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Complete Warden

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0% found this document useful (0 votes)
96 views

Complete Warden

Uploaded by

sebbemissen
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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COMPLETE

WARDEN

The Definitive
Vigilant Guardian Class
by Mage Hand Press
Credits
Lead Designer Michael Holik
Additional Design Jaron Mortimer,
Matthew Pennell, Benjamin Richardson,
Justin Forkner
Editor Michael Holik
Special Thanks Garrett Green
Cover Illustrator Martin Kirby-Jackson
Graphic Designer Michael Holik
Interior Illustrations Lucas Ferreira CM,
Mariana Livraes, Moniek Schilder

On the Cover
Martin Kirby-Jackson illustrates a dragonborn warden
holding the breach. Arrows thud into their shield and
blows slide off their armor as waves of foes fail to
break the line.

Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game
License version 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names
(characters, deities, etc.), dialogue, plots, storylines, locations, characters, artwork, and trade dress. (Elements
that have previously been designated as Open Game Content or are in the public domain are not included in this
declaration.)
Open Content: Except for material designated as Product Identity (see above), the game mechanics of this Mage
Hand Press game product are Open Game Content, as defined in the Open Gaming License version 1.0a Section
1(d). No portion of this work other than the material designated as Open Game Content may be reproduced in any
form without written permission.
Complete Warden is published by Mage Hand Press LLC under the Open Game License version 1.0a. Copyright
2019 Mage Hand Press LLC. All Rights Reserved
Table of Contents
Warden..............................................................................................................................................................1
Class Features..................................................................................................................................................2
Champion’s Call..............................................................................................................................................5
Bloodwrath Guardian..............................................................................................................................5
Carrion King...............................................................................................................................................6
Fey Trailblazer............................................................................................................................................6
Godsworn....................................................................................................................................................7
Grey Watchman..........................................................................................................................................7
Hellkeeper...................................................................................................................................................9
Iceheart Bastion......................................................................................................................................10
Lawbringer................................................................................................................................................11
Loreseeker.................................................................................................................................................11
Nightgaunt...............................................................................................................................................12
Soulblood Shaman..................................................................................................................................13
Stoneheart Defender..............................................................................................................................15
Storm Sentinel.........................................................................................................................................15
Verdant Protector..................................................................................................................................16
Witchbane Hunter...................................................................................................................................17
Warden Alternate Class Features.............................................................................................................17
Warden Champion ..................................................................................................................................17
Warden of the Hunt...............................................................................................................................18
Maneater Warden....................................................................................................................................18
Warden Paragon......................................................................................................................................19
Warden Penumbral .................................................................................................................................19
Warden
An immense goblinoid army stretches from the horizon
to the castle walls. In the breach, a single knight holds
back the horde, eviscerating all comers, and allowing
none to pass.
Blood dripping from his blade, a scarred half-orc
gets down on all fours and breaks into a sprint, his eyes
alight with bestial fury.
Advancing slowly, an elf brandishing a green
scimitar emerges from the foliage before two poachers.
Startled, they turn to run, but find their feet bound fast
by leaves and vines.
Wardens are vigilant guardians who adopt a
charge—be it a kingdom, a forest, or an individual—and
safeguard it from harm. Through both their fortitude and
shields, they are immovable bulwarks on the field of
battle.

Guardian’s Call
Every warden feels a gravitational pull to defend the
helpless. Sometimes, they are directly called, such as
when a village or tribe selects their mightiest member
to defend them, or when the spirits of a sacred grove
beckon a new champion to protect their forest. Other
times, the warden is compelled by more subtle means,
such as witnessing uncontested injustice, or feeling the
weight of responsibility when tragedy occurs. The result
is the same: wardens who conclude their minds and pick Creating a Warden
up their shields to answer the call. When creating a warden, consider what drives your
Wherever wardens travel, new calls make character. What brought you to raise up your shield for
themselves evident. There is never a shortage of those others? Do you fight to protect anyone or anywhere
in need, whereas those with strength and conscience are in particular? A threat to your homeland or loved ones
perpetually in short supply. might have been your catalyst, but you also might have
Primal Strength risen to combat a menace to the natural world. What was
your call, and how do you honor it? What motivates you
Wardens are like mighty trees in a gale storm, or the
to keep fighting, even when you’re at death’s door?
rocks along the shore, constantly battered by waves.
Most wardens have been recognized as exemplary
They demonstrate almost supernatural resilience to
defenders. Perhaps, you are known as a wandering
hardship, and can’t be easily broken or slain.
knight of the northern provinces, or perhaps you
Most wardens draw their might to the wild—the
were beckoned by spirits of the forest to protect them
strength of the earth beneath their feet and the vitality
from invaders. Who has called you, and how did you
of the air in their lungs—though some attribute their
respond?
resiliency to an inward resolve or the absolute belief in
a deity. Regardless of its source, a warden’s power is Quick Build
intuitive and forceful, allowing them to stop foes dead in You can build a warden quickly with these suggestions.
their tracks, mark those standing in their way, and shug First, make Constitution your highest ability score,
off otherwise deadly conditions. Only those wardens who followed by Strength and Dexterity. Then, choose the
choose to defend an obviously magical charge appear to Primal Toughness option for Sentinel’s Stand. Finally,
be supernatural; others simply possess a daunting force of choose any background, preferably one that sheds light
will and bottomless tolerance for punishment. on your history of guardianship.

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The Warden
Level Proficiency Bonus Features
1st +2 Sentinel’s Stand, Warden’s Grasp
2nd +2 Fighting Style, Warden’s Mark
3rd +2 Champion’s Call, Warden’s Resolve
4th +2 Ability Score Improvement, Font of Life
5th +3 Extra Attack
6th +3 Call feature
7th +3 Sentinel’s Step
8th +3 Ability Score Improvement
9th +4 Undying
10th +4 Interrupt
11th +4 Mark improvement
12th +4 Ability Score Improvement
13th +5 Call feature
14th +5 Grasp improvement
15th +5 Font of Life improvement
16th +5 Ability Score Improvement
17th +6 Resolve improvement
18th +6 Sentinel’s Soul
19th +6 Ability Score Improvement
20th +6 Call feature

• (a) two light hammers or (b) any simple melee


Class Features weapon
As a warden, you gain the following class features. • (a) a dungeoneer’s pack or (b) an explorer’s pack

Hit Points Sentinel’s Stand


Hit Dice: 1d10 per warden level Wardens are towers that cannot easily be felled. At 1st
Hit Points at 1st Level: 10 + your Constitution modifier level, choose one of the following features.
Hit Points at Higher Levels: 1d10 (or 6) + your
Armor Proficiency
Constitution modifier per warden level after 1st
You gain proficiency with heavy armor.
Proficiencies
Primal Toughness
Armor: Light armor, medium armor, shields
Your hit point maximum increases by 1 + your
Weapons: Simple weapons, martial weapons
Constitution modifier, and it increases by 1 every time
Tools: None
you gain a level in this class.
Saving Throws: Strength, Constitution
Skills: Choose two from Animal Handling, Athletics,
Stalwart Spirit
You gain proficiency in one saving throw of your choice.
Nature, Perception, and Survival
Equipment Warden’s Grasp
ou start with the following equipment, in addition to the At 1st level, as a bonus action, you can use the force
equipment granted by your background: of your daunting presence to ensnare nearby enemies
into combat. Until the start of your next turn, you can’t
• A shield and any martial weapon
move, and each Large or smaller creature you choose
• (a) chain shirt, (b) leather armor and a spear, or (c)
within 5 feet of you can’t willingly move away from you
chain mail (if proficient)
unless it first takes the Disengage action.

