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Warden 5e Class - GM Binder

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The Warden

A 5e class by platinumsketch
Warden
With blade in one hand and shield in the other, an elven
warrior drops onto his foe from above. As he engages in
combat, a bear slowly emerges from the wood, and begins to
aid him in his assault. As he swings at his opponent, the keeps
him from dodging, and attacks alongside him.
In the midst of battle, a heavily armored human falls to one
knee and begins praying. As she rises her form changes,
taking on the likeness of a Green Dragon. As she does so, the
tide of battle shifts, with her poisonous breath decimating her
foes.
Hiding, waiting, a dwarf man has melded with stone. As the
stone giant meanders past, he reveals himself, and causes the
earth to tremble around him, forcing the stone giant to one
knee. Just as this happens, he creates pillars of stone, which
launch into the giants face, swiftly knocking him out.
Soaring across the sky, looking on below, a tiefling woman
is carried by wind and storm alike. As she looks down she
sees an intruder to her forest. Swiftly, she flies down and
strikes the creature, summoning a blast of lightning alongside
her blade, reducing the creature to nothing more than ash.
Defenders of Nature
Much as Rangers or Druids, Wardens are guardians of nature.
Yet unlike either, they embody those stalwart guardians that
one hears of in legend, becoming dragons and owl bears,
albeit only or a moment. Yet this is not their only power, as
they have spells and the control over nature itself at their
disposal as well, making them powerful foes.
Stalwart Warriors
With their martial training at several abilities, Wardens often
prove to be supreme defenders of nature. Rarely is a forest
that is protected by a Warden besieged or harmed in any
fashion, as they will hunt down those who did so and destroy
them.
Creating a Warden
When making a warden, a few important questions to ask are
how did they get this power, and why do they reside in the
wilds.
Perhaps they pray to a god of nature, promising to be her
champion? Maybe they come from a line of druids, and have
such gained some amount of their power, and have developed
it further with training? Do they live in wilderness? If they do,
is it because they love it, or because they deem civilization
evil?
Quick Build
You can make a Warden quickly by following these steps.
First, make Strength or Dexterity your highest score,
following by Wisdom. Then, take the Hermit background.
Finally, choose a Form.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Warden
Level Proficiency Bonus Features Forms 1st 2nd 3rd 4th 5th
1st +2 Nature's Form 1 — — — — —
2nd +2 Fighting Style, Spellcasting 1 2 — — — —
3rd +2 Guardian's Realm 1 3 — — — —
4th +2 Ability Score Increase 1 3 — — — —
5th +3 Extra Attack 2 4 2 — — —
6th +3 Nature's Champion 2 4 2 — — —
7th +3 Guardian's Realm Feature 2 4 3 — — —
8th +3 Ability Score Increase 2 4 3 — — —
9th +4 ─ 3 4 3 2 — —
10th +4 Speech of Beast and Plants 3 4 3 2 — —
11th +4 Guardian's Realm Feature 3 4 3 3 — —
12th +4 Ability Score Increase 3 4 3 3 — —
13th +5 ─ 4 4 3 3 1 —
14th +5 Return to Dust 4 4 3 3 1 —
15th +5 Guardian's Realm Feature 4 4 3 3 2 —
16th +5 Ability Score Increase 4 4 3 3 2 —
17th +6 ─ 5 4 3 3 3 1
18th +6 Undying 5 4 3 3 3 1
19th +6 Ability Score Increase 5 4 3 3 3 2
20th +6 Guardian's Realm Feature 5 4 3 3 3 2

