Warden

by Jetsam5

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The Warden

Warden

The healers had tried every balm, herb, and cure they knew but it was clear that the child suffered no physical affliction. At last in their desperation they turned to the odd-eyed stranger that had wandered into town last week. The stranger entered the child's room and nothing but the sounds of battle exited the room for three days. When the doors finally opened, the stranger had fresh wounds across their body but it was clear that the malignant spirits had lost this fight.

Travelers of the Spirit Plane

The spirit plane exists on the border of the physical world and is home to mortal souls which refuse to be sorted to an afterlife as well as all manner of native creatures. Every spirit is a small but vital piece of the spiritual environment and when the balance is broken the effects can be felt on the material plane.

Spirit Guide

Wardens have formed an unbreakable bond with one spirit that may guide them in their travels. Some Wardens are guided by the spirit of a family member or steadfast ally whose bond persists after death while others form a connection with one of the more enigmatic denizens of the spirit plane.

Creating a Warden

When you make your Warden, contemplate how you became connected to the spirits. Did you reach out to the spirits or did they reach out to you? What do the spirits ask from you in return for their assistance? What strange signs have you seen in your dreams or travels that lead you to adventure?

Quick Build

To quickly make a Warden make Strength or Dexterity your highest ability score depending on how you wish to fight. Next make Wisdom your second highest ability score. Lastly take the Outlander background.

Multiclassing and the Warden

If your group uses the optional rule on multiclassing, here's what you need to know if you choose Warden as one of your classes.

Ability Score Minimum: As a multiclass character, you must have at least a wisdom score of 13 to take a level in this class, or to take a level in another class if you are already a Warden.

Proficiencies Gained: If Warden isn't your initial class, when you gain your first Warden level gain proficiency in: light armor, medium armor, shields, simple weapons, and martial weapons.

warden
Level Proficiency Bonus Features Third Eye Range
1st +2 Spiritual Combat, Unfettered Mind
2nd +2 Spiritual Companion
3rd +2 Third Eye, Soul Snare 20ft
4th +2 Ability Score Improvement 20ft
5th +3 Spiritual Strikes 20ft
6th +3 Companion Feature 20ft
7th +3 Commune, Third Eye Upgrade 30ft
8th +3 Ability Score Improvement 30ft
9th +4 Spiritual Strikes Improvement 30ft
10th +4 Companion Feature 30ft
11th +4 Empath, Third Eye Upgrade 40ft
12th +4 Ability Score Improvement 40ft
13th +5 Between worlds 40ft
14th +5 Companion Feature 40ft
15th +5 Force of Will, Third Eye Upgrade 50ft
16th +5 Ability Score Improvement 50ft
17th +6 Spiritual Strikes Improvement 50ft
18th +6 Companion Feature 50ft
19th +6 Allsight, Third Eye Upgrade 60ft
20th +6 Kindred 60ft

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: All armor
  • Weapons: Simple weapons, martial weapons
  • Tools: None
  • Saving Throws: Dexterity, Wisdom
  • Skills: Choose two skills from Animal Handling, Insight, Investigation, Medicine, Perception, Stealth, and Survival

Equipment

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

  • (a) a martial weapon and a shield
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • (a) Chain mail, (b) scale mail, or (c) leather armor

Spiritual Combat

As an action or bonus action you may focus your spirit to gain one of the following benefits until the end of your next turn. Once you use this feature as a bonus action you cannot use it again as a bonus action until you finish a short rest.

  • Projection You may add your Wisdom modifier to attack rolls and ability checks. Your reach increases by your Third Eye range as shown in the Warden table, you may interact with objects telekinetically within that range.

  • Deflection Gain temporary hit points equal to your level, any creature that hits you with an attack takes damage equal to the number of temporary hit points you have.

  • Destruction You may add your Wisdom modifier to your next attack and damage rolls and when you hit with an attack the target and creatures of your choice within 10ft take 1d12 psychic damage.