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At 14th level, the range of this ability increases to
10 feet.
Warden’s Resolve
Starting at 3rd level, whenever your hit points are
Fighting Style less than half your maximum, you have resistance to
At 2nd level, you adopt a style of fighting as your bludgeoning, piercing, and slashing damage.
specialty. Choose one of the following options. You Starting at 17th level, when your hit points are less
can’t take a Fighting Style option more than once, even than half your maximum, you have resistance to all
if you later get to choose again. damage except psychic damage.

Crippling Ability Score Improvement


When you hit a creature with a melee weapon attack, When you reach 4th level, and again at 8th, 12th, 16th,
its speed is reduced by 10 feet, to a minimum of 0, until and 19th level, you can increase one ability score of
the end of its next turn, and it can’t take the Dash action your choice by 2, or you can increase two ability scores
until the end of its turn. of your choice by 1. As normal, you can’t increase an
Great Weapon Fighting ability score above 20 using this feature.
When you roll a 1 or 2 on a damage die for an attack Font of Life
you make with a melee weapon that you are wielding
By 4th level, you can use your action to end either one
with two hands, you can reroll the die and must use the
disease or one condition afflicting you. The condition
new roll, even if the new roll is a 1 or a 2. The weapon
can be blinded, charmed, deafened, frightened,
must have the two-handed or versatile property for you
paralyzed, or poisoned. You can use this action even if
to gain this benefit.
the condition you end would otherwise prevent it. Once
Protection you use this ability, you must finish a short or long rest
When a creature you can see attacks a target other before you can use it again.
than you that is within 5 feet of you, you can use your Starting at 15th level, when you use this feature,
reaction to impose disadvantage on the attack roll. You you can choose to restore your hit points to half your
must be wielding a weapon or shield. maximum, if they were lower. Once you restore your hit
points in this way, you can’t do so again until you finish
Titan Fighting
a long rest.
You gain a +2 bonus to melee weapon attack rolls you
make against Large or larger creatures. Extra Attack
Warden’s Mark Beginning at 5th level, you can attack twice, instead of
once, whenever you take the Attack action on your turn.
At 2nd level, you can use your bonus action to mark
a creature you can see within 30 feet of you. While Sentinel’s Step
a marked creature is within 5 feet of you, it has Wardens are faultless trackers who can navigate
disadvantage on any attack roll that doesn’t target you. hazardous terrain with ease. At 7th level, select one of
The mark lasts for 1 minute, or until you mark another the following features.
creature, become incapacitated, or die.
At 11th level, whenever you take the Attack action Earthstrength
on your turn, you can make one additional attack as part You possess the might of the earth itself. Your carrying
of that action against a creature you have marked. capacity doubles, and you have advantage on ability
checks and saving throws against being pushed against
Champion’s Call your will or knocked prone.
By the time you reach 3rd level, you feel the inexorable
Thundering Charge
pull of an important duty or task that you assume as
In the first round of combat, your speed increases by 30
your own. No outside force compels your choice or
feet and you have advantage on the first melee weapon
enforces your conduct; if you fail in your charge, you
attack you make.
alone are responsible.
Your choice grants you features at 3rd level and
again at 6th, 13th, and 20th level.

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Wildblood Ageless Guardian
Your reflexes have been honed by the perils of nature. You are immune to poison and disease, no longer need
You can’t be surprised while you are conscious. food or water, suffer none of the frailty of old age, and
Additionally, you have a +5 bonus to your passive can’t be aged magically. You can still die of old age,
Wisdom (Perception) and passive Intelligence however.
(Investigation) scores. Additionally, you have advantage on Constitution
saving throws.
Undying
At 9th level, when you are reduced to 0 hit points and Eyes of the Mountain
aren’t killed outright, you can choose to drop to 1 hit You gain tremorsense with a range of 15 feet, and you
point instead. can detect the presence of hidden or invisible creatures
Once you use this feature, you can’t use it again within 30 feet of you.
until you finish a long rest Additionally, you have advantage on Dexterity
saving throws.
Interrupt Impenetrable Mind
Starting at 10th level, when a creature hits you with
Your thoughts can’t be read, and you can’t be charmed
an attack, you can use your reaction to prevent one
or frightened.
of its subsequent strikes. If the creature could make
Additionally, you have advantage on Wisdom
additional attacks before the end of the turn, it can
saving throws.
make one fewer than normal.

Sentinel’s Soul
Wardens are unshakable guardians that cannot be
bowed. At 18th level, choose one of the following
features:

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• Your walking speed increases by 10 feet.
Champion’s Call • You have advantage on all melee weapon attack rolls
A warden’s call is a binding charge to protect and defend using Strength against a creature you have marked.
others from harm. Every warden eventually hears a call, • Attacks against you have advantage.
and responds with mighty deeds. In answering this call, Your trance lasts for 1 minute. It ends early if you are
wardens embrace the traits of those they stand to protect, knocked unconscious or if your turn ends and you
gaining primal, and sometimes even mystical, abilities. haven’t attacked a hostile creature since your last turn or
Bloodwrath Guardian taken damage since then. You can also end your trance
on your turn as a bonus action.
The primal power you wield has formed an intrinsic
Once you use this feature, you can’t use it again
bond with the creatures of the wild, and you have taken
until you finish a short or long rest.
up the task of defending them. Because you share in the
beast’s ferocity, tenacity, and animal instinct, you can Predator’s Scent
summon a beast’s primal strength from within yourself, By 6th level, you hunt like an animal. A creature you
and slay your enemies in an animalistic trance. have marked can remain marked for up to 24 hours.
While entranced, you can sense a connection to a Additionally, while this creature is marked, you can
greater being, the Primal Beast: the first predator, from track it effortlessly; you know the direction and distance
which all hunters are descended. As your commitment to the creature while it remains on the same plane of
to defending the wilds from corruption grows, you grow existence.
closer to the Primal Beast, until you can at last adopt its Evasion
ancient form yourself, and allow it to hunt once again. Beginning at 13th level, you can nimbly dodge
Feral Trance out of the way of certain area effects, such as a red
Starting when you hear this call at 3rd level, you can fall dragon’s fiery breath or an ice storm spell. When you
into a primal battle trance as a bonus action. While in are subjected to an effect that allows you to make a
your trance, you gain the following benefits: Dexterity saving throw to take only half damage, you
instead take no damage if you succeed on the saving
• You have advantage on Strength checks and Strength
throw, and only half damage if you fail.
saving throws.

