Martial Warden (5e Class)
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- 1 Warden
- 1.1 Creating a Warden
- 1.2 Class Features
- 1.3 Path of the Bulwark
- 1.4 Way of the Merciless
- 1.5 Secrets of the Overlord
- 1.6 Multiclassing
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
|Warden with heavy armour and tower shield.|
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.
As a Warden you gain the following class features.
- Hit Points
Armor: All armour and shields.
Weapons: All simple and martial weapons.
Tools: One set of Artisan tools.
Saving Throws: Strength and Constitution.
Skills: Choose 2 from; Athletics, History, Intimidation, Insight, Medicine and Perception.
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 3d4x10 gp in funds.
|1st||+2||Fighting Style,Second Wind|
|2nd||+2||Tools of the Trade, Disorienting Strike|
|3rd||+2||Warden Archetype, Steadfast|
|4th||+2||Ability Score Improvement|
|6th||+3||Ability Score Improvement|
|7th||+3||Warden Archetype Feature|
|8th||+3||Ability Score Improvement|
|10th||+4||Warden Archetype Feature|
|12th||+4||Ability Score Improvement|
|13th||+5||Extra Attack (2)|
|14th||+5||Second Wind (2)|
|15th||+5||Warden Archetype Feature|
|16th||+5||Ability Score Improvement, Taunt|
|17th||+6||Disorienting Strike (2)|
|18th||+6||Warden Archetype Feature, Draw Fire (2)|
|19th||+6||Ability Score Improvement|
You adopt a particular 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.
While wearing armour, you gain a +1 bonus to AC.
- 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, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
- Armour Piercer
You gain a +2 bonus when rolling to hit a target that is wearing armor or has natural armor.
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.
- Mobile Fortress
On your turn you may choose to reduce your movement to 5 feet, if you do; you gain a +2 AC bonus until the start of your next turn.
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 point 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 level 14.
Tools of the Trade
At 2nd level you may gain proficiency in a second set of Artisan tools or you may gain expertise in a set you are already proficient in.
When you hit a creature with a melee weapon attack, at 2nd level, you may choose to deal half damage and stun the creature until the beginning of it’s next turn. Once you use this feature you must finish a short or long rest before you can use it again. You gain another use of this feature at level 17.
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.
Beginning at 3rd level, whenever you would be knocked prone you may instead choose to take 5 damage and stay standing.
Ability Score Increase
When you reach 4th level, and again at 6th, 8th, 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.
Beginning at 5th level, you can attack twice, instead of once whenever you take the Attack action. The number of attacks increases to 3 when you reach level 13 in this class.
Beginning at level 9, when you move into range and open sight you may force all enemies with line of sight to make a ranged attack against you, they may not use their bonus action to ready another shot if you do. You gain a second use of this feature at level 18.
At level 11,your senses have become honed through scores of combat scenarios and much experience, you have advantage when making a Perception (Wis) check to detect hostile creatures.
At level 16 you may use your reaction to make a hostile creature within audible range (that can understand you) to use its turn to attack you instead of an ally.
At level 20, once per rest as a bonus action you may declare a foe to be formidable, doing so grants you the following benefits; you gain a +1 bonus to hit and damage rolls toward that target and you may not be knocked unconscious until this enemy has been killed, even if lowered to 0 or fewer hitpoints.
Note: If you drop to a number equal to or greater than your Constitution score in negative hit points, you will still die.
Path of the Bulwark
Followers of the Way Of The Bulward 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.
Beginning when you choose this archetype at 3rd level, when an ally within 5 feet of you is targeted by an attack you may use your reaction to push them 5 feet and become the new target of the attack, however this attack automatically hits you.
Starting at 7th level you gain resistance to non-magical slashing, piercing and bludgeoning damage.
At 10th level you gain the ability to use Rune Magick, which you may use in the following ways.
- Defensive Ward
You cast a rune at an ally within 15 ft of you as an action, that ally gains 20 temporary hit points last 1 minute, if not used the ward dissipates.
You draw a rune on the ground as a bonus action, the rune transforms into a decoy with 15 health that forces 1 enemy into combat with it.
You cast a rune at an ally within 15 feet of you as an action, that ally gains resistance to a singular type of damage until the end of this encounter.
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 level 15 you immediately add 25 to your maximum hit points.
Once you reach level 18, at the start of each of your turns, you regain hit points equal to 5+ your constitution modifier if you are below half hit points. You do not benefit from this if you are unconscious.
Way of the Merciless
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.
Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20.
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 your next turn.
Throw Your Weight Into It
By 7th level, you have learned to not hold back your strikes anymore, and may add half your Strength modifier(rounded up) to your damage rolls from melee martial weapons.
At 10th level, you may choose a second option from the Fighting Style class feature.
Starting at 15th level, your weapon attacks score a critical hit on a roll of 18-20.
At 18th level you gain access to Rage, the Barbarian class feature. You may Rage a number of times equal to half your Warden level rounded up, then you must take a long rest before raging again.
Secrets of the Overlord
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.
Charisma is your spellcasting ability for your Warden spells. Your magick comes from the heart and soul you pour into these incantations. 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.
- Spell Save DC = 8 + your proficiency bonus + your Charisma modifier
- Spell Attack Modifier = your proficiency bonus + your Charisma modifier
Ally to All
When you choose this archetype at 3rd level you gain access to the Friends cantrip and the spell Charm Person, you may only cast Charm Person a number of times equal to your Spellcasting Modifier. You must rest before regaining all uses of this feature.
At 7th level you gain access to the spell dominate person, you may only cast this spell a number of times equal to you Spellcasting Modifier.You must rest before regaining all uses of this feature.
Strength in Numbers
At 10th level, as long as you have 1 person or creature under your control you gain a +1 to attack and damage rolls.
At 10th level, you have learned to channel magick into your blade and it is now invisible, you have advantage to attacking creatures with 16 or less Intelligence.
When you reach level 15, you gain access to the dominate monster spell. May only be cast a number of times equal to your Spellcasting Modifier. You must rest before regaining all uses of this feature.
Servant to One
Starting at 18th level you may touch one incapacitated creature with 100 or fewer current hit points and make them your thrall indefinitely.