Warden 5

Source: KibblesTasty

Level Proficiency Bonus Endurance Dice Endurance Die Size Primal Manifestations Features
1st +2 Feat, Mystic Bulwark, Warden Bond
2nd +2 3 1d6 Feat, Primal Interdiction, Endurance Dice
3rd +2 3 1d6 2 Warden Bond Feature, Primal Manifestations, Warden's Grasp
4th +2 3 1d6 2 Feat
5th +3 4 1d6 2 Extra Attack
6th +3 4 1d8 3 Feat, Empowered Endurance, Primal Strike
7th +3 4 1d8 3 Warden Bond Feature
8th +3 4 1d8 3 Feat
9th +4 5 1d8 4 Feat, Natural Body
10th +4 5 1d10 4 Feat
11th +4 5 1d10 4 Evolving Power
12th +4 5 1d10 5 Feat
13th +5 6 1d10 5 Mystic Barrier
14th +5 6 1d10 5 Feat, Warden Bond Feature
15th +5 6 1d12 6 Second Life, Movement Through Nature
16th +5 6 1d12 6 Feat
17th +6 7 1d12 6 Warden Bond Feature
18th +6 7 1d12 7 Timeless Body, Invulnerable Endurance
19th +6 7 1d12 7 Feat
20th +6 7 1d12 7 Feat, Primal Decree

Class Features

All of the following are features of the Warden class.

Feat

1st, 2nd, 4th, 5th, 6th, 8th, 9th, 10th, 12th, 14th, 16th, 19th, 20th-Level Warden Feature   You gain one feat of your choice.

Mystic Bulwark

1st-Level Warden Feature   When you don light or medium armor, you can enhance it with mystical defenses, integrating it with manifestations of your Warden Bond. When you do so, you can use your Wisdom modifier in place of your Dexterity modifier when calculating your AC with that armor.   While you have your armor integrated with your primal power, when you take bludgeoning, piercing, or slashing damage, you can reduce the damage taken by 2. This value increases at 5th level (3), 9th level (4), and 13th level (5), and 17th level (6). This stacks with up to one other source of damage reduction.   Damage reduction is applied before damage Resistance and Vulnerability when calculating damage.

This is a rare option

This option requires special permission to take. In the case of spells, psionic powers, and similar options, this option must be found in the world and cannot be taken upon level-up.

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Hit Points

Hit Dice
1d12 per Warden level
Hit Points at 1st Level
1d12 + your Constitution modifier
Hit Points at Higher Levels
1d12 (or 7) + your Constitution modifier per Warden level after 1st

Proficiencies

Armor
Light Armor, Medium Armor, Small Shields, Large Shields
Weapons
Simple weapons
Tools
None
Saving Throws
Strength, Wisdom
Skills
Choose two of the following: Animal Handling, Athletics, Insight, Intimidation, Medicine, Nature, Perception, and Survival

Equipment

As a warden, you can choose to start with 5d4x10gp to purchase starting gear or with the following equipment:
  • (a) chain shirt or (b) leather armor
  • a simple melee weapon and a large shield
  • (a) two javelins or (b) two handaxes
  • (a) a dungeoneer's pack or (b) an explorer's pack

Warden Power Reservoir

Your Warden Power Reservoir is equal to your Constitution modifier, but is never higher than your Proficiency Bonus. At level 17 or higher, this instead equals your Constitution modifier +1, but is never higher than your Proficiency Bonus.

Quick Build

You can make a Warden quickly by using these suggestions. First, make your Strength your highest ability score, followed by Constitution and Wisdom. Second, choose the Outlander background.

Multiclassing and the Warden

If your group uses the optional multiclassing rules, here is what you need to know when you choose to take your first level in the Warden class:
Ability Score Minimum
As a multiclass character, you must have at minimum a 13 in Strength and Constitution to take a Warden level or take a level in another class if you are already a Warden.
Proficiencies Gained
If Warden is not your initial class, you gain the following proficiencies when you take your first level as a Warden: Light Armor, Small Shields, Large Shields, and Simple Melee Weapons.