(a) a scholar's pack or (b) an explorer's pack


Class Features Two simple weapons
As a Warden, you gain the following class features Nature's Form
Hit Points Beginning at 1st level, your connection to nature allows you to
Hit Dice: 1d10 per Warden level take some of its forms. You know one Form, and learn one
Hit Points at 1st Level: 10 + your Constitution modifier. additional Form at 5th, 9th, 13th, and 17th level. Forms allow
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution you to momentarily take the shape of the beasts of the world.
modifier per Warden level after 1st These Forms can be found under the "Forms" section below.
While in a form, you can not cast spells or use any other class
Proficiencies features, though you can utilize all of the creature's features.
Armor: light armor, medium armor, shields
Weapons: simple weapons, martial weapons Fighting Style
Tools: none At 2nd level, you adopt a style of fighting as your specialty.
Saving Throws: Constitution, Wisdom Choose one of the following. You can't choose a fighting style
Skills: Choose three from History, Insight, Investigation, more than once, even if you get to choose again.
Medicine, Nature, Perception and Religion.
Defense
Equipment While wearing armor, you gain a +1 bonus to AC.
You start with the following equipment, in addition to the
equipment granted by your background: Dueling
(a) scale mail or (b) leather armor When you are wielding a melee weapon in one hand and no
(a) a martial weapon and shield or (b) a longbow and a other weapons, you gain a +2 bonus to damage with that
quiver of 20 arrows weapon.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Great Weapon Fighting Nature's Champion
When you roll a 1 or 2 on a damage die for an attack you At 6th level, your affinity towards nature grants you yet
make with a melee weapon that you are wielding with two another boon. You gain immunity to disease, the Poisoned
hands, you can reroll the die and must use the new roll, even if condition and Poison damage.
the new roll is a 1 or a 2. The weapon must have the two-
handed or versatile property to gain this benefit. Speech of Beast and Plants
Protection By 10th level, you have the ability to always speak to the
When a creature that you can see attacks a target other than nature that surrounds you. You act as if you are always under
you that is within 5 feet of you, you can use your reaction to the effects of the Speak with Plants and Speak with Animals
impose disadvantage on the attack roll. You must be wielding spells. Additionally, you may cast either of the aforementioned
a shield. spells once per long rest without expending a spell slot, as you
extend your knowledge of nature to another for a moment.
Spell Casting
Return to Dust
Once you reach 2nd level, you gain the ability to cast spells as
your ability to control nature takes a sort of arcane form. Starting at 14th level, you can sap the life from the foes you
have slain. Once per turn when you kill a creature you heal an
Spell Slots amount equal to your level.
The Warden table shows how many spell slots you have to
cast your spells of 1st level and higher. To cast one of these Undying
Warden spells, you must expend a slot of the spell's level or Once you reach 18th level, you have nearly stopped aging. You
higher. You regain all spell slots when you finish a long rest.

take 10 years to age 1 year. Additionally, when you drop to 0


Preparing Spells hit points, whether the attack would directly kill you or not,
You can prepare a set amount of Warden spells, which is you can choose to instead drop to 1 hp. You can do this once
equal to your Wisdom modifier + half your Warden level per long rest.
(minimum of 1). You can change the spells you have prepared
over the course of a long rest.

