The Warden

by Dodst

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Warden

Warden

"I have failed you, and the clan. We have been

exiled because of my mistakes and now, you
must bear the burden. Tomorrow, I'll leave to try
and clear our clan's name, and in my absence, you
must be the shield who protects our people. Protect them,
as their stalwart guardian Markell."

-- Maksim Meyer, Father of Markell Meyer


A man stands at the edge of a clearing, a direwolf ahead eyeing him up as it continues to consume its prey. The man doesn't charge, for that is not how he fights, he waits, until the beast comes to him. He is not hot headed, nor quick on his feet, he is cool and collected, waiting for his opponent to make their move.

After being surrounded by a band of thieves, a lone Elf smirks as he continues to take their daggers head on. Finally, when the last brat comes closer, a bolt of electricity flies through everyone, leaving only the Elf standing.

Having just withstood a breath from a green dragon, a young lady moves in to bash the creature, keeping its attention on her. Little does the dragon know that she is not alone, as a burley black bear proceeds to move silently through the bush towards the dragon's blind spot.

Amidst the forests with druids and rangers, where nature is vast, and settlements are scarce, Wardens guard those who need protection, strengthened by the might of the world around them.

Protectors of All

Unyielding in combat, and always standing for those behind them, wardens are the protectors of people and nature. A warden may be at one point selected by their tribe, or requested by a group as they are passing through to become their guardians, or they may feel the calling of the spirits of a grove to ensure that no one decimates it's lands. Even when a warden is unrequested, they will take up the charge and create their own causes to protect, usually for the betterment of the weak.

When a warden travels, he witnesses the desperation of those without power, the struggles the world are burdened by. There will always be someone in need, and when a warden finds this person, he will utilize all of his might to help them, for who else but a warden will?

Strength of the Wilds

As the cliffs are bashed by the waves every day, as the tallest trees are hit by the unrelenting winds of the storm, and as the mountain stands at all times of the day, so too must a warden. Despite any hardships, desperate situations, and lost causes, a warden must never bow, never bend the knee. A warden must always stand.

A warden's durability is derived from the world itself. They feel the immense strength of the earth below their feet, the vitality amidst the air they breath, the unrelenting power of every ripple amidst the water's surface, and the fury of the rising sun.

Wardens call upon these primal forces, having them seep into their essence and improving their strengths and skill overall. At the end of the day, there are no wardens who would doubt the wilds part in their power.

Shield Art

As to keep in tune with their selves, and show their promises to the world, a warden will paint their shield with markings and symbols representing any facet of their purpose and journey. These art pieces grow and change as a warden progresses through life, improving upon themselves or changing their purposes.

You can paint anything upon your shield, something important to your character or relevant to their history, however, if you need, you can see the table entries for some possibilities, or use them for inspiration. If later on in your journey you wish to change the art upon your shield to reflect a change in your story, or an accomplishment you can, as the shield art is not meant to be static.

Class | Warden
Shield Art
d6 Art
1 A mighty lion, representing your noble resolve.
2 A sturdy bear, representing your strength, courage and tenacity.
3 A flying bird, representing a desire to allow those to live free of burdens.
4 A depiction of a hydra, representing your unstoppable drive that can't be killed.
5 A butterfly, representative of the change you experienced when you first became a warden.
6 The markings of a great monster you have defeated, representing your success as a protector.

Refuge

Most wardens start their journeys training under another warden amidst a sanctuary they protect, learning to harness the powers of the planet, and training to maintain their innate talent. During your time training in these sanctuaries, you come to treat it as home, a place of respite for you to return to one day, and an end goal for you to someday create, a protected refuge of nature.

Most homes for wardens are secluded, away from the prying hands of civilization, and often limited to the likes of rangers and druids, though sometimes these homes sprout up amidst a bustling city, a single touch of green in a territory of gray. What is noteworthy about the home you trained at?

Homes
d6 Home
1 A small grove untouched by civilization, you protected the wildlife that lived there.
2 A beautiful grotto along the edges of the continent, you protected the lands surrounding it.
3 A lank that has been untouched by civilization, you protected the spirits who lived there.
4 A druids grove that you have acted as a protector for.
5 A bosquet among a city, that you protect as a local guard.
6 A ranger collective, for which you have been trained with and act as a guardian for.

