Martial Warden (5e Class)
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Warden[edit]
A rogue stumbles and topples to the ground, the orc above him raising an axe for the final cleave. The rogue shies away, cowering from the blow and waiting for the axe to fall, however it never does. Upon opening their eyes the rogue finds the steel plated Warden standing above them, the orcs axe embedded in the Warden's shield. With a heave the Warden shoves the orc back and braces for the impending conflict.
Creating a Warden[edit]
Warden with heavy armour and tower shield. Source |
When creating a warden, think about where your character got your training. Were they trained in a military barracks, devoted to a god, taught by a seasoned mentor, or self-taught? Why did your character choose to become a warden? Do you want to become a protector, savior, or brave knight?
- Quick Build
You can make a Warden quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Strength or Charisma if you plan on using the Secrets of the Overlord Archetype. Second, choose the Outlander or Soldier 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 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Warden level after 1st
- Proficiencies
Armor: All armour and shields.
Weapons: All simple and martial weapons.
Tools: One set of Artisan's tools.
Saving Throws: Strength and Constitution.
Skills: Choose 2 from; Athletics, History, Intimidation, Insight, Medicine and Perception.
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a shield or (b) a greatsword
- (a) a light crossbow and 20 bolts or (b) a longsword
- (a) a chain shirt or (b) chain mail
- (a) a dungeoneering pack or (b) an explorer's pack
- If you are using starting wealth, you have 3d4 x 10 gp in funds.
Level | Proficiency Bonus |
Features |
---|---|---|
1st | +2 | Tools of the Trade, Second Wind |
2nd | +2 | Disorienting Strike, Fighting Style |
3rd | +2 | Warden Archetype Feature, Steadfast |
4th | +2 | Ability Score Improvement |
5th | +3 | Extra Attack |
6th | +3 | Taunt |
7th | +3 | Warden Archetype Feature |
8th | +3 | Ability Score Improvement |
9th | +4 | Draw Fire |
10th | +4 | Warden Archetype Feature |
11th | +4 | Sentinel's Reaction |
12th | +4 | Ability Score Improvement |
13th | +5 | Draw Fire (2) |
14th | +5 | Second Wind (2), Honed Senses |
15th | +5 | Warden Archetype Feature |
16th | +5 | Ability Score Improvement |
17th | +6 | Draw Fire (3) |
18th | +6 | Warden Archetype Feature |
19th | +6 | Ability Score Improvement |
20th | +6 | Formidable Foe |
Tools of the Trade[edit]
At 1st level, you gain proficiency in a second set of Artisan tools or you can double your proficiency modifier for a set you are already proficient in.
Second Wind[edit]
You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d12 + your Warden level. Once you use this feature, you must finish a short or long rest before you can use it again.
You gain an additional use of this feature at 14th level.
Disorienting Strike[edit]
Starting at 2nd level, when you hit another creature with a melee weapon attack, you can to attempt a disorienting strike. The target must succeed on a Constitution saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be stunned until the end of your next turn.
You can use this feature a number of times equal to your proficiency bonus, and regain your uses after completing a short or a long rest.
Fighting Style[edit]
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.
- Defense
While you are wearing armor, you gain a +1 bonus to AC.
- Archery.
You gain a +2 bonus to attack rolls you make with ranged weapons.
- 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.
- Blind Fighting.
You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
- Interception.
When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
- Unarmed Fighting.
Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8. At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.
- Superior Technique.
You learn two maneuvers of your choice from among those available to the Battle Master archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice.) You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.
Warden Archetype[edit]
At 3rd level. You choose an archetype that you strive to emulate in your combat styles and techniques. Choose Path Of The Bulwark, Way Of The Merciless or Secrets Of The Overlord, all detailed at the end of the class description. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th and 18th level.
Steadfast[edit]
Beginning at 3rd level, whenever you would be knocked prone you can use your reaction to move 5 feet to an unoccupied space, without provoking opportunity attacks and not be knocked prone.
If you can't move you are knocked prone.
Ability Score Increase[edit]
When you reach 4th level, and again at 8th, 10th, 12th, 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.
Martial Versatility (Optional)[edit]
Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, as you shift the focus of your martial practice:
Replace a fighting style you know with another fighting style available to fighters. If you know any maneuvers from the Battle Master archetype, you can replace one maneuver you know with a different maneuver.
Extra Attack[edit]
Beginning at 5th level, you can attack twice, instead of once whenever you take the Attack action.