Guardian's Realm
Spell Casting Ability The Realm of a Warden is one of the determining factors in its
Wisdom is the spellcasting ability for you Warden spells. Your abilities. The Realm chosen represents the interest of the
magics come from an understanding of and ability to Warden, what hey care for, and what may best represent them.
commune with spirits. You use your Wisdom whenever a Earth Shaker
Warden spell refers to your spellcasting ability.
Those who stand their ground, and force their foes to as well,
Spell Save DC = 8 + your proficiency bonus +
are called the Earth Shakers. These are the Wardens who
specialize in controlling the earth around them in order to
your Wisdom modifier
cause various effects, such as pillars of stone or breaking the
Spell attack modifier = your proficiency bonus +
ground around them.
your Wisdom modifier Pillar of Stone
Ritual Casting Beginning at 3rd level after you choose this domain, you gain
You can cast a Warden spell as a ritual if that spell has the the ability to control some amount of the ground around you.
ritual tag and you have it prepared. As a bonus action, you can summon a pillar of earth from the
ground at a point you can see within 60 feet of you. The pillar
Guardian's Realm you summon takes up a 5 foot space, is 10 feet tall, and has an
AC of 10 and 15 hit points. If the pillar is summoned under a
By 3rd level, you have developed an understanding of the creature, they must make a Dexterity saving throw versus your
domain you control. Choose one Guardian's Realm, for which spell save DC or take 2d6 Bludgeoning damage and be
you will gain a feature from at 3rd, 7th, 11th, 15th, and 20th knocked prone, taking half damage on a success and not
level. being knocked prone. If this forces a creature into the roof of a
structure, they take an additional 1d6 damage. This can be
Ability Score Increase done a number of times equal to your Wisdom modifier
When you reach 4th level, and again at 8th, 12th, 16th and (minimum of 1) per long rest. Alternatively, you can utilize
19th level, you can increase one ability score of your choice by several pillars at once, but they must be made in spaces
2, or two ability scores of your choice by 1. As normal, you adjacent to one another.
can't increase an ability score above 20 using this feature.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once,
when you take the Attack action on your turn.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Shake the Earth By 11th level, you have learned how to build up, and then
Once you reach 7th level, you gain the ability to move more of expel, a large amount of electricity. As an action, you can
the earth around you. As an action, you can cause the earth to unleash blast of lightning centered on you. This blast has a
shake around you, forcing all creatures within 15 feet of you to radius of 15 feet, and forces all creatures within its radius to
make a Dexterity saving throw versus your spell save DC or make a Constitution saving throw against your spell save DC
fall prone and take 1d6 Bludgeoning damage. You can do this or take 4d6 Lightning damage and be stunned until the end of
a number of times per long rest equal to your Wisdom your next turn. You may do this once per short or long rest.
modifier (minimum of 1). Unending torrent
Chasm At 15th level, you can momentarily become one with the storm
By 11th level, You learn how to entirely destroy small entirely. As an action, you can cause yourself to become
segments of earth. As an action, you can target a 5 by 15 foot wreathed in lightning, dealing 2d4 Lightning damage to all
line of ground within 60 feet of you. The ground you targeted creatures within 10 feet of you once per turn, and gain a fly
is destroyed, opening up into a pit that is 10 feet deep, forcing speed of 45 feet. This form lasts for 1 minute, and may be sine
any medium or smaller creatures standing on the line to make once per long rest.
