Class - Warden

by sinon

Search GM Binder Visit User Profile

Warden

Leaders and Protectors

Warden are trained in leading on the battlefield, able to aid their allies in almost any manner. They act as a bastion of protection for their allies, and ward of danger for their enemies. Beyond the typical aspects of leadership, each warden focuses on a specific code of honor, refining and perfecting their own best skills.

Off the battlefield warden are masters of tactics and warfare. Ennobling themselves and others either through devote study and knowledge, or captivating character.

Honed Skill

All warden are trained in all forms of weaponry and armor. They are able to wield weapons as fiercely as any other, but instead of focusing their skill on their own styles of fighting, they focus on how to asses any situation and assist everyone how to best tread it.

Draw to Betterment

By their very nature, warden strive to better themselves and all those they call companions. Without doing so, they wouldn't be ready for any tactical situation. This principle is a core facet as to why many warden choose the life of adventure. Through constant challenges and life threatening situations, they are able to learn how to counter those exact situations and help others better than before.

Creating a Warden

The first thing to consider when making a warden is how you lead. Some do so through strategic intellect, while others do so through inspiring character. And with this leading ability, what sets you apart from all other would be inspiring leaders? Do you study and drill more than any other, do you have natural born talent in surveying and quickly assessing fights?

However you lead, you are a bastion of hope, able to solve, strive, and not falter in all perilous situations.

Quick Build

You can make a warden quickly by following these suggestions. First, Strength should be your highest ability score, followed by your choice of Intelligence or Charisma, depending on your leading ability. Second, choose
the knight background.

Warden
Level Proficiency Bonus Features Inspiring Maneuvers Known
1st +2 Leading Tactic, Rally Cry -
2nd +2 Inspiring Maneuver 2
3rd +2 Leading Strike, Warden Code 3
4th +2 Ability Score Improvement 4
5th +3 Combative Tactics 4
6th +3 Code Feature 5
7th +3 Mighty 5
8th +3 Ability Score Improvement 5
9th +4 Improved Rally (2) 6
10th +4 Code Feature 6
11th +4 Leading Strike (2d8) 6
12th +4 Ability Score Improvement 6
13th +5 Improved Rally (3) 7
14th +5 Ability Score Improvement 7
15th +5 Code Feature 7
16th +5 Ability Score Improvement 7
17th +6 Leading Strike (3d8) 8
18th +6 Resolve 8
19th +6 Ability Score Improvement 8
20th +6 Advanced Maneuver 8

Multiclassing


Ability Score Minimum. You must have at least a Strength score of 13 and a score of 13 in your chosen leading ability to multiclass as a warden.


Proficiencies. When you multiclass into warden from another class, you gain proficiency in simple weapons, martial weapons, light armor, and medium armor.

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: 1d8 (or 5) + your Constitution modifier per warden level after 1st

Proficiencies

Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: None

Saving Throws: Strength, Constitution
Skills: Choose three from Acrobatics, Arcana, History, Insight, Investigation, Medicine, Perception, Persuasion, and Stealth

Equipment

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

  • (a) a martial weapon and a shield or (b) two martial weapons
  • (a) a ranged weapon and 20 arrows or (b) two simple melee weapons
  • (a) studded leather or (b) chain mail
  • (a) an explorer's pack or (b) a scholar's pack

Leading Tactic

Choose one of the following options that best matches your style of leadership. Your choice determines your leading ability, as well as another benefit.

Charisma. You lead through sheer will and emotion. Your leading ability is Charisma. When you make an ability check related to information about past leaders or generals, you can roll 1d4 and add it to the result.

Intelligence. You lead through masterful skill and developed knowledge. Your leading ability is Intelligence. When you make an ability check related to past wars or battles, you can roll 1d4 and add it to the result.


Some of your features require the target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:


  • Warden save DC = 8 + your proficiency bonus + your leading ability modifier

Rally Cry

When you roll initiative and you aren't surprised, you can shout or act out a rally cry. Choose one of the following benefits. Your choice applies to you and your allies that aren't surprised and that can see or hear you.

  • A +2 bonus to their initiative roll.
  • A 10-foot bonus to their speed until the end of their first turn in combat.
  • Temporary hit points equal to your leading ability modifier which last until the end of the first round in combat.