The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.
Taunt[edit]
At 6th level when your ally is targeted with a melee attack you may use your reaction to make the hostile creature instead direct its attack at you, instead of your ally.
The creature bust be within audible range and be able to understand you. The creature uses the same attack roll.
Draw Fire[edit]
Beginning at 9th level, at the start of your turn without using an action, you can cause all hostile creatures within 60 feet of you to only target you with their attacks. Any attack made by the targets against creatures other than you are made at disadvantage, and cause only half damage on a hit.
You can use this feature once, and regain your use of it after completing a long rest. You can use this feature twice between rests at 13th level and three times at 17th level.
Sentinel's Reaction[edit]
Starting at 11th level, you can take two reactions in each round, instead of only one.
In addition, whenever a creature makes an attack against a friendly creature within 5 feet of you, you can use a reaction to make an attack against that creature. Your attack hits before that creature's attack.
Honed Senses[edit]
At 14th level, your senses have become honed through scores of combat scenarios and finding hidden enemies, you have advantage when making a Wisdom (Perception) check to detect hostile creatures.
In addition, you can take the Search action as a bonus action on your turn.
Formidable Foe[edit]
At 20th level, as a bonus action you may declare a foe to be formidable. Choose one creature you can see and can hear you, they must make an Wisdom saving throw (DC equals 8 + your proficiency bonus + your Constitution Modifier). Creatures with a CR equal half your level or lower have disadvantage on the saving throw.
On a failed save, the following effects take place:
- Any attack made by your formidable foe against a creature other than you is made at disadvantage.
- You add your Constitution modifier as a bonus to your attacks and damage rolls against that creature.
- You are immune to the following conditions if caused by your formidable foe: stunned, frightened, charmed, paralyzed.
- That creature can only use its movement towards your direction.
When you use this feature successfully, you can't use it again until you finish a long rest, unless you suffer one level of exhaustion to do so.
Path of the Bulwark[edit]
Followers of the Way Of The Bulwark have dedicated their lives to protecting those in need, from peasants to fellow adventurers. They will not budge, even when faced with astonishing odds or horrendous creatures. Eventually studying and picking up ancient, protective runes to keep themselves and their allies safe.
- Interpose
Beginning when you choose this archetype at 3rd level, when an ally within 5 feet of you is targeted by an attack or effect that requires a Dexterity saving throw, you may use your reaction to cause that attack to be targeted against you instead.
In addition, when you take damage when you become the target of the attack or effect, you can reduce the damage taken by an amount equal to your AC. You can use this damage reduction a number of times equal to your Constitution modifier (minimum once), and regain your uses of it after completing a long rest.
- Rook's Swap
Also at 3rd level, you can change places with a willing creature within 5 feet of you, using your bonus action. This movement doesn't provoke opportunity attacks.
- Effective Defense
Starting at 7th level, you can forgo one of your attacks on this turn to gain resistance to non-magical slashing, piercing and bludgeoning damage. This resistance lasts until the start of your next turn.
You can also use your bonus action to also grant this resistance to one ally within 5 feet of you.
- Battle Scars
You have seen your fair share of combat and have the scars to prove it, however, you take pride in them and have taken to heart the lessons they taught. At 10th level you immediately add 20 to your maximum hit points.
And for every extra level taken in Martial Warden you get 2 extra hit points.
You also gain advantage on Charisma (Persuasion) or (Intimidation) checks against creatures able to see your scared body.
- Improved Defense
Starting at 15th level, if you haven't moved on your turn and use your Effective Defense feature, you gain resistance to all damage types (except psychic) until the start of your next turn, and also can grant this resistance to an ally, using your bonus action.
Your movement speed is halved until the end of your turn.
- Survivor
At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don't gain this benefit if you have 0 hit points.
Path of the Merciless[edit]
Disciples that follow the Path Of The Merciless have come to the conclusion that killing all who oppose them and their allies is the best way to keep people safe, they throw all caution to the wind and rush into battle recklessly.
- Raw Power
Beginning when you choose this archetype at 3rd level, when you hit a creature with a melee weapon attack, you can spend an use of your Second Wind, to cause additional damage equal to 1d12 + your Martial Warden level.
At 14th level, you can spend two uses simultaneously, causing additional damage equal to 2d12 + twice your Martial Warden level.
- Haphazard Fighting
Starting at 3rd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using strength during this turn, but attack rolls against you have advantage until the end of your next turn.