a Dexterity saving throw versus your spell save DC or fall into Master Tempest
the pit and take 1d6 damage. In order to get out of the pit, the Once you reach 20th level, you take on the form of the
creature must use its action to make a DC 10 Athletics or tempest. You gain the following permanent benefits:
Acrobatics check. You may do this a number of times per long
rest equal to your Wisdom modifier (minimum of 1). You become resistant to Lightning and Thunder damage.
You gain a fly speed of 30 feet.
Wave of Rock The number of charges you have of Lightning Caller is
When you reach 15th level, you learn how to send forth a doubled (minimum of 2).
sudden burst of stone and earth. As an action, you can send a
15 foot wide, 45 foot long line of stone, forcing all creatures in Life Keeper
its path to make a Dexterity saving throw versus your spell
save DC or take 8d8 Bludgeoning damage and fall prone, Among Wardens, to have the Domain of Life Keeper is rare.
taking half and not falling prone on a success. The area that This is not due to it being looked down upon, but rather due to
this effected then becomes difficult terrain. You may do this the inability of one to deal with the possible loss of a lifelong
once per long rest. companion. However, those that believe this often forget that
these same companions are capabale of draining the life of
Form of the Mountain their foes, as well as telepathically communicating with their
At 20th level, you embody the mountain, gaining abilities that bonded ally.
truly show such. You gain the following permanent benefits: Ally to the Beasts
You have advantage on all Constitution and Strength Beginning at 3rd level when you choose this domain, you gain
saving throws. a bestial companion. This animal companion must be a beast,
You gain resistance to damage from non-magical weapons and can be up to CR 1/2. Portions of your animal companions
and attacks. statistics are determined by your level, and it acts as a seprate
You can not be moved or knocked prone against your will. creature with its own initiative. Your animal companion uses
You can cast Meld with Stone at will. your proficiency bonus instead of its own, and adds this
proficiency bonus to its AC and its damage roll. It becomes
Storm Bringer proficient in all saving throws, as well as two skills of your
Though most Wardens are call and collected, those of the choice.
Domain of Stormbringer are anything but. Using their foul Additionally, when your level increases past 3rd, your
temper to call down lightning and thunder to empower their companion gains a hit die and increases its hit points as such.
attacks, they are truly a force of nature. Your companion also gains ability score increases when you
do, and they work the same for it as they do for you.
Lightning Caller If your animal companion dies, you must spend 100gp and
Beginning at 3rd level after you choose this domain, you gain a week to find a new one, and what that new one is may be
the ability to summon forth lightning to enhance your attacks. determined by your GM.
You have a number of charges equal to your Wisdom modifier Assault on Two Fronts
(minimum of 1), which you can expend as part of an attack to
deal additional damage. Each charge equals 1d6 Thunder or By 7th level, you have learned how to better coordinate you
Lightning damage, your choice, and whether or not you and your animal companion in combat. If you or your animal
expend a charge, as well as how many charges you expend, companion are attacked by a creature,. you or your animal
can be declared after an attack is made. companion may attack it, so long as they can see it and it is
within range, by using their reaction.
Empowered Lightning
At 7th level, the lightning you create is supernaturally
powerful. Whenever you deal lightning damage, you may add
your Wisdom modifier (minimum of 1) to the damage.
Shockwave