Inspiring Maneuver

By 2nd level, you are able to lead masterfully in combat. You know 2 inspiring maneuvers of your choice. You learn more inspiring maneuvers of your choice, as shown in the Inspiring Maneuvers column of the Warden table. Whenever you gain a level in this class, you can replace an inspiring maneuver you know with a different one. You can use an inspiring maneuver you know as a bonus action on your turn.

If an inspiring maneuver targets an ally of yours, that ally must be able to see or hear you to gain its benefit.

When you use an inspiring maneuver, you can enhance it, gaining an extra benefit, as shown in its description. You can enhance inspiring maneuvers 4 times, and regain all expended uses when you finish a long rest.

Inspiring Maneuvers

Your options for inspiring maneuvers are listed below.


Blockade. You attempt to pin down a creature you can see within 10 feet of you. The next time you hit that creature with an attack this turn, you blockade it, making it unable to willingly use its movement to move more than 10 feet away from you until the start of your next turn while you are within 10 feet of it.

Enhance. The target can't willingly use its movement to move more than 5 feet away form you until the start of your next turn while you are within 5 feet of it, even if you don't hit it with an attack this turn.


Move. An ally of yours within 30 feet of you can immediately use its reaction to move up to half its current speed. Opportunity attacks against it during this movement have disadvantage.

Enhance. Your ally can do so without using a reaction and this movement doesn't provoke opportunity attacks.


Push. The next weapon attack you hit against a creature this turn pushes the target up to 10 feet directly away from you.

Enhance. The target must succeed on a Strength saving throw or be knocked prone after the push.


Ready Up. You give a warning to an ally of yours within 30 feet of you for what is to come. Choose one ability. The target has advantage on saving throws using that ability until the start of your next turn.

Enhance. You can target any number of creatures within 30 feet of you (including yourself).


Reposition. You and a willing ally of yours within 15 feet of you switch places, unless one of you has a speed of 0. Moving this way doesn't provoke opportunity attacks.

Enhance. Both you and the ally gain 2d4 temporary hit points.


Shake it Off. An ally within 30 feet of you can immediately repeat a saving throw against any effect that lets it repeat a saving throw to end its effects.

Enhance. The target succeeds on the saving throw, unless it rolls a 1 on the d20.


Spot Weakness. You communicate an opening you see in your enemy's defenses to an ally within 5 feet of you. The next weapon attack roll that ally makes before the start of your next turn gains a bonus equal to half of your leading ability modifier.

Enhance. The bonus is equal to your leading ability modifier instead.


Tactical Take Down. You attempt to take out your enemies strengths. The next time you hit with an attack this turn, you apply one of the following effects of your choice:

  • The target has disadvantage on any concentration check it makes to maintain concentration from this damage.
  • If the target is flying, it must succeed on a Strength saving throw or fall up to 30 feet. This doesn't cause it to fall prone or take damage if it hits the ground.
  • The target must succeed on a Strength saving throw, or drop one object it is holding of your choice, or end one grapple of your choice.
  • The target can't have advantage on attack rolls until the start of your next turn.

Enhance. You have advantage on the next attack you make this turn.


Take the Hit. Choose an ally within 5 feet of you. The next time an attack is made against it before the start of your next turn while it is within 5 feet of you, that attack is made against you instead.

Enhance. You reduce the damage of the attack by 2d6 on a hit.


Tumble. You gain a 10-foot bonus to your speed this turn, and opportunity attacks have disadvantage against you this turn.

Enhance. You gain a 20-foot bonus to your speed this turn instead, and your movement doesn't provoke opportunity attacks this turn.


Warden's Mark. You attempt to goad a creature you can see. The next time you hit that creature with a weapon attack this turn, it must succeed on a Wisdom saving throw, or have disadvantage on attack rolls against targets other than you until the start of your next turn.

Enhance. The target automatically fails its saving throw.

Tricks of the Trade

Also by 2nd level, your time in the field has taught you how to handle almost any situation. You gain the following abilities.

Check Out. You can investigate the body of a creature over the course of 1 minute. At the end of which, if the creature died within the past 24 hours, you learn the cause of death and the approximate number of hours it has been dead for.