  • Acceleration Your movement speed and jump height are doubled. You do not provoke opportunity attacks and moving across difficult terrain and climbing do not cost extra movement.

Unfettered Mind

Your mind explores the spirit plane while your body rests. When you finish a long rest choose one skill or tool. Until the end of your next long rest, you gain proficiency with the chosen skill or tool and may use your wisdom modifier instead of the usual ability modifier for the chosen skill.


Spiritual Companion

At 2nd level, you choose a spirit to befriend. Your choice grants you features at 2nd level and again at 6th, 10th, 14th, and 18th level. You can choose between the Shade, Trickster, or Dream companions.


As a bonus action you may summon your companion to a space within 30ft of you. When summoned your companion remains on this plane until you dismiss it as a bonus action, it is reduced to 0 hit points, or it is more the 60ft from you. Your companion acts during your turn and follows your mental instructions. You may interact with objects and make attacks as if you were in your companion's space. While it is not summoned, your companion retains any damage it has taken. Your companion cannot be summoned if it has 0 hit points, and returns to full health after a short or long rest.


When you use a spiritual combat feature during your turn you may also apply the effect to your companion.

Soul Snare

Also at 3rd level you can grab a soul leaving its body. When a creature within your Third Eye range is reduced to 0 hit points you may choose to make it stable as a reaction and you gain advantage on your next attack roll or saving throw.


In addition as an action you may touch a creature that has 0 hit points, on it's turn that creature may move and take actions as if it had 1 hit point.

Third eye

At 3rd level as a bonus action you may open your third eye. While your third eye is open you can see creatures and objects within your third eye radius, even if they are invisible, are in a heavily obscured area, or if you are blinded.


At level 7 the radius increases to 20ft and within the radius you can see through solid objects which appear ghostly and transparent.


At level 11 the radius increases to 30ft and you have truesight within the radius.


At level 15 the radius increases to 40ft and you become aware of the resistances and vulnerabilities of creatures within the radius.


At level 19 the radius increases to 50ft and your third eye is always open.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, and 16th 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.

Spiritual Strikes

At 5th level your attacks are infused with spiritual energy. You have a number of spirit dice, which are d12s, equal to your proficiency bonus. When you hit with an attack you may expend a portion of your spirit dice to roll them and deal psychic damage the the target equal to the number rolled.


You regain one spirit die at the start of your turn, this is increased to two dice at level 9 and three at level 17.

Commune

At 7th level you can consult with allies from across the planes. During a short rest you may attempt to communicate with a willing creature anywhere, living or dead. To communicate with a creature you must be familiar them or spend the short rest working with someone who is. You may only communicate with a creature that is dead or on another plane for a maximum of one minute and you cannot speak with them again using this ability for 10 days.


Empath

At 11th level, you have advantage on insight checks against creatures within your third eye range. As an action you can make an insight check against a creature's deception on a successful check you can sense the emotions of the creature.


Additionally you can speak telepathically with a creature within your third eye range, the creature understands your intention even if you don't speak a language it understands.

Between worlds

Starting at 13th level you exist in the spiritual plane and the physical. At the end of your turn you may roll a d12 if you roll equal to or below your proficiency bonus you become intangible until the start of your next turn. While intangible you cannot be damaged or effected by any spell or feature and cannot damage or effect other creatures. Solid objects pass through you while intangible, if you start your turn in a space that is occupied you move to the nearest unoccupied space.

Force of Will

Beginning at 15th level, you are a bastion of willpower. After a creature within your third eye range makes a saving throw you may use your reaction to make the creature reroll the save. Once you have used this feature you cannot use it again until you have completed a short rest.


Additionally you have advantage on saving throws against any spell or effect that would detect your thoughts or emotions and if you succeed the saving throw the creature that forced you to make it becomes frightened of you for one minute.