Champion’s Calls
Name Description
Bloodwrath Guardian Enters a trance to channel the primal ferocity of beasts
Carrion King Protector of vermin, surrounded by legions of pests
Fey Trailblazer Defender of Fey Bridges and guide through the Feywild
Godsworn Divinely-appointed to defend holy sites and vulnerable priests
Grey Watchman A maneuver-trained guard that repels invaders from cities
Hellkeeper Marked by the underworld and tasked with guarding the gates of hell
Iceheart Bastion One with winter, called to defending the howling north
Lawbringer Sworn to enforce extraplanar contracts and laws of the multiverse
Loreseeker A student and protector of the arcane, called to collect and protect knowledge
Nightgaunt An ally of the undead, suffused with necromantic energies
Soulblood Shaman Manipulates their own soul to conjure long-forgotten magic
Stoneheart Defender An unyielding protector of mountain strongholds
Storm Sentinel Channels the fury of thunderstorms to protect the weak
Verdant Protector Imbued with the power of the forests and pledged to defend them
Witchbane Hunter Mage-killer, witch-burner, warlock-slayer

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Form of the Primal Beast Evasion
At 20th level, as an action, you can transform into a Beginning at 13th level, you can nimbly dodge
hunched thing of fur and shadow, an echo of the Primal out of the way of certain area effects, such as a red
Beast. For 1 minute, you gain the following benefits: dragon’s fiery breath or an ice storm spell. When you
are subjected to an effect that allows you to make a
• You gain all the benefits of Feral Trance.
Dexterity saving throw to take only half damage, you
• You gain 40 temporary hit points.
instead take no damage if you succeed on the saving
• When you hit a creature with a melee weapon
throw, and only half damage if you fail.
attack, you can give the target a bleeding wound.
Constructs, Oozes, and Undead can’t get bleeding Lord of the Flies
wounds. A creature loses 1d8 hit points at the start At 20th level, you can use your action to beckon forth a
of each of its turns for each of its bleeding wounds, colossal swarm of flying insects and scurrying rodents,
unless it uses an action to staunch the bleeding of which envelop you like a cloud. For the next minute, a
all of its wounds. While a target is bleeding, it can’t 10-foot radius sphere of vermin is centered upon you.
regain lost hit points. A creature can have a number The area is heavily obscured. Each creature you choose
of bleeding wounds up to your proficiency bonus. within the sphere has disadvantage on attack rolls and
Once you use this feature, you can’t use it again until ability checks and takes 6d4 piercing damage when it
you finish a long rest. enters the area for the first time on a turn or starts its
turn there.
Carrion King Once you use this ability, you can’t use it again
A master and champion of vermin, you are called defend until you finish a long rest.
the lowliest creatures of all: insects, rats, spiders, and
other pests. You know that these creatures mean no
Fey Trailblazer
harm, that they’re merely trying to survive in a world Crossing a fey bridge into the enchanted Feywild
too large for them, so you come to their aide, and beyond can be a perilous journey, threatening travelers
they flock to your side. Unmistakably, your coming is with dangerous wild magic, fey tricksters, and horrific
signaled by the scrambling of little claws and the cawing magical beasts. You, however, have heard the carefree
of the crows. Legions of pests wait at your command to call of magic in these few places where the Feywild
swarm, bite, and claw at anyone who might thin their intersects with the mortal plane, and have cultivated
numbers. your skill in guiding travelers through the Feywild’s
hazards. In turn, the Feywild has left its mark on you,
Gnawing Mark adorning your mark with capricious magic and letting
Starting when you hear this call at 3rd level, the vermin you step easily through the planes.
heed your every word. When you mark a creature,
insects swarm its eyes and mouth and crawl on its skin. Alluring Mark
Whenever the creature makes an attack roll or ability Starting when you hear this call at 3rd level, you can
check while it is marked, it must roll a d4 and subtract place your mark upon the affections within a creature’s
the number rolled from the result. mind. When you use your Warden’s Mark, you can
attempt to place an Alluring Mark. When you do so, the
Infested target must make a Wisdom saving throw, with a DC
By 6th level, insects and rodents inhabit every nook and equal to 8 + your proficiency bonus + your Constitution
cranny of your clothes and gear. Whenever a creature modifier. On a failed save, instead of the normal effects
within 5 feet of you hits you with an attack, these of Warden’s Mark, while the marked creature is within
vermin retaliate, dealing 1d6 piercing damage to the 5 feet of you, it is charmed by you. Your Alluring Mark
attacker. Additionally, on each subsequent attack the ends early if you deal damage to the marked creature.
creature makes before the end of its turn, it must roll a
d4 and subtract the number rolled from the attack roll. Misty Jaunt
By 6th level, your connection to the Feywild enables
you to blink from place to place. You can spend your
entire movement to teleport up to half your movement
speed.

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Spell Resistance Mettle
Beginning at 13th level, you have advantage on saving Also at 13th level, your determination allows you to
throws you make against spells. shrug off effects that would otherwise harm you. When
you are subjected to an effect that allows you to make
Archfey of Majesty
a Constitution saving throw to take only half damage,
At 20th level, as an action, you can channel the majesty
you instead take no damage if you succeed on the saving
of the archfey that rule the fey courts, becoming an
throw, and only half damage if you fail.
embodiment of unnatural grace and beauty for the next
minute. You gain the following benefits: Sainted Mantle
At 20th level, you can use your bonus action to wreathe
• Whenever a creature tries to attack you, it must
yourself in divine protection, a soft glow and faint halo
make a Wisdom saving throw (DC equals 8 + your
signifying the sainted mantle. For the next minute, while
proficiency bonus + your Constitution modifier.) On
you are conscious, you regain 5 hit points at the start of
a failed save, its attack misses. On a successful save,
each of your turns. If you have less than half your hit
the creature is immune to this ability for the next 24
points at the start of your turn, you instead regain 10 hit
hours.
points.
• As a bonus action, you can teleport up to 30 feet to
Once you use this ability, you can’t use it again
an unoccupied space it can see.
until you finish a long rest.
Once you use this ability, you can’t use it again
until you finish a long rest. Grey Watchman
Ever-vigilant and unceasing in your duties, you are a
Godsworn watcher of the realms of men, called to keep guard over
The whispers of gods, the ringing of bells, and the meter a fortress or wall. As a grey watchman, trained in the
of hymns called you, compelling you to swear an oath arts of combat, you have honed your skills to a razor’s
of protection. With your blade, you defend temples, holy edge to repel any invaders that might challenge your
sites, and other sacred ground, and with your shield, land. You need not keep watch over the same castle your
you protect pilgrims as they make their grand journeys. entire life, but, wherever you travel, you are dedicated to
With your mark, you watch over magicless priests and keeping your land safe from invading armies, marauding
ensure that their message turns hearts and minds, even in monsters, and other external threats.
the most dangerous places. You know that your purpose
is grander than just one life, and you look forward to Battle Tactics
seeing what designs the gods have set on your travels. When you hear this call at 3rd level, you learn
maneuvers that are fueled by special dice called battle
Bonus Proficiencies dice.
When you adopt this oath at 3rd level, you gain Battle Dice. You have two battle dice, which are
proficiency in the Medicine and Religion skills. If you d8s. A battle die is expended when you use it. You
already have proficiency in one of these skills, your regain all of your expended battle dice when you finish a
proficiency bonus is doubled for any ability check you short or long rest, or when you roll initiative.
make that uses it. Your battle die changes and more battle dice
Anointed Mark become available when you reach certain levels in this
At 3rd level, you can use your Warden’s Mark to target class, as shown on the table below.
a friendly creature within 30 feet. Doing so places the Warden Level Battle Dice
creature under the effects of the bless spell while it 3rd 2d8
remains marked. 7th 3d8
Holy Allies 13th 3d10
By 6th level, the spirits of saints and martyrs rise to 19th 4d10
protect you. You can use your action to cast the spell
Using Battle Dice. Once per turn, you can expend
spirit guardians (DC equals 8 + your proficiency bonus
a battle die to perform a maneuver of your choice. Your
+ your Strength modifier) without using a spell slot.
maneuver options are detailed at the end of the subclass
Once you use this ability, you can’t use it again until you
description.
finish a long rest.