Treasured Trinket

Wardens will often carry items and objects of personal importance among their personal gear, holing relations to their homes, or secrets that they seek to uncover. Although these items are not magical in nature, they are vitally important to its owner due to its representation.

What kinds of small trinkets would intrigue your character, or cause them to carry it on their person for years to come? Why is this item of such importance? Was it a gift from a friend or relative? Did you discover it on one of your first adventures and it now acts as a reward for your earliest accomplishments? If you need an idea for an item you carry, you can use the Trinkets table below.

Trinkets
d6 Trinket
1 A rock or piece of bark from your home, reminding you of where you come from.
2 A hand sized ivory statue of an elephant.
3 A parchment map that may lead to a lost temple.
4 A wooden medallion handed down to you by a mentor.
5 A handful of colorful beads.
6 A stone of amber containing an insect or similar creature.

It's quite the rarity to see one who calls themselves a warden traveling the world. Wardens are usually found protecting magnificent places of nature, or living amongst druid groves as another line of defense.

So if you cross paths with a wandering warden, be amazed, for unless you live among druids and rangers, theirs a likelihood that that will be the only warden you will ever see.


-- Viatorem

Creating a Warden

As you create your warden character, consider your connection to your home, and what caused you to become a defender. Did you experience a loss that led you to pick up the shield for all, did you discover a place you wished to protect from the destructive hands of society? Did you meet a mentor who shared the secrets of nature? Did your master die, or did he complete his teaching before you left? Perhaps you learned your trade from within a druidic circle, being selected at a young age to become one of their protectors? You might be self taught, a recluse who had a chance meeting with a forest spirit, or a connection with nature that let you master your art untrained and unsupervised.

What's the source of your Guardian Might? Did you happen upon a clearing where the earth inspired you to command it? Did you come across a companion whom you will never break your bond with? Did you feel called to amidst a storm, only to find the strike of lightning left you unharmed? Is your adventuring career the next step in protecting those who must be protected, or a drastic change in your life?

What made you leave to join a group of adventurers? Do you find your new allies to conflict with your ideals, sometimes even acting ignorant towards the wilds you call home, or do you relish the idea of meeting new people outside your collection of friends and family, to whom you can also protect?

Class | Warden
Warden
Level Proficiency Bonus Features Resilience Die Die Size 1st 2nd 3rd 4th 5th
1st +2 Natural Awareness, Natural Resilience 4 d4
2nd +2 Fighting Style, Spellcasting 4 d4 2
3rd +2 Guardian Might, Nature's Wrath 4 d4 3
4th +2 Ability Score Increase 4 d4 3
5th +3 Extra Attack 5 d4 4 2
6th +3 Font of Life 5 d6 4 2
7th +3 Guardian Might Feature 5 d6 4 3
8th +3 Ability Score Increase 5 d6 4 3
9th +4 6 d6 4 3 2
10th +4 Defensive Reaction 6 d6 4 3 2
11th +4 Guardian Might Feature 6 d8 4 3 3
12th +4 Ability Score Increase 6 d8 4 3 3
13th +5 7 d8 4 3 3 1
14th +5 Superior Resilience 7 d8 4 3 3 1
15th +5 Guardian Might Feature 7 d8 4 3 3 2
16th +5 Ability Score Increase 7 d10 4 3 3 2
17th +6 8 d10 4 3 3 3 1
18th +6 Champion of Nature, Wise Mans Action 8 d10 4 3 3 3 1
19th +6 Ability Score Increase 8 d10 4 3 3 3 2
20th +6 Guardian Might Feature 8 d10 4 3 3 3 2

Quickbuild

You can make a warden quickly by following these suggestions. First make Constitution your highest ability score, followed by Wisdom, and Strength. Second, choose the Hermit Background.

Class Features

As a warden, you gain the following class features.

Hit Points

Hit Dice: 1d12 per warden level
Hit Points at 1st Level: 12 + 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, Strength
Skills: Choose two skills from Athletics, Arcana, Intimidation, Medicine, Nature, Perception, and Survival

Equipment

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

  • A shield and any martial weapon
  • (a) studded leather armor or (b) scale mail armor
  • (a) two light hammers or (b) any simple melee weapon
  • An explorer’s pack, and a component pouch

Natural Awareness

At 1st level, the time you have spent in nature honing your skills and mastering your craft has granted you an acute sense of danger.