Warden Bond

1st-Level Warden Feature   You select an aspect of primal powers, gaining the ability to manifest your bond with that power. Your choice grants you features at 1st level, and again at 3rd, 7th, 14th, and 17th levels. Warden Bonds
Warden Bond Description
Astral Guardian Embarking on a path less traveled, the Astral Guardian Warden transcends the earthly plane and draws from the power of the infinite planes. Touched by the enigmatic forces of space and energy, they embody the mystery of the universe, controlling spatial distortions and manipulating celestial energies.
Beasthide Tapping into the primal ferocity of beasts, Beasthide Wardens are capable of fighting with a primal ferocity. They specialize in unleashing terrible wrath on any that would attack them or their companions.
Bone Binder Commanding the dark powers of the fallen, a Bone Warden watches over the endless and final silence of the end of life. Solemn and grim, they recycle the remains of life to one final service, binding the bones of once living creatures to form their armor, weapons, and grim constructs to bind and crush those that stand in their way of their primal decrees.
Dreadwing The Dreadwing Warden utilizes and ancient bond that taps into the deeply rooted primal powers that flow within dragonkind. United with the essence of these legendary beings, they embody the draconic virtues of strength, elemental fury, and fear. These Wardens wield the might and majesty of dragons to dominate the battlefield, leaving all that would oppose them in terrified awe of their power.
Elderheart Rooted in the ancient growth of the world, these Wardens are linked to a primordial untamed aspect of the world. Their vines lash and bind, inexorably dragging their enemies to the conclusion of their place in the natural cycle of life and death.
Elemental Soul Tapping into the endless power of the elemental planes, these Wardens shroud themselves in harsh primal forces, destroying their foes with their very presence.
Ironbound Ironbound Wardens assert that all that comes of earth is born of primal power, embracing forged metal. Often drawn from mining communities, blacksmiths, or otherwise those with deep understanding and appreciation of the fusion of nature and civilization that forged metal represents, they take full advantage of its power to become invincible edifices of iron.
Stoneblood The enduring blood of the world flows through you, empowering you with inhuman durability, and mastery over the powers of stone and earth. Empowered with unbreakable resilience and steps that cause the very ground to tremble.
Sunwatcher Drawing power from the highest primal authority, you embody the radiance of the sun. The sun burns away all that lurks in the darkness, while bringing the relief of morning light to those that seek it. Ever vigilant, these Wardens weave fire and radiance to destroy their enemies and empower their allies.
Timetwister The Timetwister draws upon the enigmatic forces of time, its unstoppable march, and the ebb and flow of the past, present, and future. These Wardens manipulate the battlefield, expedite their allies’ actions to a blur while slowing their enemies to a crawl. They witness flickers of the past, glimpses of the future, and the ever branching pathways of the present. In battle, a fleeting moment is the only gap between life and death, and these Wardens are the masters of moments.

Primal Interdiction

2nd-Level Warden Feature   Nature hinders your foes with aspects of your primal power. This effect has a 5-foot Radius centered on you, turning the ground within range into Difficult Terrain for creatures of your choice.   Additionally, at the end of your turn, you can choose to recklessly defend your allies within this area at the cost of your own safety, giving attacks against you Advantage, and attacks against creatures of your choice in the Radius Disadvantage so long as you are also in range of the attack and you are not behind Total Cover.   The range of this effect increases by 5 feet at 5th level (10 feet), 11th level (15 feet), and 17th level (20 feet).

Endurance Dice

2nd-Level Warden Feature   You gain access to three Endurance Dice, which are d8s. You have two ways to use these dice, though other features may grant additional ways to use them:
  • Once per turn, when you take damage, you can roll an Endurance Die to reduce the damage taken by the amount rolled.
  • When you make a Saving Throw, you can roll an Endurance Die and add it to the saving throw. You can do this after you roll the save, but before you know the outcome of the save.
You gain additional Endurance Dice and the size of your Endurance Dice increases as shown in the Warden table.

