Warden (5e Class)

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Warden[edit]

A clan of orcs charge up a set of stairs, planning to kill or enslave the villagers above, but stop when they have a sense of unnatural fear. Suddenly the chief falls to the ground, convulsing. Some orcs run away, while others gaze around, dumbfounded. Then, before they can react, another falls, it's very bones erupting from it's body. Then another, the light being drained from his eyes as he quietly falls to the ground. As the orc bodies fall, the remaining warriors turn in fear as the very souls of their fallen brothers whisper their way over to a man in cloth, with a haunting gate in the center of his chest, devouring the souls whole.

Wardens are rather durable spell casters, who draw their powers from the very essence of life and death. They are guardians of the eternal cycle in this regard, helping life flourish where it needs, and using a gateway somewhere in their body to help lost souls find their way into the after life.

Creating a Warden[edit]

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When creating a Warden, think about where your character got your training. How were they trained, were they in the military, taught by a mentor, or self-taught before joining the order? Why did your character choose to become a warden? Do you want to become a protector, savior, or a pragmatic hunter?

Quick Build

You can make a Warden quickly by following these suggestions. First, Strength or Dexterity followed by Wisdom then Constitution should be your highest scores. Second, choose the Soldier or Hermit background.

Class Features

As a Warden you gain the following class features.

Hit Points

Hit Dice: 1d10 per Warden level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Warden level after 1st

Proficiencies

Armor: Light armor, medium armor, shields
Weapons: Simple melee weapons, martial melee weapons, and cross bows
Tools: Gaming sets, Wood cravers tools.
Saving Throws: Wisdom, Strength or Dexterity
Skills: Choose 2 from the following; Arcana, Athletics, Insight, Investigation, Medicine, Nature, Perception, Persuasion, Survival.

Equipment

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

  • (a) Two martial weapons or (b) A martial weapon and a shield
  • (a) An Explorer's pack or (b) A Dungeoneer's pack
  • (a) A light crossbow and 20 bolts and leather armor or (b) 5 javelins and scale mail armor or (c) Chain mail

Table: The Warden

Level Proficiency
Bonus
Features
1st +2 Fighting Style, Resilience
2nd +2 Soul Stance
3rd +2 Warden Focus
4th +2 Ability Score Improvement
5th +3 Warden's sight, Soul Stance Improvement, Extra Attack
6th +3 Warden Focus Feature
7th +3 Meticulous Observer
8th +3 Ability Score Improvement
9th +4 Reinforced Body
10th +4 Warden Focus Feature
11th +4 Spell Shield, Soul Stance Improvement
12th +4 Ability Score Improvement
13th +5
14th +5 Warden Focus Feature
15th +5
16th +5 Ability Score Improvement
17th +6 Fortitude of Steel, Soul Hammer Improvement
18th +6 Warden Focus Feature
19th +6 Ability Score Improvement
20th +6 Warden's instinct.

Fighting Style[edit]

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.

Defense

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

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, 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.

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.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Resilience[edit]

At 1st level, when you finish a training regime of the your division you gain temporary hit point equal to half your Warden level (above 1). The effects end when temporary hit points hit zero, or you take a long rest.

Imbue Soul[edit]

Beginning at 2nd level, you gain the ability to imbue a bit of your soul into attacks. You may deal 1d6 + your Wisdom modifier(minimum 1) additional force damage for a melee attack. At 5th level, this improves to 2d6, at 11th level it improves to 3d6, and at 17th level this improves to 4d6. You regain use of this feature after you finish a short or long rest.

Warden Division[edit]

At 3rd level you may choose one of three Warden Divisions, detailed here. Warden Division

Ability Score Improvement[edit]

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 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.

Extra Attack[edit]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Warden's sight[edit]

Beginning at 5th level You gain advantage on perception checks.

Meticulous Observer[edit]

At 7th level, you gain proficiency in the Insight or Investigation skill, if you already have proficiency in it, you can double your proficiency bonus.

Reinforced Body[edit]

Beginning at 9th level, you gain the ability to increase the AC of you or a party member by 2. You gain is ability back after a short or long rest.