You have advantage on perception checks while in a natural environment (such as a forest or caves) Also, you can identify if phenomena (such as eruptions, magma flows, thunderstorms, tremors, and similar) are natural or unnatural.

Natural Resilience

At 1st level, the warden can pull from a well of innate power to improve his defense against his foes.

The Warden table shows how many resilience dice you have, as well as what die size to roll when using them.

Class | Warden

When an enemy rolls to attack against you, you can expend a resilience die and subtract the result from the attack roll. This roll must be made before the enemies attack roll is determined.

You regain all expended resilience die when you finish a long rest.

Fighting Style

At 2nd level, you adopt a 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.

Crippling

When you hit a creature with a melee weapon attack, its speed is reduced by 5 feet to a maximum of 15 ft., and it can’t take the Dash action until its next turn.

Defense

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

Druidic Warrior

You learn two cantrips of your choice from the Druid spell list. They count as warden spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the Druid spell list.

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.

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. 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.

Titan Fighting

You gain a +2 bonus to melee weapon attack rolls you make against Large or larger creatures.

Spellcasting

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 Might

By 3rd level, you have unlocked a might of nature for which you control. Choose one Guardian Might, for which you will gain a feature from at 3rd, 7th, 11th, 15th, and 20th level.

Class | Warden

I have never seen another spend so much time directing attacks towards them. Usually, people try to scare away or avoid their assailants.

-- Morberos

Nature's Wrath

At 3rd level, you can use your bonus action to mark a number of creatures within 20 ft. of you equal to half of your proficiency bonus rounded down. While a marked creature is within 5 ft. of you, it has disadvantage on any Attack roll against a creature other than you.The mark lasts until you become incapacitated, die, the marked creature dies, end the mark with a bonus action, or take a short or long rest.

At 10th level, you can use the following features against a marked creature.

Warden's Fury. When a marked creature within 5 ft. of you takes an attack action against an ally, you can use your reaction to make an attack action against the marked creature. If the attack is successful, the next attack roll made against the target before the end of your next turn has advantage.

Warden's Grasp. When a marked creature within 5 ft. of you takes an attack action against an ally, you can use your reaction to shove them 5 ft. in a direction of your choice, and reduce their speed to 0 ft. for the remainder of the round.

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.

Font of Life

By 6th level, you can use your action to end either one disease or one condition afflicting you that a save can end. The condition can be blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, restrained, or stunned. You can use this action even if the condition you end would otherwise prevent it. Once you use this ability, you must finish a short or long rest before you can use it again.

At 15th level, once per day when you use this ability, you can expend a number of hit dice equal to half your level to regain hit points. Additionally you use this feature to end conditions and diseases a number of times equal to your Constitution modifier, with expended uses recharging on a short or long rest.

Defensive Reaction

Starting at 10th level, as a reaction when a creature within 5 feet of you makes a melee attack against an ally, you can force the melee attack against you instead.

Superior Resilience

Beginning at 14th level, your natural resilience can benefit you further. You can sacrifice your resilience dice to gain temporary hit points.

As a bonus action, you can expend one of your resilience die to gain temporary hit points. The temporary hit points you gain are equal to one roll of your resilience die + your Constitution modifier (minimum of 1). Once you have used this feature, you must finish a short or long rest before you can do so again.

Champion of Nature

Wardens are unbreakable guardians, mountains in mortal form, and people who cannot be bowed. At 18th level, your thoughts cannot be read, and you can't be charmed or frightened. Additionally you develop a 15 foot tremor sense and can detect the presence of hidden or invisible creatures within 30 feet.

Wise Man's Action

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

Guardian Might

A warden's might is the path to better themselves to protect and defend their allies from harm. Every warden eventually attains a Guardian Might, and utilizes it to aid those in need and protect what must be protected. In attaining this might, they embrace the traits of those they stand to protect, gaining primal, and sometimes even mystical, abilities.

Earthstrength

Many wardens gain the might of the earth. an impenetrable boulder on a field of battle, protecting those who find themselves behind your mountainous strength. To make yourself even more impervious you have learned to bend earth to your will.

Unmoving Mountain

Beginning at 3rd level when you attain this might, you can use your Constitution modifier in place of your Dexterity modifier to determine your AC.