In addition, when using your Haphazard Fighting, you score critical hits on a roll of 19-20 when using your Strength for attack and damage roll.
- Defending Combatant
Starting at 7th level, when you hit a creature with an attack using Strength while wielding a shield, you can use your bonus action to make an attack with the shield against the same target.
The shield is considered a weapon you are proficient with, and cause 1d8 bludgeoning damage on a hit.
- Combat Specialist
At 10th level, you may choose a second option from the Fighting Style class feature.
- Throw Your Weight Into It
By 15th level, you have learned to not hold back your strikes anymore, and may add your Constitution modifier to your damage rolls from melee martial weapons. This isn't doubled by a critical hit.
You may do this an amount of times equal to your proficiency modifier. You regain your uses after finishing a short or a long rest.
- Unequal Hatred
At 18th level, you gain access to enter in an enraged state, using your bonus action. While enraged, you gain the following benefits:
- You have advantage on Strength checks and Strength saving throws.
- When you make a melee weapon attack using Strength, you gain a bonus equal to 1d4 to your damage rolls.
- You have resistance to bludgeoning, piercing, and slashing damage.
If you are able to cast spells, you can't cast them or concentrate on them while raging.
Your rage lasts for 1 minute. 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 rage on your turn as a bonus action.
Once rage, you can't do it again until you finish a short or a long rest.
Path of the Arcane Defender[edit]
Your allies can’t get hurt if there is nobody left to fight you, right? This must obviously be the best way to protect them. Convince your enemies that they don’t want to fight you and stop the fighting now.
Martial Warden Level |
Cantrips Known |
Spells Known |
—Spell Slots per Spell Level— | |||
---|---|---|---|---|---|---|
1st | 2nd | 3rd | 4th | |||
3rd | 2 | 3 | 2 | — | — | — |
4th | 2 | 4 | 2 | — | — | — |
5th | 2 | 4 | 3 | — | — | — |
6th | 2 | 4 | 3 | — | — | — |
7th | 2 | 5 | 3 | 2 | — | — |
8th | 2 | 6 | 4 | 2 | — | — |
9th | 2 | 6 | 4 | 2 | — | — |
10th | 3 | 7 | 4 | 3 | — | — |
11th | 3 | 8 | 4 | 3 | — | — |
12th | 3 | 8 | 4 | 3 | — | — |
13th | 3 | 9 | 4 | 3 | 1 | — |
14th | 3 | 10 | 4 | 3 | 1 | — |
15th | 3 | 10 | 4 | 3 | 2 | — |
16th | 3 | 11 | 4 | 3 | 2 | — |
17th | 3 | 11 | 4 | 3 | 3 | — |
18th | 3 | 11 | 4 | 3 | 3 | — |
19th | 3 | 12 | 4 | 3 | 3 | 1 |
20th | 3 | 13 | 4 | 3 | 3 | 1 |
- Spellcasting
You’ve witnessed paladins and clerics in battle, casting spells left and right to heal and assist their teammates. You’ve either taken the oath of a paladin or have sworn loyalty to a god. Usually the god you’ve sworn by has to do with your type of casting. The majority of those who protect fall under Helm or Torm, those who fight fall under Tempus or Tymora, and those who enthrall fall under Eldath.
Charisma is your spellcasting ability for your Warden spells. Your magic comes from the heart, fueled by your soul, bravery that you pour into these incantations. Or it is fueled by your strive for the betterment of others and your loyalty to a god. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a Warden spell and when making an attack roll with one. You choose spells from either the wizard or paladin spell list. The chosen spells must be from the abjuration, enchantment or evocation spell lists.
- Spell Save DC = 8 + your proficiency bonus + your Charisma modifier
- Spell Attack Modifier = your proficiency bonus + your Charisma modifier
- Defensive Caster
When you choose this archetype at 3rd level you can use your shield as an arcane focus.
In addition, you can add your shield bonus to Dexterity saving throws unless you’re incapacitated or unconscious.
- Warden Magic
By 7th level, you've studied the magic you've conjured so far, either from your oath or the sworn loyalty to your god. You’ve trained and studied in one form of magic, either Abjuration, Enchantment, or Evocation. Spending gold on components and casting spells of this type are halved.
- Arcane Specialization
Also at 7th level you gain a benefit depending on your school of magic:
- Abjuration: When you cast a spell from the abjuration school, you can mark a friendly creature, including yourself. For the duration of the spell, any damage taken by the creature is subtracted by your Charisma modifier.