Primal Manifestations

3rd-Level Warden Feature   Your connection to the primal forces you've bonded with develop in new ways that grant you new powers and abilities.   You gain two such Primal Manifestations chosen from the list below. When you gain certain Warden levels, you gain additional manifestations of your choice, as shown on the Warden table.   If a Manifestation has a prerequisite, you must meet it to learn the Manifestation. A level requirement refers to your level in this class. Primal Manifestations
Balanced Assault
You gain the Dual Wielding Fighting Style.
Dual Weilding
When you take the Attack action while two-weapon fighting, you can make the single bonus attack with your off-hand weapon as part of your Attack action, instead of your bonus action, adding your ability modifier to the damage of this attack. If you do, you cannot use your bonus action to make an additional attack.
Create Barrier
When you take the attack action on your turn, you can replace one of your attacks with manifesting an elemental barrier in an unoccupied space on the ground within 30 feet of you. This elemental barrier forms out of nearby materials (such as dirt, wood, or stone), and cannot be formed in the absence of natural materials. The barrier roughly blocks a 5 foot cube of space, and has an AC of 15, and hit points equal to 10 + your Warden level. You can have a number of these created equal to your Warden Power Reservoir. When creating a new one beyond your limit, the oldest previously created one crumbles.   Based on your subclass, you may be able to create other kinds of barriers:
  • Astral Barrier. (Prerequisite: Astral Guardian subclass): The barrier does not require any nearby materials to form from.
  • Ice Barrier. (Prerequisite: Elemental Soul subclass): The barrier does not require any nearby natural materials to form from, and deals 1d6 Cold damage to any creature that attacks it.
  • Iron Barrier. (Prerequisite: Ironbound subclass): The barrier has Resistance to Bludgeoning, Piercing, and Slashing damage.
  • Tree Barrier. (Prerequisite: Elderheart subclass): The barrier does not require any nearby natural materials to form from, has Hit Points equal to 10 + twice your Warden level, and can form up to 20 feet tall.
  • Stone Barrier. (Prerequisite: Stoneblood subclass): The barrier has an AC equal to your AC (Unless it is already higher).
You can create a total number of barriers equal to your Warden level, regaining all expended uses when you finish a Short or Long rest.
Elemental Rebuke
You learn the Absorb Elements spell and you don't need any components to cast it. You can cast this spell once without expending a spell slot. Once you do so, you cannot do so again until you finish a Long Rest, or until you expend 2 Endurance Dice to use it again.
Gift of Vigor
As an action, you can expend an Endurance Die to cause a creature you touch to regain 1 Hit Point and gain a number of Temporary Hit Points equal to a roll of your Endurance Die + your Wisdom modifier. This has no effect on Constructs, Undead, or Unconscious creatures.
Guided Wrath
When you make an attack with a Natural Weapon granted by this class, you can use your Wisdom modifier, instead of Strength or Dexterity, for the Attack and Damage Rolls.   Based on your subclass, you may gain additional benefits:
  • Living Weapon. (Prerequisite: Elderheart subclass): You may use your Wisdom modifier, instead of your Strength, to initiate and maintain Grapple checks with your Lashing Vines.
  • Living Chains. (Prerequisite: Ironbound subclass): You can use your Wisdom modifier, instead of your Strength, to initiate and maintain Grapple checks made with the Chains created with Binding Interdiction.
  • Living Arms. (Prerequisite: Astral Guardian subclass): You can use your Wisdom modifier, instead of your Strength, to initiate and maintain Grapple checks with your Astral Arms.
Engulfing Vines
Prerequisite: Elderheart subclass   You can Grapple a number of creatures with each of your Lashing Vines equal to your Warden Power Reservoir. While it is not Grappling the maximum number of targets, you can attack creatures you are not Grappling with it. Additionally, at the start of your turn, you can pull any creature Grappled by your Lashing Vines 5 feet toward you.
Heart of the Storm
You gain Resistance to the damage from spells that affect a Cone, Cube, Cylinder, Line, or Sphere cast by friendly creatures. If you would normally be Resistant to the damage, you are instead Immune to the damage.
Karmic Edict
The spell Karmic Reflection is added to your Innate Spells, allowing you to cast it once for free without expending a spell slot or Endurance Dice, regaining the ability to do so when you finish a Long Rest. You can cast it again early by spending Endurance Dice as normal.
Mystic Deflection
Your AC is increased by 1 while you are wearing Light or Medium armor.
Mystic Reinforcement
The damage reduction granted by Mystic Bulwark increases by 1.
Primal Intuition
You gain Blindsight to a range of 10 feet.
Protective Interdiction
If an allied creature within range of your Primal Interdiction takes Non-Supernatural Bludgeoning, Piercing, or Slashing damage, you can use your Reaction to reduce the damage taken by twice the Damage Reduction of your Mystic Bulwark.