Earth Mark

Also at 3rd level, when you mark a creature with your Warden's Mark, the plants of the earth actively attempt to hinder its progress. The ground in a 30ft radius centered on you is considered difficult terrain for the marked creature.

Quake

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).

Class | Warden

Wardens hold an innate connection to the elements of the plant, different than the likes of a genasi who draws their elemental powers from the planes, and more potent than a druid who works as proxy for the natural beauty of the plants. This innate strength may come off to many as a flight risk, but those selected by the planet to share in it's natural power almost always lend themselves to acting as protectors.

-- Iorki P.

Fissure

By 11th level, You learn how to 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 against your spell save DC or fall into the pit and take 1d6 bludgeoning damage. If a creature saves the throw, they are moved to the nearest space unaffected by the Fissure. Large creatures and up ignore the fissure. Climbing out of the pit by normal means requires an action and 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).

Earth Shift

When you reach 15th level, you learn how to send forth a sudden burst of stone and earth. As an action, you can force a 10 foot wide, 45 foot long space in front of you to shift, 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 affected 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 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 into stone at will.

Frostbrawn

Wardens alien to the lush forest most recognize might seek an alternative form of strength to rely on. These wardens witness the grand mass of the frozen norths, slowing everything to a stop, while still floating along the oceans surround. To stop your foes, they must freeze.

Frozen Skin

Beginning at 3rd level when you attain this might, can form armor around you of ice. while you are wearing no armor, your AC equals 10 + your Constitution modifier + your Wisdom modifier.

Frozen Inertia

Also at 3rd level, when you mark a creature with your Warden's Mark, the moisture amidst the air freezes around the target's legs. The targets movement is reduced to 0, though a successful Strength (Athletics) check against your spell save DC, made at the end of their turn, can break the ice.

Chains of Ice

Once you reach 7th level, you gain the ability to manifest chains of ice. Whenever you land an attack against a creature, you can use a bonus action to form shackles of ice around them, limiting their range of mobility. The creature takes 2d6 cold damage, and is shackled for 1d4+1 rounds and cannot move farther than 10 ft. away from the point of the strike.

Once you have used this feature you must finish a short or long rest before using it again.

Ice Cliffs

By 11th level, You learn how to summon the walls of ice found at the edges of the north. As an action, you can summon a 5 by 25 ft. wall of ice that is 20 ft. tall and any point within 30 ft. of you. If the wall cuts through a creature’s space when it appears, the creature within its area is pushed to one side of the wall and must make a Dexterity saving throw. On a failed save, the creature takes 12d6 cold damage, or half as much damage on a successful save. The wall is an object that can be damaged and thus breached. It has AC 12 and 40 hit points per 5-foot section, and it is vulnerable to fire damage.

Reducing a 5-foot section of wall to 0 hit points destroys it and leaves behind a sheet of frigid air in the space the wall occupied. A creature moving through the sheet of frigid air for the first time on a turn must make a Constitution saving throw. That creature takes 5d6 cold damage on a failed save, or half as much damage on a successful one.

The wall lasts for 1 minute, at which point it disappears, and cannot be summoned again until you complete a long rest.

Field of Glacier

When you reach 15th level, you have mastered the skill to summon the flowing ice of the mountains. As a bonus action, you can summon an inch of flowing ice. The ice manifests in a 30 ft. radius centered on you. The radius is treated as difficult terrain for all but you, and when a creature that isn't an ally ends their turn within the radius they take 2d6 cold damage. You may do this feature once per long rest.

Mold of the Iceberg

At 20th level, you embody the Mountains of ice from the north. You gain the following permanent benefits:

  • You gain resistance to cold damage.
  • When you land a melee weapon attack on a creature, you add your Wisdom modifier the damage rolls.
  • You can cast Leomund's tiny hut at will. You can only have one Leomund's tiny hut summoned at any time while using this feature.

Lifespirit

Every once in a while a warden shows up with the might of beasts. The lifespirits are known to unlock the secrets to animal taming, and have devised a lifelong strategy of restricting their opponents movements while their animal companions enter for the kill.

Wise Tree

Beginning at 3rd level when you attain this might, you can use your Wisdom modifier in place of your Dexterity modifier to determine your AC.