Leadership. As an action, you can speak a morale boosting phrase to another creature within 10 feet of you. The next time that creature makes an ability check within the next minute, it can roll 1d4 and add it to the result. If you use this feature while it's already active on another creature, that creature loses this benefit.

Quick Patch. As an action, you can stabilize a creature that has 0 hit points that you are touching.

Leading Strike

Starting at 3rd level, once per turn, you can deal an extra 1d8 damage to one target you hit with an attack, if an ally of yours is within 5 feet of you and an ally of your is within 5 feet of the target. They can be the same ally.

The damage of this feature increases to 2d8 at 11th level in this class, and 3d8 at 17th level in this class.

Warden Code

At 3rd level, you choose a warden code, a code of honor and devotion to specific leading and defending tactics. Choose one of the options presented at the end of this class description. Your choice grants you features when you choose it at 3rd level, and again at 6th, 10th, and 15th level.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 14th, 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.

Combative Tactics

Beginning at 5th level, once on each of your turns, you can use an inspiring maneuver you know as a bonus action, even if you have already used a bonus action this turn.

Mighty

Starting at 7th level, you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

In addition, you have advantage on saving throws against being frightened and petrified.

Improved Rally

Starting at 9th level, when you use your Rally Cry feature, you can choose 2 of the benefits instead of 1. Starting at 13th level, you can choose all 3.

Resolve

Beginning at 18th level, the first time you take damage on each turn, you reduce that damage by an amount equal to your leading ability modifier (minimum of 1). You can't reduce damage to below 1 with this feature.

Advanced Maneuver

At 20th level, once per turn, you can enhance an inspiring maneuver you use without expending a use, even if you have no uses remaining.

Warden Code

Each warden dedicates themselves to a specific code that exemplifies their unique skill set in the battlefield. Choose one of the options presented below.

Commander

Wardens that focus on controlling the battlefield above all else follow the code of the commander. They tend to stay in the fray of combat, keeping a watch on their allies and enemies. Being right in the fray of things allows them to best understand the situation and partake in its action.

Field Control

When you choose this code at 3rd level, you gain the Field Control inspiring maneuver. It doesn't count against your number of inspiring maneuvers known.


Field Control. You communicate a new strategy. Choose a number of your allies up to your leading ability modifier (minimum of 1) within 30 feet of you. Each chosen ally can use its reaction to move up to 5 feet if its speed isn't 0.

Enhance. Each ally can move up to half its current speed instead.

In the Fray

When you choose this code at 3rd level, your hit point maximum increases by 3 and increases by 1 again whenever you gain a level in this class.

In addition, when you use your Leading Strike feature, you can roll d10s instead of d8s.

Known What's Next

At 6th level, you know your battlefield. Being hidden from you doesn't grant the hidden creature advantage on attacks against you. In addition, when you would be surprised or frightened, roll a d6. On a roll of 5 or 6, you aren't surprised or frightened.

Exhilarated

At 10th level, you gain an additional use of your Inspiring Maneuver's enhance ability.

Charge to Battle

By 15th level, you are able to execute a perfect charge with your allies. As an action, you speak or motion a battle cry. You and each creature of your choice that can see or hear you gains 2d6 temporary hit points, and can immediately move up to its speed and make one weapon attack with advantage or cast one cantrip with a casting time of one action.

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

Saboteur

The saboteur is an infiltrator and planner. They lead through careful planning and discerning the most silent and swift course of attack. A warden of this code excels at taking targets out one by one with as little collateral damage as possible.

Hidden Help

When you choose this code at 3rd level, you gain the Hidden Help inspiring maneuver. It doesn't count against your number of inspiring maneuvers known.


Hidden Help. If you are hidden, you aid an ally of yours within 15 feet of you in hiding with you. If that ally makes a Stealth check before the start of your next turn while within 15 feet of you, it gains a bonus to the roll equal to your leading ability modifier.

Enhance. You can do so even if you aren't hidden.

Sabotage

Beginning at 3rd level, when you deal damage to a creature, you can sabotage its plans. It must succeed on an Intelligence saving throw or be unable to take any action on its next turn, other than the Dash, Disengage, or Help action.

Once you use this feature, you can't use it again until 10 minutes have passed.

Infiltrate

Finally starting at 3rd level, you can move stealthily at a normal pace, and using an Inspiring Maneuver you know doesn't break your stealth if you are hidden.