Reliable Endurance
When you roll an Endurance Die, you can replace the die with 2d4 (Becoming 1d4+1d6 when the die becomes a d10, and 3d4 when the die becomes a d12).
Temporal Torsion
Prerequisites: Timetwister subclass   As an attack as part of the Attack action, you can violently distort time for a creature you can see within 30 feet, causing it to be displaced from reality. The target must make a Charisma saving throw, taking Force damage equal to 1d8 + your Wisdom modifier and having their speed reduced by 10 feet on a failed saving throw. The damage of this ability is increased by any effect that increases the damage of your Natural Weapons.
Time Trick
Prerequisite: Timetwister subclass   You gain the ability to greatly speed up your own actions within narrow limitations, allowing you to very quickly don or doff armor or a shield, change clothes, or complete simple tasks that would take less than 1 Minute as an Action. You cannot move from your space, interact with other creatures, cast spells, manifest powers, attack, or make ability checks during this action.   You can use this ability a number of times equal to your Warden Power Reservoir, regaining all expended uses when you finish a Long Rest.
Unrelenting Onslaught
If you cast a spell as an Action, you can make a single weapon attack with a Natural Weapon as a Bonus Action.
Well of Fortitude
When you finish a Short Rest, you can roll 1 Hit Die for free without expending it, regaining Hit Points as normal. You can use this ability a number of times equal to your Warden Power Resrvoir, regaining expended uses when you finish a Long Rest. You cannot use this feature more than once during each Short Rest.
Wildheart
Prerequisite: Beasthide subclass   You gain the effects of Sanctuary against any Animal with a CR less than or equal to your Warden level. You have Advantage on Wisdom (Animal Handling) checks, or checks to persuade, deter, or seek help from Animals.
Sacrificing Stance
Prerequisite: 6th Level   When you roll a Saving Throw against a spell, power, or supernatural effect that affects a Cone, Cube, Cylinder, Line, or Sphere, you can choose to roll your Saving Throw with Disadvantage to shield your allies.   If you do so, creatures of your choice in the area of your Primal Interdiction gain Resistance to the damage taken from the effect.
Savage Weapons
Prerequisite: 6th Level   The damage dice of all Natural Weapons granted by this class increase by 1 size. If a weapon has multiple dice, only one die increases in size. If a Natural Weapon has a d12 damage die, it instead becomes 1d6 + 1d8.
Devouring Earth
Prerequisite: 9th Level   You can cast Quicksand without expending a spell slot. Once you do so, you cannot do so again until you finish a Long Rest.
Falling Sky
Prerequisite: 9th Level   You can cast Sleet Storm without expending a spell slot. Once you do so, you cannot do so again until you finish a Long Rest.
One with Stone
Prerequisite: 9th Level   You can cast Meld into Stone without expending a spell slot. Once you do so, you cannot do so again until you finish a Long Rest.
Arise Stone
Prerequisite: 12th Level   You can cast Wall of Stone without expending a spell slot. Once you do so, you cannot do so again until you finish a Long Rest.
Crushing Grip
Prerequisite: 12th Level   Whenever a creature starts its turn Grappled by you, it takes 2d6 Bludgeoning damage.
Font of Will
Prerequisite: 12th Level   When you would make a Saving Throw at the end of your turn against an effect, you can instead make that Saving Throw at the beginning of your turn before taking any negative effects from the effect, such as damage from Burning or Bleeding.
Revitalizing Endurance
Prerequisite: 12th Level   When you start your turn with 0 Hit Points, you can expend an Endurance Die, rolling it and regaining Hit Points equal to the number rolled + your Constitution modifier.
Unlimited Endurance
Prerequisite: 12th Level   You gain an additional Endurance Die.
Arise Thorns
Prerequisite: 16th Level, Elderheart subclass   You can cast Wall of Thorns without expending a spell slot. Once you do so, you cannot do so again until you finish a Long Rest.
Arise Ice
Prerequisite: 16th Level, Elemental Soul subclass   You can cast Wall of Ice without expending a spell slot. Once you do so, you cannot do so again until you finish a Long Rest.
Immortal Body
Prerequisite: 16th Level   When you start you turn while Bloodied, you regain 1d6 Hit Points. You don't gain this benefit while at 0 Hit Points.
Last Stand
Prerequisite: 16th Level   At the end of your turn, you can start a Last Stand. Until the start of your next turn, any damage taken by creatures of your choice within 60 feet of you that would reduce them to less than 1 Hit Point is instead redirected to you. This effect ends if you fall Unconscious.   Once you use this ability, you cannot do so again until you finish a Short or Long Rest.
Planar Guardian
Prerequisite: 16th Level, Astral Guardian subclass   You can cast Plane Shift once without expending a spell slot. You can only target willing creatures when you cast it this way. Once you do so, you cannot do so again until you finish a Long Rest.
 