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Bestial Rage
At 11th level, you and your animal companion finalize your
supernatural connection. When you or your animal
companion falls unconscious, the remaining of you two goes
into a rage, causing you to add twice your attack modifier to
all melee attacks and increase your base walking speed by 10
feet for the next minute. This feature can only be used once
per long rest.
Nature's Guard
Once you reach 15th level, you and your animal companion
gain a supernatural form of defense. So long as you and your
animal companion can see one another, you can both use your
reaction to grant the other advantage on a saving throw, or
reduce the damage the other takes by up to half your level
(rounding down).
Bastions of the Wilds
When you reach 20th level, you and your animal companions
become bastions of nature. Your animal companion will not
die of age until you do. Additionally, you and your animal
companion have the following permanent benefits:
When you and your animal companion are within 5 feet of
a creature, you and your animal companion gain advantage
on all attacks against that creature.
You and your animal companion are resistant to non
magical damage, in addition to Acid and Poison damage if
either of you were not already.
You or your animal companion and use their bonus action
to allow the other to make a single attack using their
reaction.
You can telepathically communicate with your animal
companion so long as you are both on the same plane of
existence.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Form of the Sky God (17th level). Once per long rest, you
Forms may assume the form of a Couatl as an action. For the next
The following are the Forms detailed in a level based order, minute, you have the same statistics as a Couatl, with the
going from lowest to highest level. All forms require you to be exception that your Intelligence, Wisdom and Charisma
a certain level, this level is stated next to the name in the same remain the same. If you drop to 0 hit points in this form, you
font style. Additionally, you can not choose the same form revert to your ordinary form and take any remaining damage.
twice. Form of the Great Beast (17th level). Once per long rest,
Form of the Hawk (1st level). Once per long rest, you can you may take on the form of an Elephant as an action. For the
change your shape to that of a Blood Hawk as an action. For next minute, you have the same statistics as an Elephant, with
the next minute, you have the same statistics as a Blood the exception that your Intelligence, Wisdom and Charisma
Hawk, with the exception that your Intelligence, Wisdom and remain the same. If you drop to 0 hit points in this form, you
Charisma remain the same. If you drop to 0 hit points in this revert to your ordinary form and take any remaining damage.
form, you revert to your ordinary form and take any remaining
damage.
Form of the Living Root (1st level). Once per long rest,
you can change your shape to that of a Twig Blight as an
action. For the next minute, you have the same statistics as a
Twig Blight, with the exception that your Intelligence, Wisdom
and Charisma remain the same. If you drop to 0 hit points in
this form, you revert to your ordinary form and take any
remaining damage.
Form of the Fire Lizard (5th level). Once per long rest,
you can change your shape to that of a Fire Newt Warrior as
an action. For the next minute, you have the same statistics as
a Fire Newt Warrior, with the exception that your Intelligence,
Wisdom and Charisma remain the same. If you drop to 0 hit
points in this form, you revert to your ordinary form and take
any remaining damage.
Form of the Swarm (5th level). Once per long rest, you
can change your shape to that of a Swarm of Insects as an
action. For the next minute, you have the same statistics as a
Swarm of Insects, with the exception that your Intelligence,
Wisdom and Charisma remain the same. If you drop to 0 hit
points in this form, you revert to your ordinary form and take
any remaining damage.
Form of the Master Bear (9th level). Once per long rest,
you can change your shape to that of a Brown Bear as an
action. For the next minute, you have the same statistics as a
Brown Bear, with the exception that your Intelligence,
Wisdom and Charisma remain the same. If you drop to 0 hit
points in this form, you revert to your ordinary form and take
any remaining damage.
Form of the Wind Walker (9th level). Once per long rest,
you can change your shape to that of a Giant Eagle as an
action. For the next minute, you have the same statistics as a
Giant Eagle, with the exception that your Intelligence,
Wisdom and Charisma remain the same. If you drop to 0 hit
points in this form, you revert to your ordinary form and take
any remaining damage.
Form of the Forest Dragon (13th level). Once per long
rest, you can change your shape to that of a Green Dragon as
an action. For the next minute, you have the same statistics as
a Green Dragon Wyrmling, with the exception that your
Intelligence, Wisdom and Charisma remain the same. If you
drop to 0 hit points in this form, you revert to your ordinary
form and take any remaining damage.
Form of the Woodland Guardian (13th level). Once per
long rest, you may take on the form of an Owlbear as an
action. For the next minute, you have the same statistics as an
Owlbear, with the exception that your Intelligence, Wisdom
and Charisma remain the same. If you drop to 0 hit points in
this form, you revert to your ordinary form and take any
remaining damage.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Warden Spell List
Darkvision Fly Ice Storm
1st Level Gust of Wind Lightning Arrow Polymorph
Animal Friendship Hold Person Lightning Bolt Stone Shape
Command Locate Animals or Plants Plant Growth Stone Skin
Cure Wounds Melf's Acid Arrow Sleet Storm
Detect Poison and Disease Moonbeam Water Breathing 5th Level
Ensnaring Strike Pass without Trace Water Walk Awaken
Entangle Protection from Poison Commune with Nature
Goodberry Spike Growth 4th Level Contagion
Hail of Thorns Blight Hallow
Shield of Faith 3rd Level Conjure Woodland Beings Hold Monster
Thunderwave Call Lightning Control Water Insect Plague
Conjure Animals Dominate Beast Reincarnate
2nd Level Create Food and Water Giant Insect Tree Stride
Barkskin Daylight Grasping Vine
Beast Sense

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Multiclassing
As with most homebrew, multiclassing can cause unexpected
results. The following are rules on how to do so, though do so
at your own risk.
Prerequisites
To qualify for your new class, you must meet both the
prerequisites for your new class, shown in the Prerequisites
table, and the prerequisites of your current class.
Prerequisites
Class Ability Score Minimum
Warden Wisdom 13

Proficiencies
When you gain a level in a class other than your first, you only
gain some of that class's starting proficiencies, as shown in
the Multiclassing Proficiencies table.
Multiclassing Porficiencies
Class Proficiencies Gained
light armor, medium armor, simple weapons, one
Warden
skill from the class's skill list

Credits
Author: u/platinumsketch

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
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