Beast Tamer

Also at 3rd level, you have learned the secrets of the animals. select a beast of CR 1/2 or lower. This animal companion acts independently of you, but it can understand you, and always obeys your commands. In combat, it rolls its own initiative and acts on its own turn.

Additionally, for every level you gain past 3rd, your animal gains hit points equal to 3 (1d6) + it's Constitution modifier. Your animal companion also gains ability score increases when you do, and shares your proficiency bonus. These attributes work the same for it as they would for a normal player.

If your animal companion dies, you can spend 50gp and 8 hours of downtime to resurrect your companion.

Coordinated Assault

By 7th level, you have learned how to better coordinate you and your animal companion in combat. If you are attacked by an enemy, your animal companion may use its reaction to move up to half its speed and make an attack action at that enemy.

Beastial Rage

At 11th level, When you fall unconscious, your animal companion goes into a rage. While unconscious, and with 0 hit points, your animal companion gains a +2 to its attack modifier and its speed increases by 10 feet for 1 minute. Once this feature has been activated, you must finish a short or long rest before it can be activated again.

Companions Bond

Once you reach 15th level, you and your animal companion gain a supernatural form of defense. So long as you can see your animal companion, you can use your reaction to grant it advantage on a saving throw.

Guardians of the Wild

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 is within 5 feet of a creature, you and your animal companion gain advantage on all attacks against that creature.
  • You can telepathically communicate with your animal companion so long as you are both on the same plane of existence.
  • You can cast life transference on your animal
    companion at will.

Moltenessence

The earth isn't always a peaceful environment. Sure there are the harsh ice fields of the north, and the dense jungles full of predatory animals, but some wardens have found an even fiercer source of power. These wardens have tapped into the fiery power of the planets molten core, and extract that power when facing their enemies.

Class | Warden

Obsidian Protection

Beginning at 3rd level when you attain this might, you can discharge the heat that could be found deep beneath the planets crust. Whenever an opponent lands a melee attack against you while being within 5 ft. of you, they take 1d4 fire damage.

Mark of Magma

Also at 3rd level, Whenever a creature marked by Nature's Wrath lands a melee attack against you while being within 5 ft. of you, your Obsidian Protection feat deals 1d6 fire damage instead of 1d4.

Saint Elmo's Fire

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

Attacks of the Pyre

By 11th level, you can physically manifest the flames of the earth. Whenever you make a melee weapon attack, you can Expend a Resilience Die to add additional fire damage equal to your Resilience Die + your Wisdom modifier.

Blaze of the Earth

At 15th level, you can force the ground to release the pent up fires within. As an action, you can cause fire to erupt in a 10 ft. square, in a visible spot within 30 ft. of you. The square causes fire to spring up 15 ft. within the spot, dealing 1d6 fire damage to any creature that enters, or starts its turn within the space. This fire lasts a number of rounds equal to your proficiency modifiers. Once you use this feature, you can’t use it again until you finish a short or long rest.

Blood of the Planet

At 20th level, you embody the fury of a raging volcano. You gain the following permanent benefits:

  • You become resistant to fire damage.
  • You're Mark of Magma feature now deals fire damage equal to 1d12 + your Wisdom modifier.
  • You can cast flame arrows at will.

Stormheart

Some wardens forgo the simple power of nature, and instead utilize the might of the storm in their hearts. These wardens will enter the battle fields arcing electricity at their enemies from their standpoint.

Unyielding Winds

Beginning at 3rd level when you attain this might, you can use your Strength modifier in place of your Dexterity modifier to determine your AC.

Lightning Charge

Beginning at 3rd level after you choose this might, 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). Using a bonus action you can expend a charge as part of an attack to deal additional 3 (1d6) lightning damage. You regain all spent charges after a long rest.

Lightning Phenomenon

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.

Arc Field

By 11th level, you have learned how to build up, and then expel, a large amount of electricity. As an action, you can unleash a 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.

Living 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. At the start of your turn, all creatures within 10ft of you take 2d4 lightning damage. This form lasts for 1 minute, and may be used once per long rest.

Eye of the Storm

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

  • You become resistant to Lightning damage.
  • The number of charges you have for your Lightning Charge feature is now equal to double your Wisdom Modifier (minimum of 2).
  • You gain a fly speed of 30 feet.
  • You can cast control winds at will.