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Saving Throws. Some of your maneuvers require or climb constructed walls. Additionally, whenever you
your target to make a saving throw to resist the have three-quarters cover, you are treated as having total
maneuver’s effects. The saving throw DC is calculated cover.
as follows:
Mettle
Maneuver save DC = 8 + your proficiency bonus + Also at 13th level, your determination allows you to
your Strength or Dexterity modifier (your choice) shrug off effects that would otherwise harm you. When
you are subjected to an effect that allows you to make
Hold the Line a Constitution saving throw to take only half damage,
At 3rd level, when you use your Warden’s Grasp, one you instead take no damage if you succeed on the saving
creature you choose, other than yourself, within the throw, and only half damage if you fail.
effect’s area gains a +1 bonus to its Armor Class and
saving throws until the start of your next turn while it Unbreakable Sentinel
remains in the effect’s area. Starting at 20th level, you can use your action to
transform into a paragon of battle, an unstoppable
Fortification Expert sentinel, channeling the strength of every man, woman,
By 6th level, your experience manning battlements and and child under your charge. For 1 minute, you gain the
blockades has given you insight into how to raise and following benefits:
reinforce them. You have advantage on any ability check
you make to erect defensive fortifications, examine • You have a +2 bonus to your Armor Class.
walls and other defenses for weak points and entryways, • Whenever you hit a creature you have marked, you
regain an expended battle die.

complete warden
• You can take one additional reaction during each
round of combat. You can’t take more than one
Hellkeeper
Some wardens hear a call of flames and tormented
reaction during a single turn.
screams rising up from the bowels of the earth. These
Once you use this feature, you can’t use it again until grim few become Hellkeepers, tasked by devils with
you finish a long rest. watching the gates of the underworld, safeguarding
Maneuvers the innocent from wandering inside, and trapping the
The maneuvers are presented in alphabetical order. damned prisoners within. Some Hellkeepers feel that
Bull Rush. When you move at least 10 feet in a their position is a merciful one, for it protects mortals
straight line and immediately make a melee weapon from unspeakable fiendish cruelties. Others know full
attack against a creature, you can use a bonus action and well the implications of their calling and relish in the
expend a battle die to shove the target after the attack. vileness of their deeds.
Add the battle die to the Strength (Athletics) check you Tormenter
make to shove the target. On a success, you can choose Starting when you hear this call at 3rd level, you gain
to either knock the target prone or push it up to 10 feet proficiency in the Intimidation skill and can double your
away from you. proficiency bonus for any Charisma (Intimidation) check
Bulwark. When you hit a creature with a melee you make to intimidate a creature that is restrained.
attack, you can expend a battle die as a bonus action
to brace yourself for its counterattack. The next time
Hellish Grasp
At 3rd level, when you use your Warden’s Grasp ability,
you take damage from that creature before the start of
each creature affected takes 1d6 fire damage. At 14th
your next turn, you can roll the battle die and reduce the
level, this fire damage increases to 2d6.
damage you take by the number rolled.
Cleave. Once on each of your turns, when you Fell Resilience
reduce a hostile creature to 0 hit points or score a critical By 6th level, your flesh is darkens and toughens to
hit with a melee weapon attack, you can spend a battle match that of a fiend as you come closer to death. You
die to move up to 15 feet and make another melee have advantage on Strength and Constitution saving
weapon attack as part of the same action. On a hit, you throws when your hit points are less than half your
add the battle die to the attack’s damage roll. maximum.
Heel-Cutter. When you make an opportunity
Spiteful Mark
attack against a creature, you can expend one battle die
Also at 6th level, when you mark a creature with
to knock the creature off balance, preventing it from
Warden’s Mark, the target takes 1d6 fire damage. At
escaping. You add the battle die to the attack roll, and
11th level, this fire damage increases to 2d6.
the target must make a Strength saving throw. On a
failed save, its speed is reduced to 0 until the end of its Evasion
turn. Beginning at 13th level, you can nimbly dodge
Reckless Assault. When you make an attack against out of the way of certain area effects, such as a red
a creature, you can expend a battle die to make a wild, dragon’s fiery breath or an ice storm spell. When you
desperate strike, leaving you vulnerable. You have are subjected to an effect that allows you to make a
advantage on the attack roll. Until the start of your next Dexterity saving throw to take only half damage, you
turn, however, attack rolls against you have advantage. instead take no damage if you succeed on the saving
Staggering Strike. As a bonus action when you throw, and only half damage if you fail.
make a weapon attack against a Large or smaller Hellbent
creature, you can expend a battle die to attempt to At 20th level, as an action, you can transform into the
daze the target. On a hit, the target must succeed on a fiendish shape of a true devil. For the next minute,
Constitution saving throw or be incapacitated until the your melee weapon attacks deal an additional 2d8
start of your next turn. fire damage on a hit. Moreover, fire damage you deal
ignores damage resistance and immunity. Once during
the duration, if you fail a saving throw, you can choose
to succeed instead.
Once you use this ability, you can’t use it again
until you finish a long rest.

9 9
magehandpress
creature in the line must make a Dexterity saving throw.
Iceheart Bastion On a failed save, a creature takes 4d6 cold damage and
When you heard the call, it was in the form of howling
its speed is halved until the end of its next turn. On a
winds flecked with snow, beckoning you to north’s
success, a creature takes half damage and its speed isn’t
frigid, barren, majestic reaches. It is placed upon you
halved.
to drive back the horrors that thrive in the utter frost,
Once you use this ability, you can’t use it again
as well as incursions from warmer southern lands, to
until you finish a short or long rest.
protect the hardy people and noble animals of this cold
place. Wherever you travel, the ice of the northern Mettle
lands lives in your heart, and as such, you can summon Also at 13th level, your determination allows you to
it to your hands with icy gales from the most northern shrug off effects that would otherwise harm you. When
mountain peaks. you are subjected to an effect that allows you to make
a Constitution saving throw to take only half damage,
Snowshoes you instead take no damage if you succeed on the saving
Beginning when you hear this call at 3rd level, you
throw, and only half damage if you fail.
move unhindered by snow and ice. You ignore difficult
terrain caused by such conditions and it doesn’t slow Form of the Old Hoarfrost
your travel. At 20th level, you can use your action to transform into
a creature of deepest cold, a sentinel of the old hoarfrost.
Icy Grasp For one minute, you are surrounded by a frigid 15-foot
At 3rd level, when you use your Warden’s Grasp, a
radius vortex which extinguishes any nonmagical flames
layer of thick ice frosts upon you and anchors you to the
in its area. This area is difficult terrain. When a creature
ground, granting you temporary hit points equal to your
enters the area for the first time on a turn or starts its
Constitution modifier until the beginning of your next
turn there, it takes 8d6 cold damage. You can choose for
turn.
creatures to be immune to the effects of the area.
North Wind Once you use this feature, you can’t use it again
Starting at 6th level, you can exhale a breath of the until you finish a long rest.
true North Wind, an icy gale which affects a 100-foot
long, 5-foot wide line in a direction you choose. Each