Get Away

Beginning at 6th level, you are never caught alone in the action. When you start your turn, if you are not within 5 feet of an ally of yours, you gain a 10-foot bonus to your speed until the end of the turn, and the next 10 feet of your movement this turn doesn't provoke opportunity attacks.

Reassess

Starting at 10th level, when a creature succeeds on its saving throw against your Sabotage feature, you can't use that feature again until the start of your next turn, instead of the normal 10 minutes.

Silent Death

By 15th level, you have mastered the art exploiting your foe's weaknesses. As an action, choose a creature you can see. You silently give a signal to your allies of its weakness and openings. Whenever you or an ally of yours deals damage to the target creature before the start of your next turn, the damage is increased by 1d6 and all damage the target deals before the start of your next turn is reduced by 1.

Once you use this action, you can't do so again until you finish a long rest.

Arcane Guide

A warden of this code has discovered a magic within themselves able to be conjured and used through their own leading skill. In battle they tend to aid from afar, casting spells and magically enhancing their allies from a safe distance.

Find Target

When you choose this code at 3rd level, you gain the Find Target inspiring maneuver. It doesn't count against your number of inspiring maneuvers known.


Find Target. You magically pinpoint a creature you can see. The next attack made against that creature before the start of your next turn doesn't have disadvantage, and its damage is considered magical on a hit.

Enhance. In addition, the attack ignores half and three-quarters cover, and the next time it makes a saving throw before the start of your next turn, it doesn't have advantage on the saving throw.

Spell Maneuver

Starting at 3rd level, your maneuvers are all enhanced with magic. You can target creatures with your maneuvers regardless of their distance to you, and regardless of if a targeted ally is able to see or hear you.

Spellcasting

At 3rd level, you have learned how to manifest your skill in the form of magic. Either through your intellect or character, but with rigorous training either way. You are able to cast spells. See chapter 10 of the Players Hand Book for the general rules of spellcasting and chapter 11 for the bard spell list.

Cantrips You know three cantrips of your choice from the bard spell list. You learn another bard cantrip of your choice at 10th level.

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

Spells Known of 1st-Level and Higher You know three 1st-level bard spells of your choice, two of which you must choose from the abjuration or enchantment spells on the bard spell list.

The Spells Known column of the Arcane Guide Spellcasting table shows when you learn more bard spells of 1st level or higher. Each of these spells must be an abjuration or enchantment spell of your choice, and 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.

The spells you learn at 8th, 14th, and 20th level can come from any school of magic.

Whenever you gain a level in this class, you can replace one of the bard spells you know with another spell of your choice from the bard spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or enchantment spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.

Spellcasting Ability You leading ability is your spellcasting ability for your bard spells, so you use your it whenever a spell refers to your spellcasting ability. In addition, you use your leading ability modifier when setting the saving throw DC for a bard spell you cast and when making an Attack roll with one.


  • Spell save DC = 8 + your proficiency bonus + your leading ability modifier

  • Spell Attack modifier = your proficiency bonus + your leading ability modifier
Arcane Guide Spellcasting
Level Spells Known 1st 2nd 3rd 4th
3 3 2 - - -
4 4 3 - - -
5 4 3 - - -
6 4 3 - - -
7 5 4 2 - -
8 6 4 2 - -
9 6 4 2 - -
10 7 4 3 - -
11 8 4 3 - -
12 8 4 3 - -
13 9 4 3 2 -
14 10 4 3 2 -
15 11 4 3 2 -
16 12 4 3 3 -
17 12 4 3 3 -
18 12 4 3 3 -
19 13 4 3 3 1
20 14 4 3 3 1

Tactical Magic

Beginning at 6th level, when you cast a bard spell of 1st level or higher on your turn, you can immediately use your Find Target inspiring maneuver (no action required).

Replenish

Starting at 10th level, once, as an action, you can regain the use of one expended spell slot of 3rd level or lower. You regain the ability to do so when you finish a long rest.

Arcane Secret

At 15th level, you gain a 4th level spell slot. At 19th level, this spell slot becomes 5th level.


Art Credits

Page 1: Erik Ly
Page 2: katorius
Page 3: Dominik Mayer
Page 5: Erik Ly
Page 7: Jason Nguyen



Fan Content Policy

Warden is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.