuine Fantasy Press

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Dragon Guard

The Dragon Guard 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.

Dragon Guard Spells

You learn an additional spell when you reach certain levels in this archetype, as shown in the Dragon Guard Spells table. The spell counts as a warden spell for you, but it doesn’t count against the number of warden spells you know.

Dragon Guard Spells
Spell Level Spells
1st cause fear XGE
2nd dragon’s breath XGE
3rd fly
4th charm monster XGE

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 learn the cantrips minor dragon breath and minor dragon shot (listed at the end of this document.) Choose one of the following dragon types. You can expend a power die and add its result to the skill check listed.

Dragon Skill
Black Dexterity (Stealth)
Blue Charisma (Deception)
Brass Intelligence (Investigation)
Bronze Wisdom (Insight)
Copper Charisma (Deception)
Gold Charisma (Intimidation)
Green Intelligence (History)
Red Charisma (Intimidation)
Silver Wisdom (Medicine)
White Dexterity (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 mimic 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. The shape of your minor dragon breath spell becomes either a 5 by 20 ft. line or a 15 ft. cone depending 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 and 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 normal and you have advantage on your next minor dragon shot spell attack roll or the creature has dragon breath this turn.

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 reduce incoming damage of the type associated to your Draconic Influence by an amount equal to your Wisdom modifier. You reduce damage this way only once per source of damage per round.

Dragon Damage Type
Black or Copper Acid
Blue or Bronze Lightning
Brass or Gold or Red Fire
Green Poison
Silver or White Cold

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.

Minor Dragon Breath

evocation cantrip


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Instantaneous

You channel the breath of dragons and exhale a small shade of their power from your mouth. Your Draconic Influence choice determines the size, shape, and damage type of the exhalation.

Dragon Damage Type Breath Shape
Black or Copper Acid 5 by 15 ft. line (Dex. save)
Blue or Bronze Lightning 5 by 15 ft. line (Dex. save)
Brass Fire 5 by 15 ft. line (Dex. save)
Gold or Red Fire 10 ft. cone (Dex. save)
Green Poison 10 ft. cone (Con. save)
Silver or White Cold 10 ft. cone (Con. save)

When you cast this spell, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your Draconic Influence. A creature takes 1d6 damage on a failed save.

The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Minor Dragon Shot

evocation cantrip


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

You channel the breath of dragons and vomit forth a small shade of their power. Your Draconic Influence choice determines the damage type of the shot.

Dragon Damage Type
Black or Copper Acid
Blue or Bronze Lightning
Brass or Gold or Red Fire
Green Poison
Silver or White Cold

Make a ranged spell attack against a target within range, ignoring half cover. On a hit, it takes 1d8 damage.

The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).