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complete warden
Lawbringer
Lawbringers hear the steady, unyielding call of universal
law and follow it without question. This set of invisible
guidelines organizes the universe into its current state,
but deviations from it threaten to destabilize all of
creation. Reckless reality changing, time travel, and
immortality are all violations of this law, and must be
punished. Lawbringers are called to enforce laws both
magical and mundane, and to deliver such punishment
when necessary.
Axiomatic Mark
Starting at 3rd level, lawbreakers can never escape your
mark. When a creature you have marked within 30 Loreseeker
feet of you moves, you can use your reaction to move You have heard the call of rotting scrolls and
up to half your movement speed. You must end your antediluvian artifacts, remnants of wisdom now
movement closer to the marked creature than you began. almost lost to time. As a loreseeker, you uncover
and protect ancient relics, whether they be mundane
Astute
scrolls or powerful magic items, that they might be
At 3rd level, you have advantage on ability checks you
archived for future generations. Some loreseekers are
make to discern if a creature you can see is telling the
called to defend places of learning, from the halls of
truth.
wisdom to great libraries, whereas others are entrusted
Mandate with safeguarding a dangerous secret that could do
At 6th level, you can cast the spell command once irreparable harm in the wrong hands. All loreseekers,
without using a spell slot. This spell targets each however, are students of what they protect, cultivating
creature you choose within 30 feet, using the same skill in the arcane arts, even as they hone their talents
command for each target. The saving throw for this with the blade.
ability is 8 + your proficiency bonus + your Constitution
modifier. Once you use this ability, you can’t use it again
Spellcasting
Starting when you hear this call at 3rd level, you
until you finish a short or long rest.
have learned to apply your archival knowledge to
Clockwork Mind spellcasting.
Starting at 13th level, your mind is a fortress, Cantrips. You learn two cantrips of your choice
unbendable and unbreakable. You have advantage on from the wizard spell list. You learn an additional wizard
saving throws against being charmed or frightened. cantrip of your choice at 10th level.
Whenever you succeed on a saving throw against an Spell Slots. The Loreseeker Spellcasting table
enchantment spell or an ability that attempts to cloud shows how many spell slots you have to cast your
your thoughts or control your mind, the caster takes 4d6 wizard spells of 1st level and higher. To cast one of
psychic damage. these spells, you must expend a slot of the spell’s level
Universal Axiom or higher. You regain all expended spell slots when you
At 20th level, as an action, you can transform into an finish a long rest.
embodiment of universal law, a ticking construct of Spells Known of 1st-Level and Higher. You
inevitable intent. For 1 minute, you gain the following know three 1st-level wizard spells of your choice, two
features: of which you must choose from the abjuration and
evocation spells on the wizard spell list.
• You can’t be exhausted, frightened, grappled, The Spells Known column of the Loreseeker
incapacitated, paralyzed, petrified, poisoned, Spellcasting table shows when you learn more wizard
knocked prone, restrained, or stunned. spells of 1st level or higher. Each of these spells must be
• You have advantage on all saving throws. an abjuration or evocation spell of your choice, and must
• You can use your Mandate ability at will.
be of a level for which you have spell slots.
Once you use this feature, you can’t use it again The spells you learn at 8th, 14th, and 20th level can
until you finish a long rest. come from any school of magic.

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magehandpress
Loreseeker Spellcasting
Ensnaring Mark
Starting at 6th level, when you place your Warden’s
Warden Cantrips Spells Mark on a creature, you can teleport the creature to an
Level Known Known 1st 2nd 3rd 4th
unoccupied space within 5 feet of you.
3rd 2 3 2 — — —
Once you use this ability, you can’t use it again
4th 2 4 3 — — — until you finish a short or long rest.
5th 2 4 3 — — — Spell Resistance
6th 2 4 3 — — — Beginning at 13th level, you have
7th 2 5 4 2 — — advantage on saving throws you make
against spells.
8th 2 6 4 2 — —
9th 2 6 4 2 — — Librarian of the Eternal
At 20th level, as an action, you can channel the power
10th 3 7 4 3 — —
of the lore and stories you have collected, becoming a
11th 3 8 4 3 — — living embodiment of ancient knowledge for the next
12th 3 8 4 3 — — minute and gaining the following benefits:
13th 3 9 4 3 2 — • When you cast a spell, you gain 15 temporary hit
14th 3 10 4 3 2 — points.
15th 3 10 4 3 2 — • When you cast a cantrip that has a casting time of 1
action, you can cast it as a bonus action instead.
16th 3 11 4 3 3 —
• Any creature that is marked by you has disadvantage
17th 3 11 4 3 3 — on saving throws against spells you cast.
18th 3 11 4 3 3 —
Once you use this ability, you can’t use it again until you
19th 3 12 4 3 3 1 finish a long rest.
20th 3 13 4 3 3 1
Nightgaunt
Blood-drinkers, undead, and other creatures of the
Whenever you gain a level in this class, you can night are often feared and hunted, and few stand in
replace one of the wizard spells you know with another their defense; except, of course, the grim and terrible
spell of your choice from the wizard spell list. The new nightgaunt. Tales of the nightgaunt are whispered of in
spell must be of a level for which you have spell slots, fairy tales, casting them as a things to be feared: hunters
and it must be an abjuration or evocation spell, unless of clerics and goodly vampire slayers. Their appearance
you’re replacing the spell you gained at 3rd, 8th, 14th, always presages long nights and great rises in hungry
or 20th level from any school of magic. undead.
Spellcasting Ability. Intelligence is your You felt the calling of the moon bringing you to the
spellcasting ability for your wizard spells, since you graveside of living corpses. Though vampires, zombies,
learn your spells through research and deduction. and skeletons are mighty, they are always outnumbered,
You use your Intelligence whenever a spell refers to hunted, and turned by clerics—never given a fair chance
your spellcasting ability. In addition, you use your to live peacefully. They require an ally among the living
Intelligence modifier when setting the saving throw DC to continue their ceaseless lives, and you have risen by
for a wizard spell you cast and when making an attack moonlight to the task.
roll with one.
Darkvision
Spell save DC = 8 + your proficiency bonus + your Starting when you hear this call at 3rd level, you can
Intelligence modifier see in dim light within 60 feet of you as if it were bright
Spell attack modifier = your proficiency bonus + your light, and in darkness as if it were dim light. You can’t
Intelligence modifier discern color in darkness, only shades of gray. If you
already have darkvision, its range increases by 30 feet.
Bookmark
Starting at 13th level, you can see through magical,
At 3rd level, any creature that is marked by you
as well as nonmagical, darkness.
subtracts 1d4 from saving throws it makes against your
spells and effects.