Spell Shield[edit]

At 11th level, when you are targeted by a spell and fail a saving throw, you can reroll it. If you do so, you must use the new roll, and you can't use this feature again until you finish a short or long rest.

Fortitude of Steel[edit]

At 17th level, you can use your action to end one effect on yourself or ally. You may use the ability once per long rest.

Warden's instinct[edit]

At 20th level, invoke your expertise in enemy behavior to detect enemy movement around you, and gain the ability to attack after being attacked.

Warden Division[edit]

Bear Warden[edit]

Stalwart defenders who hold the line and will die to protect what matters to them like a mother bear to her cubs. Most Wardens of this division are women who have lost loved ones to the monstrosities, and outlaws of the world.

Self Preservation

When you reach 3rd level, your Constitution score increases by 1. Your Constitution cannot go above 20 with this feature.

Protector

At 6th level, as an action, you may summon a floating shield made of magic next to yourself or a creature that you touch for 1 minute. This shield gives a +2 bonus to AC. You can use of this feature twice after you finish a short rest.

Protector's Roar

At 10th level, as an action, you let out a primal roar. Enemies within 20 feet of you have to make Wisdom or Intelligence saving throws against your spell save DC.

Nuturing

At 14th level, as an action, you may touch a target and restore half of the damage it has taken. You may use this 2 times a day and regain it after a long rest.

Life Link

At 18th level, as an action, you can touch a creature and with soul magic, grant it your half warden level in temporary hit points. You regain use of this feature after you finish a long rest.

Wolf Warden[edit]

The Vanguard of their order. These Wardens are the sword arm, and the true soldiers of the order they function in small units like packs of wolves striking, and able to work with those they trust with no words. Most members of this division are ex-soldiers, mercenaries who are looking to do more for the realm or try and redeem themselves.

Soul Stance Enhancement

At 3rd level, you may now use Soul Stance twice, and regain all expended uses after you finish a short or long rest.

Blitz

At 6th level, as an action, you can charge toward a chosen target with a range of 30 feet, with the charge you don't trigger opportunity attacks from anyone. This feature deals 1d8 bludgeoning damage. You may use this feature twice and regain all uses of this feature after you finish a short or long rest.

Fearless Strikes

By 10th level, you have learned to not hold back your strikes anymore. Your next attack gains advantage you may use this 2 times and regain this ability after a long rest.

Savagery

At 14th level, your weapon attacks score a critical hit on a roll of 19 or 20.

Formidable Sword

At 18th level, you have learned how to channel a small amount of magic into your blade to strike your foes. This blade deals your Wisdom modifier(minimum 1) of force damage to the target of your attack whenever you make an attack roll.

Lion Warden[edit]

Lion Warden have dedicated most of their time to understanding the soul of those around them, and themselves, but are known to play, and prolong the death of enemies in combat like a cat with a mouse.

Fortify Soul

At 3rd level, whenever you are damaged, you may use your reaction to gain resistance to one damage type. You regain use of this feature after you finish a short or long rest.

Soul Warp

At 6th level, you may attempt to slightly warp a creature's soul dealing 1d6 damage on your attack. You may do this twice per short rest.

Temporary Madness

At 10th level, when you hit a creature with a weapon attack, you may attempt to warp their soul as a bonus action. The target must succeed a Wisdom saving throw versus your spell save DC or gain a short term madness until the end of your next turn. Once you use this effect, you may not use it again until you finish a long rest.

Soul Stop

At 14th level, as an action you can attempt to stop time for a creature within 30 feet of you. On a failed Wisdom saving throw versus your spell save DC, the creature can not take damage, attack, or move until the start of your next turn. You regain use of this feature after you finish a long rest.

Soul Bound

At 18th level, when you make succeed at death saving throws, you return to 10 hit point instead of 1, or unconscious. You may only use this feature once, after which you must finish a long rest to regain use of this feature.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the warden class, you must meet these prerequisites:13 Strength and 13 Charisma.

Proficiencies. When you multiclass into the warden class, you gain the following proficiencies: Light armor, medium armor and a martial weapon.

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