The Warden Class


LevelProficiency BonusGuard Up d6sTaunted CreaturesIndomitable UsesFeatures
1+21--Fighting Style, Guard Up
2+211-Taunt, Resilient Form
3+211-Subclass I
4+221-Ability Score Improvement
5+321-Extra Attacl
6+322-Subclass II
7+3321Indomitable
8+3321Ability Score Improvement
9+4322Subclass III
10+4432Ability Score Improvement
11+4433-
12+4433Ability Score Improvement

Basic Stats:

Level 1 HP = 12 + your Constitution Modifier; Gaining an additional [1d12 (or 7) + your Constitution Modifier] HP with every additional Warden Level

Proficiencies

  • Proficiencies

    • Armor: Light Armor, Medium Armor, Heavy Armor, Bucklers, Shields

    • Weapons: Simple Weapons, Martial Weapons

    • Tools: None

    • Saves: Proficiency with Constitution and Strength Saves

    • Skills: Choose 2 Between Athletics, Intimidation, Medicine, Perception, Society, or Survival

Equipment:

  • Basic Armor (of your choice) and any Martial Weapon of your choice

  • A Buckler or a Shield, and any 2 Simple Weapons

  • a Backpack w/ A Bedroll, a Saex, a Mess Kit, a Tinderbox, 10 Torches, 10 Day of Rations, a Waterskin, and a 15m bundle of Hempen Rope

Features:

  • Fighting Style

    • Defensive - +1 AC when wearing Armor

    • Great Weapon Fighter - When using a Weapon in two hands that only uses 1 Damage Die and you Roll Damage, treat a result less than 3 as a 3

    • Interception - If an ally is within 3m of you and a Weapon Attack would hit them you can reduce the damage by 1d10 + your Proficiency Bonus by using your Reaction to Intercept the Attack

    • Offense - +1 to Attack and Damage Rolls

    • Parry - When you are dealt Damage by an Attack Roll you can use your Reaction to reduce the Damage by an amount equal to your Constitution Modifier + your Proficiency Bonus

  • Guard Up

    • You are an unstoppable force on the battlefield, culminating in the ability to rapidly reduce danger to yourself with supreme focus. You can use your Bonus Action to generate Shielding from oncoming attacks of an amount equal to 1d6 + your Constitution Modifier. You can utilize this ability a number of times per Short Rest equal to your Proficiency Bonus. The number of d6s rolled increases by 1 when you reach Warden Levels 4, 7, and 10

  • Taunt

    • When you make an Attack Roll against a target you can force them to make a Charisma Saving Throw vs your Warden DC (8 + your Proficiency Bonus + your Constitution Modifier). On a Failure they are Taunted, which means they cannot choose to move more than 10m away from you and have Disadvantage on all Attacks against creatures other than you and if they still hit that creature you roll 1d8 and subtract that from their total. This can be applied at will but all effects immediately end if you exceed your maximum number of targets. 

      • You can target up to 2 Creature when you reach Warden Level 6 and up to 3 at Warden Level 10

  • Resilient Form 

    • When you take Damage from an Attack Roll you can utilize your Reaction to reduce the damage by half

  • Ability Score Improvement

    • When you reach a Level with this Feature you can increase any Ability Score by +2 or two separate Ability Scores by +1 each

  • Indomitable 

    • When you fail a Save you can use this Feature to Succeed instead. You must finish a Short Rest before using this ability again. You gain another use of this Feature at 9th and 11th Levels

  • Subclass - These types of Fighting Styles change how a Warden will implement their defensive abilities to enhance their teams’ survival, some learning to lead from the front with charismatic powers while others gain unique abilities such as draconic magics or becoming experts with mounted combatants

    • Bannerlord

      • I

        • Commander I

          • You gain Proficiency with Deception and Persuasion Checks

          • You gain Proficiency with Charisma Saving Throws

          • You can use a Bonus Action to call out an ally who can hear you, they can use their Reaction to make one Attack against a Creature they can see within their Weapon’s Range

        • Rally Cry

          • Once per Short Rest can utilize your Bonus Action to make a declaration of war, granting you and all allies within 30m Shielding equal to 2d4 + your Constitution Modifier + your Warden Level

            • This increases to 3d4 at 6th Level, 4d4 at 9th Level, and 5d4 at 12th Level

      • II

        • Commander II

          • You gain Expertise with one skill from Commander I 

          • When you utilize the Commander ability the ally can make 2 Attacks (if they have the Extra Attack Feature), can cast a Cantrip or Spell (if they have it Prepared and it uses an Attack Roll), or can move up to their Movement Speed (without provoking Opportunity Attacks) as their Reaction

        • Leading By Example

          • You can add your Charisma Modifier to Initiative Rolls

          • Every time you Roll Initiative you and a number of creatures (up to your Charisma Modifier) you choose gain 2d4 + your Charisma Modifier Shielding, which lasts until it runs out or when the combat ends