Wildblood

While other wardens gain might for the purpose of protection, you have sought the might of the feral beast. More ferosious than other wardens, Wildblood wardens are risks one should avoid.

Class | Warden

Ferocious Attack

Beginning at 3rd level when you attain this might, you can use your Wisdom modifier in place of your Strength or Dexterity modifier when determining melee attack rolls.

Feral State

Also at 3rd level, you can fall into a primal battle trance. as a bonus action you can enter a trance, where you gain the following benefits if you aren't holding a shield or wearing heavy armor:

  • You have advantage on Strength checks and Strength saving throws.
  • Your base movement speed increases by 10 feet.
  • Once per turn, when you make an attack roll against a creature, you can end one of you Nature's Wrath mark, and mark that creature instead.

Your trance lasts for a number of rounds equal to your proficiency modifier. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your trance on your turn as a bonus action.

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

Predator Sense

By 7th level, you learn to track like a wild predator. While a creature is marked by your Nature's Wrath feature, you can track it effortlessly; you know the direction and distance to the creature while it remains on the same plane of existence as you. The Nature's Wrath mark now lasts for 24 hours before fading away, unless removed by other means.

Vicious Wounds

At 11th level, You can leave the most mortal of wounds upon your targets. When you hit a creature with a melee weapon attack, you can use your bonus action to wound the target. At the start of each of the wounded creature’s turns, it takes 1d6 necrotic damage, and it can then make a Constitution saving throw against your spell save DC, ending the effect of all such wounds on itself on a success.

Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the effect of such wounds on it on a success. existence as you.

Rage of the Primal Beast

At 15th level you can fully pull on the powers of the primal beast. Whenever you use the Feral State feature, you transform into a hunched creature of fur and shadow, an echo of the Primal Beast. The Feral State feature now lasts for 1 minute, and you gain the following features:

  • You gain temporary hit points equal to your level.
  • You gain a plus 2 to all melee attack rolls.

Once you use this feature, you can’t use it again until you finish a long rest.

Apex Predator

At 20th level, you have become the alpha hunter, gaining abilities that show such. You gain the following permanent benefits:

  • You gain resistance to damage from non-magical weapons and attacks.
  • Your base movement speed increases by 10 ft.
  • You can cast Nondetection at will.
Class | Warden

City Watch

While most wardens find their callings within the natural environments of druid groves, and ranger enclaves, some find their calling from the depths of civilization, to protect the people who cannot face the trifles of the outside world, and must be protected with walls of stone, and lords of order. These rare wardens may be mistaken for typical town guards, but are a force to be reckoned with if you choose to oppose them.

Protections of Civilization

Beginning at 3rd level when you attain this might, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with heavy armor.

Hold the Line

Also at 3rd level, you learn to actively protect those who are even at the edge of your reach. Your Nature's Wrath feature now imposes disadvantage on creatures who make an Attack roll against a creature other than you that are within reach of your weapon attacks.

Additionally, at 10th level, when you make attacks against a creature you have marked, you can expend a resilience die and add bonus damage to one attack you make equal to the roll.

Quickwitted

Once you have reached 7th level, you learn to always be prepared to intercept attacks and protect those you can. During combat, you can forgo you bonus action to give yourself a second reaction.

Strength in Numbers

At 11th level, you can sense the people you must protect around you. At the start of your turn, you gain temporary hit points equal to the number of allies within 10 ft. of you.

Defender's Blade

At 15th level, you respond to danger with extraordinary vigilance. You can use your reaction for an opportunity attack even if you have already expended your reaction this round, but not if you have already used your reaction this turn.

Protector of Civilization

At 20th level, you are the front line of defense for those who must be protected. You gain the following permanent benefits:

  • When you use a weapon without reach, you can treat it as having 10 ft. reach.
  • Your Strength in Numbers feature grants you additional temporary hit points equal to your Wisdom modifier.
  • You can cast beacon of hope at will.
Class | Warden