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complete warden
Marked for Death Gravelord
At 3rd level, your mark leaves a shadow of undeath on At 20th level, you can use your action to invite the
your target, beckoning it to die. If you deal damage to a necromantic energies of true undeath into your body,
creature you have marked with a melee weapon attack divorcing yourself from life for 1 minute and gaining the
and its remaining hit points are lower than the damage following benefits:
you dealt to it with that attack, the marked creature • You are immune to poison damage and the poisoned
instead drops to 0 hit points. condition.
Undead Empathy • You can use your Undying feature up to three times,
By 6th level, you are a friend even to mindless Undead. instead of once, and you regain all expended uses
Whenever an Undead creature targets you with an when finish a long rest.
attack, it must first make a Wisdom saving throw (DC • Once per turn, when you deal damage to a hostile
equals 8 + your proficiency bonus + your Constitution creature with a melee weapon attack, you can deal
modifier). On a failed save, its attack misses and, if its an extra 4d6 necrotic damage and gain temporary hit
Intelligence is 4 or lower, it becomes friendly to you and points equal to the necrotic damage dealt, which last
your allies for 1 minute. until the start of your next turn.
Evasion Once you use this feature, you can’t use it again until
Beginning at 13th level, you can nimbly dodge you finish a long rest.
out of the way of certain area effects, such as a red
dragon’s fiery breath or an ice storm spell. When you
Soulblood Shaman
The ancestral spirits called you by starlight to enact
are subjected to an effect that allows you to make a
their will on the world, to protect their descendants, and
Dexterity saving throw to take only half
to safeguard their resting places. You are a Soulblood
damage, you instead take no damage if you
Shaman, a manipulator of soul and ascetic of primal
succeed on the saving throw, and only half
magic. Your community looks to you as a leader as
damage if you fail.
well as a vital connection to the afterlife, for if you play
your role, they too will join their ancestors in the great
beyond.
Spellcasting
Starting when you hear this call at 3rd level, you can
channel your ancient insights into magic.
Cantrips. You learn two cantrips of your choice
from the druid spell list. You learn an additional druid
cantrip of your choice at 10th level.
Spell Slots. The Soulblood Shaman Spellcasting
table shows how many spell slots you have to cast
your druid 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.

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magehandpress
Spellcasting Ability. Wisdom is your spellcasting
Soulblood Shaman Spellcasting ability for your druid spells, since you channel your
Warden Cantrips Spells magic through a connection to the great beyond. You
Level Known Known 1st 2nd 3rd 4th use your Wisdom whenever a spell refers to your
3rd 2 3 2 — — — spellcasting ability. In addition, you use your Wisdom
4th 2 4 3 — — — modifier when setting the saving throw DC for a druid
5th 2 4 3 — — —
spell you cast and when making an attack roll with one.

6th 2 4 3 — — — Spell save DC = 8 + your proficiency bonus + your


Wisdom modifier
7th 2 5 4 2 — —
Spell attack modifier = your proficiency bonus + your
8th 2 6 4 2 — —
Wisdom modifier
9th 2 6 4 2 — —
Soulblood
10th 3 7 4 3 — —
Also at 3rd level, as a reaction when a creature within
11th 3 8 4 3 — — 5 feet of you deals damage to you, you can mark that
12th 3 8 4 3 — — creature.
13th 3 9 4 3 2 — Whispers of Beyond
14th 3 10 4 3 2 — At 6th level, you can hear the small voices of ancient
15th 3 10 4 3 2 — spirits when you need guidance. If you spend 1 minute
in contemplation when you make an Intelligence or
16th 3 11 4 3 3 —
Wisdom check, you can consult a host of ancestor
17th 3 11 4 3 3 — spirits to gain advantage on the roll. You can’t use this
18th 3 11 4 3 3 — ability when your ancestors wouldn’t have appropriate
19th 3 12 4 3 3 1 knowledge or guidance, such as if you try to understand
cutting-edge alchemy.
20th 3 13 4 3 3 1
Spell Resistance
Beginning at 13th level, you have advantage on saving
Spells Known of 1st-Level and Higher. You know
throws you make against spells.
three 1st-level druid spells of your choice, two of which
you must choose from the evocation or transmutation Ethereal Watcher
spells on the druid spell list. At 20th level, as an action, you can shrug off your
The Spells Known column of the Soulblood mortal form for a short time to become something
Shaman Spellcasting table shows when you learn more spiritual and immaterial, an ethereal watcher. For 1
druid spells of 1st level or higher. Each of these spells minute, you gain the following benefits:
must be an evocation or transmutation spell of your • As a bonus action on your turn, you can become
choice, and must be of a level for which you have spell ethereal, as per the etherealness spell.
slots. • You can use your bonus action to return from being
The spells you learn at 8th, 14th, and 20th level can ethereal when you use your Warden’s Mark or your
come from any school of magic. Warden’s Grasp feature. You can use your bonus
Whenever you gain a level in this class, you can action to return from being ethereal when you cast a
replace one of the druid spells you know with another spell on your turn.
spell of your choice from the druid spell list. The new • When you return from being ethereal, each creature
spell must be of a level for which you have spell slots, you choose within 10 feet of you takes 4d6 force
and it must be an evocation or transmutation spell, damage, as they are pulled partially between the
unless you’re replacing the spell you gained at 3rd, 8th, planes.
14th, or 20th level from any school of magic. • You can cast 1st and 2nd-level druid spells you know
without expending spell slots.
Once you use this ability, you can’t use it again until you
finish a long rest.

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complete warden
Stoneheart Defender
You heard the steadfast, unyielding call from the
mountains, which dwarves and gnomes have felt for
generations. The stones called to you, beckoning for
a protector to defend the mountains from those that
would despoil them, from both within and without.
You might be a watchman of old dwarven walls, or a
sentinel, patrolling the lookouts of high mountain peaks.
Regardless of where you stand, you are unmovable: a
mountain in the shape of a man. You draw your power
from the earth beneath your feet and can crush your
enemies with the strength of stone.
Roots of Rock
Starting when you hear this call at 3rd level,
when you use your Warden’s Grasp ability, rocky
roots sprout from your feet, anchoring you securely.
Until the start of your next turn, you have a +2 bonus to
your Armor Class.
Additionally, until you move, you can’t be shoved
or pushed from wherever you are standing by hostile Immortal Mountain
actions, spells, or effects, unless you choose to be. You By 20th level, you can summon the power of true earth
have advantage on Strength saving throws against being as an action, protecting yourself in an encasement of
knocked prone, can’t slip or fall from ledges, and are stone. For 1 minute, you gain the following benefits:
immune to the fly, levitate, and telekinesis spells. • Bludgeoning, piercing, and slashing damage you
Earthshatter take is reduced by 5.
Starting at 6th level, you can choose to use Warden’s • You gain the effects of your Roots of Rock feature
Grasp as an action, rather than a bonus action. When for the entire duration.
you do so, each creature affected must make a Strength • As you move, you can choose to upend the earth
saving throw (DC equals 8 + your proficiency bonus + at your feet, leaving behind a 5-foot-wide trail of
your Strength modifier) or be knocked prone. difficult terrain behind you wherever you move.
You can use this feature a number of times equal to Once you use this feature, you can’t use it again until
your Strength modifier (a minimum of once), and you you finish a long rest.
regain all expended uses when you finish a long rest.
Mettle
Storm Sentinel
Your strength originates among furious storm clouds and
At 13th level, your determination allows you to shrug
flashes of lightning. As a storm sentinel, you are called
off effects that would otherwise harm you. When you
to protect wayward sailors and coastal villages from the
are subjected to an effect that allows you to make a
wrath of the tempests and the arrival of great waves that
Constitution saving throw to take only half damage, you
threaten them. You despise pirates and other enemies
instead take no damage if you succeed on the saving
of coastal peoples, and will oppose them wherever they
throw, and only half damage if you fail.
strike.