Allsight

At level 19, you can see through dimensions and across the cosmos. As an action you can specify any creature that you have seen before, you immediately see the specified creature and everything within 50ft of it. If the creature is on a different plane you become aware of the plane it is on.

Kindred

When you reach level 20 your companion and you act as one. You gain advantage on all ability checks, attack rolls, and saving throws.

Shade

Your companion is a solemn shade. Many shades were once ancestors of their bonded companion and will fight long past death for their companion.


Shades often take the shape of a shadowy or luminous figure or may visit their companion as a wolf or bear.


Shade

Small, Medium, or Large undead


  • Armor Class 10 + Prof bonus
  • Hit Points 4x your Warden level
  • Speed 30 ft

STR DEX CON INT WIS CHA
12 (+1) 14 (+2) 14 (+2) 10 (+0) 16 (+3) 8 (-1)

  • Damage Immunities: necrotic, poison
  • Condition Immunities: exhaustion, frightened, paralyzed, poisoned, charmed
  • Senses: darkvision 60 ft., passive Perception 13
  • Languages: understands the languages you speak

Actions

  • Strike. Melee Weapon Attack: your Wisdom modifier + proficiency to hit, reach 5 ft, one target. Hit: 1d6 + your WIS psychic damage
  • Grab. Melee Weapon Attack: your Wisdom modifier + proficiency to hit, reach 5 ft, one target. Hit: the target is grappled (escape DC 8 + proficiency + your wisdom modifier)

Talismans

At 6th level, you can imbue objects with protective magic. As an action you can make an object a talisman. Creatures wearing or carrying a talisman have advantage on Wisdom and Charisma saving throws while within 5 feet of each other or your shade. A creature wearing a talisman can speak to another creature wearing a talisman over any distance. You may only have 5 talismans active at a time. Talismans lose their magical properties if you die or you choose to end the enchantment as an action.

Specter Protector

Starting at 10th level your shade can shield it's allies from beyond the grave. When a creature within 5ft of you or your shade is hit with an attack you may use your reaction to make the attack hit you or your shade instead.

Spirit Bridge

At 14th level, your talismans form a spiritual bridge connecting your allies. As a bonus action your shade or a creature wearing a talisman can teleport to a space within 5ft of another creature wearing a talisman as long as they are on the same plane. Once a creature has used this ability they cannot use it again until they take a short or long rest.

Beyond Life

At 18th level, your soul is entwined with your shade's. If you are reduced to 0 hit points, immediately summon your shade with full hit points. During your turn you may move your shade and take actions from your shade's space using your ability scores and features instead of your shade's until your shade is killed or you become conscious. You may continue fighting as your shade even if you are killed. After a short rest if your shade is still on the physical plane your soul returns to your body and you return to life with 1 hit point.

Trickster

You have bonded to a spirit which enjoy playing pranks on the unsuspecting creatures of the material plane.


Tricksters often appear as tiny luminous humanoids or winged creatures such as bugs or birds.

Spellcasting

When you reach 3rd level, your spiritual companion helps you cast spells.

Spell Slots

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


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

Spells Known of 1st Level and Higher

You know three 1st-level bard spells of your choice.


The Spells Known column of the Trickster Spellcasting table shows when you learn more bard spells of 1st level or higher. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.


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.

Spellcasting Ability

Wisdom is your spellcasting ability for your bard spells, since you learn your spells through study and memorization. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a bard spell you cast and when making an attack roll with one.


Spell save DC = 8 + your proficiency bonus + your Wisdom modifier


Spell attack modifier = your proficiency bonus + your Wisdom modifier

Tricks

When you reach 6th level, you have a few tricks up your sleeve. Once per short rest when you cast a spell that targets only one creature you may extend it’s effects to three other creatures.

Switcheroo

At 10th level, when you take damage from an attack or spell you may use your reaction to switch places with a willing creature, any creature which is charmed or frightened by you is considered willing. The chosen creature takes all of the damage from the triggering attack instead of you. Once you use this feature you cannot use it until you take a short rest.