            • This increases to 3d4 at 9th Level and to 4d4 at 12th Level

      • III

        • Commander III

          • You gain Expertise with the other Skill from Commander I

          • Any Creatures affected by this ability now immediately lose the Charmed, Frightened, Stunned, or Slowed Conditions inflicted by an enemy

          • Any Creatures that make an Attack Roll when using this Commander Reaction can add your Charisma Modifier to their Attack and Damage Rolls

          • Any time an ally Critically Strikes with an Attack Roll from this ability they gain Shielding equal to your Warden Level. This stacks on Shielding from this feature if there is any remaining

        • Leader’s Inspiration

          • When an effect requires you to make a Saving Throw all allies who also make the Save can add your Charisma Modifier to their Roll

    • Cavalier

      • I

        • Equestrian 

          • You gain Proficiency with Animal Handling and Land Vehicles (or Expertise if you’re already Proficient) 

          • While Mounted you don’t provoke Opportunity Attacks from creatures smaller than you if you’ve made an Attack Roll against them this turn

        • Cavalryman - You gain the following benefits in regards to all Mounts

          • You have Advantage on all Saves to avoid getting knocked off a Mount

          • If you are not Incapacitated and fall from your Mount you always land on your feet

          • Mounting and Dismounting only costs you 2m of Movement instead of the normal 6m

        • Bonded Partner - You can spend 1 day bonding to a Mount, granting them a preternatural connection to yourself until one of you dies or you grant this bond to another Creature. These bonuses are in addition to your Cavalryman bonuses

          • Your Mount gains additional AC equal to your Proficiency Bonus 

          • Your Mount gains additional Max HP equal to your Cavalier Level + your Proficiency Bonus + your Constitution Modifier

          • Your Mount can add your Proficiency Bonus to any Saves it is forced to make when you are Mounted on it

      • II

        • Mounted Striker

          • Choose a weapon type from the options below, gaining additional bonuses for that type while Mounted. This can be changed after completing a Long Rest as you retrain your Mount to practice in this new style using your Bond

            • Bows

              • +1 to all Attack and Damage Rolls

              • Attacks made against a Creature within Melee are not made with Disadvantage 

              • Range increases by 10m/20m

            • Hammers

              • +2 to all Attack and Damage Rolls

              • If you hit with an Attack Roll you can choose to do minimum Damage and knock the target Prone instead if it is  Medium or smaller 

            • Spears

              • +2 to all Attack and Damage Rolls

              • ADV on Attack Rolls this turn when your mount moves 10 m in a straight line before you make an Attack

            • Swords

              • +2 to all Attack and Damage Rolls

              • When you utilize your Resilient Form ability against a Melee Attack you can make an Attack against that Creature as a part of that Reaction if you’re Mounted

        • Warding Rider

          • Once per turn whenever you hit with a Melee Attack while Mounted you can force the target to make a Charisma Saving throw vs your Warden DC. On a Failure the creature must pursue you next turn and immediately takes 1d12  + your Constitution Modifier Bludgeoning Damage they are struck by your mount

          • If your Mount is targeted by an effect which would hit both of you then you can choose to take halve this Damage, taking the other half

      • III

        • Eternal Bond

          • When your bonded mount is reduced to 0HP or dies within 10m of you, call out to them with your Reaction to give them HP equal to your Warden Level + your Constitution Modifier. You can utilize this ability once per Long Rest

          • When you utilize your Guard Up ability your Mount gains this same amount of Shielding

        • Mounted Savant 

          • You cannot be removed from your Bonded Mount even by magical means, if the form of removal is a forced movement like teleportation then your Mount goes with you instead and the magic accounts for that. In addition your Bonded Mount gains the following bonuses while you are Mounted

            • When using a Buckler or Shield your Hunker Reaction also applies to your Bounded Mount

            • It has Advantage on all Saves

            • All Creatures it passes through must make a Strength Saving Throw vs your Warden DC, they are pushed 2m to the side and fall Prone on a Failure

            • If it would take Damage you can choose to take the Damage instead

    • Dragon Knight

      • I

        • Draconic Trainings

          • You gain Proficiency with Arcana 

          • You gain Proficiency with History or Religion (your choice)

          • You add Draconic to your Languages known (if you already know Draconic you can select another Common Language)

        • Arcanist I

          • You have practiced with an order that utilizes specific spells to enhance their martial capabilities but with a special type of training that allows the life force of the user to balance out the complications of their magic. When making Spell Attacks you add your Constitution Modifier + your Proficiency Bonus to the Roll. And when a Spell Requires a Save it has a DC equal to your Warden DC, or 8 + your Constitution Modifier + your Proficiency Bonus 

            • You learn an Arcane Cantrip of your choice and an Arcane 1st Level Spell of your choice. You can change these selections every time you gain a Warden Level