Warden Spell List

1st Level
  • Animal Friendship
  • Burning Hands
  • Command
  • Create or Destroy Water
  • Ensnaring Strike
  • Entangle
  • Hail of Thorns
  • Shield of Faith
  • Sleep
  • Thunderwave
2nd Level
  • Barkskin
  • Beast Sense
  • Continual Flame
  • Darkvision
  • Gust of Wind
  • Hold Person
  • Locate Animals or Plants
  • Moonbeam
  • Pass without Trace
  • Protection from Poison
  • Spike Growth
3rd Level
  • Conjure Animals
  • Create Food and Water
  • Daylight
  • Lightning Bolt
  • Meld Into Stone
  • Plant Growth
  • Protection From Energy
  • Sleet Storm
  • Speak with Plants
  • Water Breathing
  • Water Walk
4th Level
  • Conjure Woodland Beings
  • Control Water
  • Dominate Beast
  • Grasping Vine
  • Ice Storm
  • Polymorph
  • Stone Shape
  • Stone Skin
  • Wall of Fire
5th Level
  • Awaken
  • Cloudkill
  • Commune with Nature
  • Contagion
  • Hold Monster
  • Insect Plague
  • Tree Stride
  • Wall of Stone

Starting Equipment

When you create your warden, you receive equipment based on a combination of your class and background. You can however choose to instead start out with a number of gold pieces based on the following chart and spend the gold on items from the equipment lists in Chapter 5 of the Players Handbook.

Starting Wealth
Class Ability Score Minimum
Warden 4d4 x 10 gp

Multiclassing

Multiclassing can allow you to gain levels in multiple classes. The following information will help you with multiclassing into the warden class.

Prerequisites

To qualify for a new class, you must meet the ability score prerequisites for both your current class, and the class you wish to multiclass into.

Prerequisites
Class Ability Score Minimum
Warden Constitution 13 and 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 Proficiencies
Class Proficiencies Gained
Warden Light armor, medium armor, shields, simple weapons, martial weapons

Class | Warden

Credits

Created by Nicholas Hoar
Contributors: Kegan C., Jory C., Proofreaders/Balancers: /u/Arvinthir, /u/lidanma

References

Mage Hand Press
u/layhnet
u/platinumsketch
"Wizards of the Coast"

Art in Order of Appearance

"The Hopeful Knight" by Manuel Castañón
"Balance Symbol" from The Longest Journey by madam-marla
"a Quiet Mind" by Aenami
"Grey Warden Com" by YamaOrce
"Storm Warden" by Jim Nelson
"Female Winter Warrior " by JordanKerbow
"Deer Warrior" by JoseArias
"Forest of Liars : beyond the path" by Sylvain Sarrailh

Epic Level Warden

This next page is meant to be an extension of the core class, and is designed to work with the Epic Levels document created by redditer /u/Henry_smithy.

Team Brievary holds no affiliation with /u/Henry_smithy. Use this content at your own discretion.

Class | Warden
Epic Level Warden
Level Proficiency Bonus Features Resilience Die Die Size 1st 2nd 3rd 4th 5th 6th 7th
21st +7 9 d12 4 3 3 3 2 1
22nd +7 Supernatural Resilience 9 d12 4 3 3 3 2 1
23rd +7 The World's Guardian 9 d12 4 3 3 3 2 1
24th +7 Ability Score Improvement 9 d12 4 3 3 3 2 1
25th +8 10 d12 4 3 3 3 2 1 1

Supernatural Resilience

When you reach the 22nd level, your ability to resist the forces of the world exceed that of even the best of Wardens. As such you can sometimes resist against the attacks of even the strongest of powerhouses found within the realms.

Once per day, if a creature's Attack roll succeeds, you can choose to force the Attack roll to fail instead. Once you use this feature, you must complete a long rest before using it again.

Additionally, whenever you use your Resilience die, you can your Constitution modifier to the roll.

The World's Guardian

When you reach the 23rd level, when you roll initiative, you can choose up to six other creatures within 60 feet of you. Each target gains 1 Resilience Die. This feature doesn't expend any of your Resilience Dies.

Additionally, you can regain all your expended die after you take a short rest.

Warden Extended Spell List

6th Level
  • Find the Path
  • Flesh to Stone
  • Globe of Invulnerability
  • Move Earth
  • Wall of Thorns
  • Wind Walk
  • Investiture of Fire
  • Investiture of Ice
  • Investiture of Stone
  • Investiture of Wind
7th Level
  • Force Cage
  • Plane Shift
  • Reverse Gravity
  • Sequester
  • Simulacrum
Epic Level | Warden