15
magehandpress
From your fingertips, you can deliver the awe of
lightning and the roar of thunder to devastate your foes.
Verdant Protector
You draw your strength from the trees of the forest
With practice and patience, you can harness the power
and the loamy earth beneath your feet. As a Verdant
of the storm itself to fly and rain thunderbolts from
Protector, you are the champion of the green things
above.
in nature, and defend them against those who would
Flash from Above despoil the wilds. You easily find allies among druids
Starting when you hear this call at 3rd level, whenever and others that understand the forest’s sacred trees and
you are standing under the open sky, you can use your ancient spirits.
action to conjure a harmless, but impressive, bolt of At your command, the plants of the earth sprout up
lightning or peal of thunder. You can use this ability to assist you in your duty. At the pinnacle of your power,
even when there are no clouds above you. you can assume the form of an elder tree guardian,
Thunderblast which looks much like a treant, with tough, bark skin,
At 3rd level, whenever you hit a creature you have and long, branchlike arms.
marked with a melee weapon attack, each creature you Green Mark
choose within 5 feet of the target takes 1d8 lightning Starting when you hear this call at 3rd level, when you
damage. mark a creature, the plants of the earth come alive to
Static Burst hinder its progress. While this creature is within 30 feet
Starting at 6th level, when you use Warden’s Grasp as a of you, the ground it walks on is difficult terrain.
bonus action, each creature affected can’t take reactions Verdant Skin
until the start of your next turn. At 6th level, you gain proficiency in the Stealth skill,
Evasion if you didn’t have it already. Additionally, you can use
Beginning at 13th level, you can nimbly dodge your action to draw a thick mass of vines and leaves
out of the way of certain area effects, such as a red to conceal you. Until you move, you have advantage
dragon’s fiery breath or an ice storm spell. When you on Dexterity (Stealth) checks you make to hide among
are subjected to an effect that allows you to make a vegetation.
Dexterity saving throw to take only half damage, you Mettle
instead take no damage if you succeed on the saving At 13th level, your determination allows you to shrug
throw, and only half damage if you fail. off effects that would otherwise harm you. When you
Stormlord are subjected to an effect that allows you to make a
Starting at 20th level, you have a flying speed equal to Constitution saving throw to take only half damage, you
your walking speed. instead take no damage if you succeed on the saving
Additionally, you can use your action to summon a throw, and only half damage if you fail.
bolt of lightning to strike you, imbuing your body with Form of the Oak Sentinel
the storm’s fury. For 1 minute, you gain the following Starting at 20th level, you can use your action to
benefits: transform into an oak sentinel, a bark-covered titan of
• Your flight speed is doubled. the forest. For 1 minute, you gain the following benefits:
• You can cast the call lightning spell as a bonus • Your AC becomes 20, if it was lower.
action (DC equals 8 + your proficiency bonus + your • Your melee attacks have a reach of 10 feet.
Constitution modifier) without expending a spell • You can use Warden’s Grasp as an action, rather than
slot. When you cast the spell in this way, you can call a bonus action. When you do so, you can make an
a bolt of lightning on subsequent turns as a bonus attack against each creature affected, with a separate
action. attack roll for each target.
Once you use this feature, you can’t use it again until Once you use this feature, you can’t use it again until
you finish a long rest. you finish a long rest.

16
complete warden
Witchbane Hunter Warden Alternate
Where there is magic, there is evil. Witches lurks in the
shadows with hags and warlocks, waiting for your guard Class Features
to lower, such that they might turn their hexes upon The warden’s unique “tank” role is supported entirely
the innocent. But your ever-vigilant sword is ready for on its three core features: Warden’s Grasp at 1st level,
them, ready to defend the nonmagical folk from evil which lets them constrain a group of creatures to make
spellcasters the world-over. You slay vampires, hexers, themselves the only viable target, Warden’s Mark at
devils, and fey alike with impunity, for anyone who 2nd level, which allows them to single out a target and
might despoil the world with magic shall be hunted and draw its aggression, and Warden’s Resolve at 3rd level,
put to the stake. which makes them survivable enough to use their other
Witchbane Mark features with impunity. These three features define the
Starting when you hear this call at 3rd level, you have warden’s unique style, but this need not be the only style
advantage on saving throws you make against the for the warden’s combat. You can use the following
spells and effects of any creature you have marked. sets of alternate class features in place of the warden’s
Additionally, the marked creature has disadvantage core features to entirely pivot its style of play to your
Constitution saving throws it makes to maintain preference.
concentration. At 1st level, you can pick one of the following sets
of alternate class features for your warden. If you do
Eldritch Reflection so, you use all three of the variant’s features instead of
At 6th level, when you succeed on a saving throw
Warden’s Mark, Warden’s Grasp, and Warden’s Resolve,
against a spell, you can use your reaction to cast the
as well as their respective improvements at later levels.
spell back at the caster, as though it originated from you,
If other features directly reference these three original
turning the caster into the target. Once you reflect a spell
features or their mechanics (such as marking a creature),
in this way, you can’t do so again until you finish a long
use their respective replacement feature instead.
rest.
Spell Resistance Warden Champion
Beginning at 13th level, you have advantage on saving Champions are warriors constantly in search of their
throws you make against spells. match. To that end, they will engage practically anyone
in a fair duel, setting aside matters at hand to prove their
Antimage mettle and skill with the blade.
At 20th level, you can use your bonus action to
transform into an arbiter of spellcasters, a breaker of
mages, wreathed with antimagic. For the next minute,
you have advantage the first attack roll you make on
each of your turns. Additionally, whenever you use
your Warden’s Grasp, the area affected becomes an
antimagic field, as per the spell. You can wrap the field
around creatures you choose within its radius, creating
pockets where magic still functions, even though magic
originating there can’t extend to the rest of the field.
Once you use this ability, you can’t use it again until
you finish a long rest.