Warden's Grasp

3rd-Level Warden Feature   Whenever an option grants you an attack without taking the Attack action, such as if you have the Attack of Opportunity feat, you can replace any number of those attacks with an attempt to Grapple the target.

Extra Attack

5th-Level Warden Feature   You can attack twice, instead of once, whenever you take the Attack action on your turn.

Empowered Endurance

6th-Level Warden Feature   When you roll an Endurance Die to reduce damage, add your Constitution modifier to the result rolled.   Additionally, if you roll for Initiative at the beginning of combat with no Endurance Dice remaining, you regain one Endurance die.

Primal Strike

6th-Level Warden Feature   Your attacks from Natural Weapons and Unarmed Strikes count as magical for the purpose of overcoming Resistance and Immunity to non-supernatural attacks and damage.

Natural Body

9th-Level Warden Feature   You sustain yourself from the forces of nature. You no longer need to eat or drink, though you can if you choose. You also become Immune to Disease.

Evolving Power

11th-Level Warden Feature   The damage die of all Natural Weapons granted by this class increase by 1 size. If a weapon has multiple damage dice, only one die increases. If a Natural Weapon has a d12 damage die, it instead becomes 1d6 + 1d8.

Mystic Barrier

13th-Level Warden Feature   Your Mystic Bulwark damage reduction applies to all damage types except for Negative Energy, Positive Energy, and Psychic damage.

Second life

15th-Level Warden Feature   When you would be reduced to 0 Hit Points, you are instead reduced to 1 Hit Point, and you regain hit points equal to half your Maximum Hit Points.   Once you use this feature, you cannot do so again until you finish a Long Rest.

Movement Through Nature

15th-Level Warden Feature   You gain your choice of a Climb or Swim speed equal to your Land speed, or a Burrowing speed equal to half your Land speed. When you burrow, you leave behind a tunnel equal to your size. Through soft materials, this tunnel lasts for 1 minute before collapsing, and collapses immediately if it is a loose soft material like sand or gravel. You cannot tunnel through solid stone or similar hard materials.

Timeless Body

18th-Level Warden Feature   The primal power that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year.

Invulnerable Endurance

18th-Level Warden Feature   When you roll an Endurance Die, you can roll two dice and take the higher result. Doing so does not expend an additional die.

Primal Decree

20th-Level Warden Feature   You can use your primal connection with the natural world to reshape the land around you on a large scale. This can take the form of effects like Earthquake, Control Weather, or an Alteration or Conjuration spell from the Druid spell list that modifies the terrain.   At the DM's discretion, this might be used to accomplish other large scale feats not listed by a spell, such as changing the course of a river, quenching a forest fire, or causing an active volcano to have only a small eruption. Its range of effect should be contained within a 1 mile radius area when not replicating the spells listed above. When used in this way it takes 1 Minute to invoke the effect, and may take longer to fully manifest depending on its nature.   Once you use this feature, you cannot do so again until you finish a Long Rest.