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

Bubbly

Starting at 14th level you gain a flying speed equal to your walking speed. As a bonus action you may extend the flying speed to a creature of your choice within 60ft for one hour. Once you have extended this ability to a creature it cannot benefit from it again until it has taken a long rest.

Whimsy

At level 18, if you fail a concentration save on a spell that affects multiple creatures you may stop the effects of the spell for one creature and treat the save as a success.

Dream

In your wanders through the spirit world you have bonded with a dream.


Dreams appear as the most fantastical creatures from your imagination.


Dream

Small, Medium, or Large Elemental


  • Armor Class 10 + Prof bonus
  • Hit Points 4x your Warden level
  • Speed 30 ft

STR DEX CON INT WIS CHA
12 (+1) 14 (+2) 14 (+2) 10 (+0) 16 (+3) 8 (-1)

  • Damage Immunities: necrotic, poison
  • Condition Immunities: exhaustion, frightened, paralyzed, poisoned, charmed
  • Senses: darkvision 60 ft., passive Perception 13
  • Languages: understands the languages you speak

Actions

  • Claw. Melee Weapon Attack: your Wisdom modifier + proficiency to hit, reach 5 ft, one target. Hit: 1d4 + your WIS psychic dama
  • Enchant DC = 8 + your proficiency bonus + your Wisdom modifier. If a creature fails the saving throw it becomes charmed or frightened of you until the end of your next turn.

Sweet Dreams

At level 6 your connection to the spirit realm is strongest while you dream. When a creature you can see begins a long rest you may bless their slumber. When a creature you have blessed finishes a long rest they gain temporary hit points equal to your level

Worst Nightmare

Starting at 10th level, when you charm or frighten a creature you may cause the creature to slip into a deep slumber. The target creature falls unconscious until it takes damage or is no longer charmed or frightened. Once you have used this feature you cannot use it again until you finish a short rest.

Daydream

When you reach level 14 you have rejuvenating dream while you are awake. You no longer need sleep, and no effect can put you to sleep against your will. During a long rest you

Elemental

Elemental spirits rarely have physical form and may manifest themselves as a flickering fire or a cool breeze. A few elemental spirits take the form of small dragons

At 1st level, your companion helps you adapt to your environment. You may choose Cold, Fire, Lightning, or Thunder as your spiritual element. You gain resistance to all damage of the chosen damage type. If a feature deals spirit damage then it deals damage in your spiritual element damage type.

. After changing elements gain an additional effect depending on the element you switch to.


Elemental Spirit

Small, Medium, or Large Elemental


  • Armor Class 10 + Prof bonus
  • Hit Points 4x your Warden level
  • Speed 30 ft

STR DEX CON INT WIS CHA
12 (+1) 14 (+2) 14 (+2) 10 (+0) 16 (+3) 8 (-1)

  • Damage Immunities: necrotic, poison
  • Condition Immunities: exhaustion, frightened, paralyzed, poisoned, charmed
  • Senses: darkvision 60 ft., passive Perception 13
  • Languages: understands the languages you speak

Actions

Blast. Melee Weapon Attack: your Wisdom modifier + proficiency to hit, reach 5 ft, one target. Hit: 1d4 + your WIS Spirit damage

Protection

Deflection

Destruction

Acceleration

Vengeful Spirit

When you choose this companion at level 2, your companion seeks vengence against those that harm you. When you are hit by and attack your shade gains advantage on t's next attack against the creature that hit you.

Art Credit

Shaman Spirit, andreiaugrai


Reclamation Sage, Clint Cearley


Oath of Vengeance, Trevor Easley


The Young Shaman Returns, Andy Carroll


Koi Shaman, Kamikazuh


Aries, Cynthia Sheppard


Green Magic, Ekaterina Burmak

 

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