- Enchantment: Any creature affected by one of your enchantment spells has disadvantage on saving throws against any condition.
- Evocation: You add your Strength modifier to the damage of any spell from the evocation school. If the spell targets multiple creatures, you must choose one to be affected by this ability.
- Protective Runes
At 10th level you gain the ability to use Rune Magic, which you may use in the following ways. You have uses of this equal to your Charisma modifier (minimum of 1). On a short rest you regain one use, on a long rest you regain all uses.
- Defensive Ward. You cast a rune at an ally within 15 feet of you as an action, that ally gains 20 temporary hit points last 1 minute, if not used the ward dissipates.
- Guardian. You draw a rune on the ground as a bonus action, the rune transforms into a decoy with his points (equal to 5 times your Constitution modifier) the decoy forces enemies within 15 feet into combat with it.
- Protection. You cast a rune at an ally within 15 feet of you as an action, that ally gains resistance to one type of damage from the following: acid, cold, fire, lightning or thunder. This protection lasts for 1 minute.
- Ally Caster
When you reach 15th level, assisting your teammates gives you a sense of justice and integrity. When you cast a spell to assist an ally, either attacking a creature engaged with them, or giving them hit points, you gain temporary hit points equal to the spell slot level x half your Warden level (rounded up).
- Shielding Caster
At 18th level you can touch an ally with half or less hit points, giving them temporary hit points equal to half of your hit dice, and adding your shield bonus to their AC. This bonus applies for as long as they have the temporary hit points. The AC bonus disappears after 10 minutes or until the temporary hit points are destroyed.
Path of the Nature's Guardian[edit]
In the deepest and darkest forests, these wardens wander around. Their purpose and goal of keeping the sacred lands protected and safe from any outside interference. One that wishes to become a guardian of wild nature attunes with the chaotic energies and forces present. They are allies of the fey and beasts, and fend off fiends, devils, and all those who pose a threat to their dedicated sanctums.
- Wild Adept
A Nature's Guardian must know about the wilderness, and be able to traverse it easily. At 3rd level you've attuned with nature and wilderness. You gain the following benefits:
- You ignore non-magical difficult terrain.
- Your group cannot get lost except by magical means.
In addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more:
- Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
- If you are traveling alone, you can move stealthily at a normal pace.
- When you forage, you find twice as much food as you normally would.
- While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
- Rooted Defender
Your body can sprout roots and bark from its body. At 3rd level you have an unarmored defense equal to 10 + your Constitution modifier + your Wisdom modifier.
Additionally, as a bonus action, you can extend roots from your body and into the ground. The roots extend to an area within 10 feet of you, and While active, you gain the following benefits:
- Your movement speed is reduced to 0.
- The area becomes difficult terrain to hostile creatures.
- You can use vines and roots as natural weapons, which you can use to make unarmed strikes. Make a melee weapon attack against a creature within the area, using your Wisdom for attacks and damage rolls. You roll a d4 for this attack, and the damage is either slashing, piercing or bludgeoning. The damage increases to 1d6 at 5th level, 1d8 at 11th level and 1d10 at 17th level.
- When you assume this form or start your turn in it, you gain temporary hit points equal to your Wisdom modifier. You lose these temporary hit points after ending this form.
You can end this form as a bonus action, and it also ends if you are incapacitated.
- Extended Vines
You can extend the reach of the wild from your body. At 7th while rooted defense is active, the range increases to 15 feet.
In addition, at 10th level, you increase the reach of your rooted defense to 30 feet.
- Wild Smite
Your attacks are empowered by natural energy. Starting at 15th level, when you hit a creature with a weapon attack, you can also deal additional 4d4 damage. The damage is either bludgeoning, slashing, piercing, poison or radiant.
In addition, the target must succeed on a saving throw (DC 8 + your proficiency bonus + your Wisdom modifier) or suffer one additional effect, from the following:
- Bludgeoning. The target must succeed on a Strength saving throw or falls prone, and it suffers disadvantage on ability checks until the end of your next turn.
- Slashing. The target must succeed on a Dexterity saving throw or have its movement speed reduced until the end of its next turn, and takes half the additional taken damage from bleeding. This damage is necrotic.
- Piercing. The target must succeed on a Strength saving throw, or is restrained. The restrained target must use its action to end this condition.
- Poison. The target must succeed on a Constitution saving throw, or is poisoned until the end of your next turn.