            • You regain all your Spell Slots after completing a Short Rest [Insert Table Below]

              • Gain 1st Level Slot - 3rd, 5th, 7th, 9th, 11th

              • Gain 2nd Level Slot - 7th, 12th

              • Gain Spells Known - 3rd, 5th, 7th, 9th, 11th

              • Gain Cantrips Known - 8th, 10th, 12th

        • Warding Dragon

          • When you are targeted by a Spell that requires a Saving Throw you can add your Proficiency Bonus to the roll if you aren’t already Proficient with that Save

      • II

        • Arcanist II

          • You gain the Spells Absorb Elements and Shield. These don’t count towards your total Spells Known

        • Dragonskin 

          • Every time you complete a Long Rest choose between Acid, Cold, Fire, Lighting, Thunder, or Poison. You have Resistance to that Damage Type until you complete your next Long Rest

          • The first time you are hit by an Attack which deals Damage of the type selected you can use your Reaction to take no Damage instead of half. You regain the use of this ability upon completing a Long Rest

        • Warding Dragon II

          • If you utilize this Feature and an ally is affected by the same Spell they gain this Bonus as well

      • III

        • Arcanist III

          • You gain the Spell Chromatic Orb, which doesn’t count towards your Spells Known. 

        • Dracoburst

          • Once per Long Rest you can use your Action to activate your inherent Draconic abilities and unleash the Spell Fireball (as if casting at 5th Level) centered on yourself, dealing a damage type matching your current selection from the Dragonskin ability. The DC is equal to your Warden DC and you take no damage from this ability. You can grant any Creatures caught in the blast Advantage on the Roll as you try to bend your magic

    • Guardian

      • Guardian

        • I

          • Guardian’s Allegiance

            • When you use your Guard Up ability you can select any ally within 20m to gain this same bonus

            • You can utilize your Resilient Form ability on allies you can see instead of yourself with your Reaction

          • Guardian’s Rebuttal

            • If you are hit by a Melee Attack while you have Shielding from your Guard Up ability you can make an Attack against them without using your Reaction

        • II

          • Guardian’s Allegiance II

            • When you grant an ally your Resilient Form as a part of this feature you can make an Attack Roll against their Attacker as a part of that Reaction. If they are within Range of a Thrown Weapon you have, you can draw and throw that weapon as a part of this Reaction

          • Improved Guard

            • When you utilize the Guard Up ability you generate additional Shielding equal to your Warden Level. You can then select an ally you can see to grant this additional Shielding to in addition to yourself

          • Guardian’s Aura

            • When an ally within 10m of you is forced to make a Saving Throw they can add your Constitution Modifier to their Roll

        • III

          • Desist and Disperse

            • Once per Short Rest if an ally you can see is hit with an Attack you can use your Reaction to target the Attacking Creature, they must make a Charisma Save vs your Warden DC. On a Failure they are forced to immediately move away from your ally and cannot harm another creature without also harming you in that same instance. If the target succeeds you do not count this ability as having been used. 

          • Retaliatory Strike

            • When an ally you can see takes damage from an enemy you can see then you can make a Melee Attack against them without using your Reaction. If they are farther than melee range and you would be able to get to them with a single Movement Action then you can move up to that distance as a part of this ability

    • Thug

      • I

        • Steady Form I

          • You gain Proficiency with Dexterity Saving Throws

          • You gain Resistance to Acid or Poison Damage (your choice)

          • Once per turn when you deal Damage using a Melee Attack you can add 1d4 to the total

        • Opportune Fighting

          • Once per turn when you deal Damage using a Melee Attack you can choose to minimize your Damage to force your target to make a Strength Saving Throw vs your Warden DC instead, which they have Disadvantage on if they are Taunted by you. On a Failure you can choose one of the effects below to inflict…

            • Your target is pushed them back 2m

            • Your target is knocked Prone

            • You grapple your target

            • Your target must drop an item they’re carrying (your choice if multiple)

      • II

        • Steady Form II

          • You gain Expertise with Constitution Saving Throws

          • You gain Resistance to whichever Damage Type you didn’t select in Steady Form I 

          • Your bonus damage is now 2d4

        • Thuggish Vitality

          • You can activate this confident form once per Short Rest. You declare your intent to dominate with your Bonus Action and immediately regain 1d4 + your Constitution Modifier HP. For the next minute at the start of each of your turns you regain 1d4 HP

      • III

        • Steady Form III

          • You gain Mastery with Constitution Saving Throws

          • Select any Damage Type, you gain Resistance to it and can change up this selection every time you gain a Warden Level

          • Your bonus Damage is now 3d4

        • Not Today Death

          • When you are making Death Saves you can choose to stand up at 1HP instead, this must be declared before rolling at occurs at the end of your turn as per normal Death Save rules

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