17
magehandpress
Champion’s Challenge At 11th level, whenever you take the Attack action
Replaces Warden’s Grasp on your turn, you can make an additional attack against
At 1st level, as a bonus action, you can issue a challenge a creature you have marked.
to each creature within 5 feet of you. Only hostile This ability does not stack with the spell hunter’s
creatures of Large size or smaller which have at least mark.
5 Intelligence heed this challenge. On its next turn, a Hunter’s Resistance
creature which heeds the challenge must make an attack Replaces Warden’s Resolve
against you if it makes an attack on its turn and you are Starting at 3rd level, you have a number of resistance
within range. points equal to twice your proficiency bonus. As a
At 14th level, the range of this challenge extends to reaction when you take bludgeoning, piercing, or
10 feet. slashing damage from an effect you can see, you can
Champion’s Mark spend a resistance point to gain resistance against the
Replaces Warden’s Mark damage. You regain expended resistance points when
At 2nd level, you can use a bonus action to mark a you finish a short or long rest.
creature you can see within 15 feet. You have a +2 Maneater Warden
bonus to your Armor Class against the marked creature’s Fast, ruthless, and sometimes cannibalistic, the so-called
attacks. The mark lasts for 1 minute, or until you mark “maneater” wardens prefer to dart around their prey,
another creature, become incapacitated, or die. carving off pieces with lightning-quick, unavoidable
At 11th level, whenever you take the Attack action strikes.
on your turn, you can make an additional attack against
a creature you have marked. Maneater’s Howl
Replaces Warden’s Grasp
Champion’s Fortitude At 1st level, as a bonus action, you can release a
Replaces Warden’s Resolve
thunderous, blood-curdling howl. Each Large or smaller
Starting at 3rd level, bludgeoning, piercing, and slashing creature you choose within 5 feet of you is pushed 5 feet
damage that you take from nonmagical weapons is away from you.
reduced by your proficiency bonus. At 14th level, this ability affects creatures within 10
Starting at 17th level, as a reaction, you can reduce feet of you, and pushes them up to 10 feet away from
damage you take by your level. Once you use this you.
ability, you can’t use it again until you finish a long rest.
Maneater’s Mark
Warden of the Hunt Replaces Warden’s Mark
Wardens of the hunt practice an aggressive form of At 2nd level, you can use a bonus action to mark a
defense: dead foes, after all, can’t harm allies. creature you can see within 60 feet. Your melee weapon
Hunter’s Snare attacks against the marked creature score a critical hit on
Replaces Warden’s Grasp a roll of 19 or 20. The mark lasts for 1 minute, or until
At 1st level, as a bonus action, you can trap your foes you mark another creature, become incapacitated, or die.
in close combat and punish them when they turn to flee. At 11th level, whenever you take the Attack action
Until the beginning of your next turn, creatures within 5 on your turn, you can make an additional attack against
feet of you provoke opportunity attacks when they leave a creature you have marked.
your reach, even if they took the Disengage action. Maneater’s Bloodlust
Replaces Warden’s Resolve
Hunter’s Mark
Replaces Warden’s Mark You have a temporary damage pool. When you take
At 2nd level, you can use a bonus action to mark a damage, it is added to this pool instead of being
creature you can see within 60 feet. You deal an extra subtracted from your hit points. When you regain hit
1d6 damage whenever you hit a marked target with a points, you can choose to split the healing between your
melee weapon attack. The mark lasts for 1 minute, or hit points and decreasing the damage in this pool. At the
until you mark another creature, become incapacitated, end of your turn, the entire damage pool is subtracted
or die. from your hit points and resets to 0.

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complete warden
When you deal damage with a melee weapon
attack to a creature you have marked, you can decrease
Warden Penumbral
The penumbrals are touched by a bitter, primeval
your temporary damage pool by half the damage dealt
darkness that lurks in corners of the world never touched
(rounded down), to a minimum of 1.
by sunlight. Such wardens channel this darkness
Starting at 17th level, whenever you use your Font
instead of power borne of the natural world to protect
of Life ability, your temporary damage pool is reduced
themselves and ensnare their enemies.
to 0 without being subtracted from your hit points.
Grasping Shadows
Warden Paragon Replaces Warden’s Grasp
Templars and outcast paladins might take up the paragon At 1st level, as a bonus action, you can summon forth
mantle, channeling divine power and enduring the brunt shadows of the damned, creating a 10-foot radius
of enemy blows to spare others. cloud centered on youself. The sphere appears heavily
Paragon’s Rescue obscured from the outside. From the inside, however,
Replaces Warden’s Grasp the sphere is lit as normal and the outside appears
At 1st level, as a bonus action, you give your allies a heavily obscured. Shadowy hands reach from the
respite from the fray. Each friendly creature you choose sphere’s boundries and latch onto all within the sphere.
within 5 feet of you can immediately move up to 10 feet You and each Large or smaller creature you choose
without provoking opportunity attacks. can’t leave the sphere unless it first takes the Disengage
At 14th level, this ability affects friendly creatures action. The shadows disperse at the beginning of your
within 10 feet of you, and allows them to move up to 15 next turn.
without provoking opportunity attacks. At 14th level, when you create the sphere, you can
choose to extend its radius to 15 feet.
Paragon’s Twin Marks
Replaces Warden’s Mark Mark of Shadows
At 2nd level, you can place two marks: a mark of Replaces Warden’s Mark
shielding on a friendly creature to shelter it from harm, At 2nd level, you can use your bonus action to mark
and a mark of bane on a hostile creature to ensure its a creature you can see within 30 feet. If the creature
defeat. You can place a mark on a creature you can see is Large or smaller, you can pull it up to 5 feet closer
within 30 feet. Whenever a creature with your mark of to you with shadowy tendrils. Whenever the marked
shielding takes damage, its damage is halved (rounded creature willingly moves away from you, it treats the
down) and you take the same amount of damage. area in which it moves as difficult terrain. The mark lasts
Whenever you deal damage to a creature with your mark for 1 minute, or until you mark another creature, become
of bane, the damage you deal is considered magical incapacitated, or die.
for the purposes of overcoming damage resistance and At 11th level, whenever you take the Attack action
immunity. Your marks each last for 1 minute, or until on your turn, you can make an additional attack against
you mark another creature, become incapacitated, or you a creature you have marked.
or the marked creature dies. Form of Shadows
At 11th level, whenever you take the Attack action Replaces Warden’s Resolve
on your turn, you can make an additional attack against Beginning at 3rd level, when you have fewer than half
a creature with your mark of bane. your hit points, you fade into a blur of shifting darkness,
Paragon’s Font causing any melee attack roll made against you to have
Replaces Warden’s Resolve disadvantage. An attacker doesn’t have disadvantage if
Starting at 3rd level, you have a pool of healing power it doesn’t rely on sight, as with blindsight, or can see
that replenishes when you take a long rest. With that through illusions, as with truesight.
pool, you can restore a total number of hit points equal Starting at 17th level, you also have advantage on
to your warden level × 5. As an action, you can regain Strength, Dexterity, and Constitution saving throws
a number of hit points, up to the maximum amount while you have fewer than half your hit points.
remaining in your pool.
Starting at 17th level, whenever you use your Font
of Life ability, you can also use this ability to regain hit
points without using an action.

19
magehandpress
Producers
Adam Ashworth Eugen Batischev Justin Forkner Ryan Russell
Alexander Garcia Fabhar Ken Beimler Sean Barrentine
Antonio Garcia Garrett Lloyd Ken de Jong Seth Apple
Ariel Drissman George Tolley Ken Fairbank Shadistro
Ashlyn McDonald Grand Moff Xela Krist SixAughtFive
Ashran Firebrand James Belin Kristian Gilfillan SleepyD
bolthawk James Mitchell Kura Tenshi Spencer Houston
Braden Read Jamie Matthew Atkins Star-Lord Wright
brandon johnson Jason Jones Mike Litkewitsch Stephen Grote
Brandon Martin Jerry Doolin Not_A_Robot Tavin Kastner
Charles Koeppel Jesse Ott Pandric Thantos
Chase B Patterson Jesus Andujo Patrick Rooney The Mage Armory
Chris Mitchell Joe Shine Pedro Storti The Palm of Vecna
Daniel Lamoureux Joel Grote Pregnantandscared TheNthMaou
Dannika Aikens John Hoffman Rasmi TrondKF
Darion Nutter Joseph Blanc Robert Field tyrell hayward
Derek Miranda Joshua Cates RUNEHAMMER Vik M.
Drew Hayes Julien Therrien Ryan Patrick Nolan Zackary D Szechenyi

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COPYRIGHT NOTICE
Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
System Reference Document 5.0 Copyright 2016, Wizards of the Coast, Inc.;
Complete Warden Copyright 2019, Mage Hand Press LLC; authors Michael Holik, Jaron Mortimer, Benjamin Richardson, Matthew Pennell, Justin Forkner
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