- Radiant. The target must succeed on a Dexterity saving throw, or is blinded until the end of your next turn.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.
- Natural Defender
Starting at 18th level, your rooted defense can be used to protect your allies. When any ally take damage while within the area of your rooted defense, the damage is reduced by an amount equal to half your Martial Warden level (rounded down).
The same creature can't be protected by your rooted defense more than once per round.
Path of the Champion[edit]
Guardians who dedicate themselves to this path know very well how to use their strength to combat and protect their allies.
- Improved Critical
Starting when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 18, 19, or 20.
At level 18 you get a critical hit on a roll of 17.
- Glorious Shield
Starting at 7th level, you add half your proficiency bonus (rounded up) to any Strength, Dexterity, or Constitution check to which you do not already apply your proficiency bonus. Additionally, when you use Steadfast, you get +2 AC until the end of your turn. You can only gain this AC 2 times per short or long rest.
- Champion's will.
At 10th level, you gain immunity to the frightened or enchanted condition, as your determination is full of glory and the will to win. Additionally, creatures within 10 feet of you gain a bonus on saving throws equal to your Strength Modifier or Constitution (whichever comes first) while you are conscious. The range is increased to 15 feet at 15th level and 30 feet at 18th level.
- Taunt-fueled blow.
At 15th level you can perform 3 reactions instead of 2. Additionally, you know how to use your agility in your attack to hit the creature provoked by you. When you use Taunt, the attacking creature no longer needs to understand you, and when you do, you make an attack roll with advantage against the creature. If you hit, you take half the damage from the opponent's attack. However, the enemy creature still needs to hear you.
- Survivor.
At 18th level, you reach peak resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half your hit points. You do not receive this benefit if you are at 0 health points.
Path of The Akira.[edit]
Guardians who follow this path know how to mix faith and loyalty to those who seek the willingness to fight.
- Bonus Proficiency
When you choose this archetype at 3rd level, you gain proficiency in two of the following skills of your choice: History, Insight, Performance, Persuasion or Investigation,. Alternatively, you learn one language of your choice.
- Spirit of Faith
Starting at 3rd level, your intensity in battle can protect you and help you motivate your allies. As a bonus action on your turn, you can gain advantage on all weapon attack rolls until the end of your next turn. When you do this, you and any allies that can see you also gain 5 temporary health. The number of hit points increases when you reach certain levels in this class, increasing to 10 at 10th level and 15 at 15th level.
You can use this feature three times. You regain all expended uses when you finish a long rest.
- Wind dragon
Starting at 7th level, when you use Taunt, you gain resistance to nonmagical attacks. Additionally, the creature allied with up to 1.5 meters of you gains advantage on its next attack against the creature that attacked it.
At 18th level, you gain immunity to nonmagical attacks.
- Tireless faith
Starting at 10th level, when you roll initiative and have no uses of Spirit of Faith remaining, you regain one use.
- Courage
At 10th level, your resolve allows you to ignore effects that would otherwise harm you. When you are subjected to an effect that allows you to make a Constitution saving throw to take only half damage, you take no damage if you succeed on the saving throw and only half damage if you fail.
- Sentry's Fury
At 15th level, when you use Sentinel Strike, you add an amount of extra damage equal to your proficiency bonus against the enemy target. You can only do this once per short or long rest.
- I sacrifice myself
At 15th level, your loyalty to your allies makes you make completely crazy choices against any situation. When you are subjected to a dexterity saving throw and friendly creatures are within 10 feet of you, you can make them receive the benefit of the evasion ability, where they will take no damage each time they pass and half damage if they fail.
- Strength before death
Starting at 18th level, your fighting spirit can delay the reach of death. If you take damage that reduces you to 0 hit points, you can use your reaction to delay unconsciousness and can immediately take an extra turn. In this state, allies who can see you receive the determination to continue fighting, becoming immune to the Frightened, Paralyzed and Charmed conditions. Although you have 0 hit points during this extra turn, taking damage causes death saving throw failures as normal, and three death saving throw failures can still kill you. When the extra turn ends, you become unconscious if you still have 0 life.
Once you use this feature, you cannot use it again until you finish a long rest.
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the Warden class, you must meet these prerequisites: Strength 13 and Constitution 13.
Proficiencies. When you multiclass into the Warden class, you gain the following proficiencies: Light armor, medium armor, shields, simple weapons, martial weapons, one set or artisan's tools.
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