Warden Class
Warden Class
Warden Class
Creating a Warden
The most important aspect of a warden is their affinity to the
natural world and how they marry it to their combat
techniques. While the specific discipline of a warden’s martial
prowess is chosen at 1st level, their prime element doesn’t
mature until 3rd. This prime element may greatly affect the
playstyle of your warden, so plan by reading their
descriptions. Do you thrum with a fiery core? Are your
movements as still as the snow atop a mountain? Or does the
tenacity of a storm rage within you?
1
The Warden
Prof. Power Spells Spell Slot
Level Bonus Features Die Known Slots Level
1st +2 Combat Discipline, Natural Awareness 4 (d4) - - -
2nd +2 Source Magic 4 (d4) 2 1 1st
3rd +2 Prime Element 4 (d4) 2 1 1st
4th +2 Ability Score Improvement 4 (d4) 3 2 1st
5th +3 Extra Attack, Glamour 5 (d6) 3 2 2nd
6th +3 Combat Discipline Feature 5 (d6) 4 2 2nd
7th +3 Prime Elemental Shield 5 (d6) 4 2 2nd
8th +3 Ability Score Improvement 5 (d6) 5 2 2nd
9th +4 - 6 (d6) 5 2 3rd
10th +4 Combat Discipline Feature, Nature Sense 6 (d6) 6 2 3rd
11th +4 Prime Elemental Burst 6 (d8) 6 2 3rd
12th +4 Ability Score Improvement 6 (d8) 6 3 3rd
13th +5 - 7 (d8) 7 3 4th
14th +5 Combat Discipline Feature 7 (d8) 7 3 4th
15th +5 Natural Recovery 7 (d8) 7 3 4th
16th +5 Ability Score Improvement 7 (d8) 8 3 4th
17th +6 Source Surge 8 (d10) 8 3 4th
18th +6 Improved Natural Awareness 8 (d10) 8 4 4th
19th +6 Ability Score Improvement 8 (d10) 9 4 4th
20th +6 Master of Elements 8 (d10) 9 4 4th
2
Natural Power Additionally, when you gain a level in this class, you can
choose one of your warden spells you know and replace it
You pull from a well of natural power to augment your with another spell from the warden spell list, which also must
prowess in combat. be of a level for which you have spell slots.
Whenever you hit with a weapon attack that is not part of a
spell, you can expend a power die to add its result to the
damage of the attack. The damage type of the additional
Spellcasting Ability
damage is Fire, Cold, Lightning, or Acid (your choice.) Wisdom is your spellcasting ability for your warden spells, so
Whenever you take the Cast a Spell action to cast a 1st- you use your Wisdom whenever a spell references to your
level spell or higher that deals damage, you can expend a spellcasting ability. In addition, you use your Wisdom modifier
power die to add its result to the spell’s damage roll. The when setting the saving throw DC for a warden spell you cast
damage type of the spell changes to Fire, Cold, Lightning, or and when making an attack roll with one.
Acid (your choice) or can remain unchanged.
You regain all expended power die when you finish a long Spell save DC = 8 + your proficiency bonus +
rest, or half of the expended amount (rounded up) when you your Wisdom modifier
finish a short rest. Spell attack modifier = your proficiency bonus +
your Wisdom modifier
3
Unrelenting Storm Nature Sense
You learn the following cantrips, lightning lure and booming
blade. Beginning at 10th level, you can channel nature to extend
Whenever you make an attack roll with a weapon attack, your senses.
you can expend a power die and add that number to your You can spend 1 minute touching a natural surface and
attack roll. You may choose to do this after you have rolled to focusing. After which you can shift your perspective as if your
attack, but must decide before the DM says whether the roll eyes were looking from a point on that surface up to 60 feet
hits or misses. If this attack roll hits, all creatures within 5 away. You can use your bonus action to on subsequent turns
feet of you or the target of your attack must succeed a to maintain this connection, extending the duration until the
Constitution saving throw against your spell save DC, being end of your next turn.
knocked back 5 feet on a failed saving throw.
Prime Elemental Burst
Putrid Corrosion By 11th level, your attunement to your prime element has
You learn the following cantrips, acid splash and poison spray. infused your weapon attacks with increased natural power.
Whenever you cast a spell that forces a creature to make a Whenever you hit a creature with a weapon attack, the
saving throw, you can expend a power die and add a creature takes an extra 1d8 damage of the type associated
corrosive element to the spell. Any creature affected by this with your prime element.
spell that fails their saving throw also suffers the following
effect. • Flaming Bravery: Fire
At the beginning of each of its turns, this creature must • Stoic Chill: Cold
make a Constitution saving throw equal to your spell save DC.
• Unrelenting Storm: Lightning
On a failed save, this creature takes acid damage equal to the
• Putrid Corrosion: Acid
result on your power die. On a successful save, the effect
ends.
Natural Recovery
Ability Score Improvement Beginning at 15th level, your natural power can benefit your
spellcasting further. You can sacrifice your power dice to gain
When you reach 4th level, and again at 8th, 12th, 16th, and
additional spell slots.
19th level, you can increase one ability score of your choice
As a bonus action, you can expend four power dice to regain
by 2, or you can increase two ability scores of your choice by
a single spell slot.
1. As normal, you can’t increase an ability score above 20
using this feature.
Source Surge
Extra Attack At 17th level, your ability to manipulate nature grants you the
ability to surge your potential. Choose one 5th-level spell
Beginning at 5th level, you can attack twice, instead of once,
from the warden spell list as this surge.
whenever you take the Attack action on your turn.
You can cast your surge spell once without expending a spell
slot. You must finish a long rest before you can do so again.
Glamour
Also starting at 5th level, you can create a harmless Master of Elements
elemental sensory effect originating from your body. This may
At 20th level, your mastery of your prime element has
be in the form of water dripping from your hands, a fiery glow
granted you access to its most powerful form.
in your eyes, or for your skin to appear mottled and earthen.
You gain one of the following 6th-level spells depending on
When doing so as part of an Intimidation, Persuasion, or
your prime element choice. You can cast this spell once
Deception ability check you may expend a power die and add without expending a spell slot, and you ignore the
the result to your roll. concentration portion of the spell. You must finish a long rest
before you can do so again.
Prime Elemental Shield
• Flaming Bravery: investiture of flame
At 7th level, you gain the ability to tap into your prime • Stoic Chill: investiture of ice
element for a defensive boost. You can use your reaction to • Unrelenting Storm: investiture of wind
produce one the following effects, depending on the prime • Putrid Corrosion: investiture of stone
element you’ve chosen.
Flaming Bravery. If a creature successfully grapples
you, you can use your reaction to immediately end the
effect and deal fire damage to that creature equal to your
Combat Disciplines
Wisdom modifier. All warden are masters of combat and natural magic. Their
Stoic Chill. Immediately after a creature has strength comes from their ability to harmonize both. To do
successfully hit you with a melee attack, you can use your so, each warden focuses on a single area of combat to excel
reaction to freeze their weapon and cause them to drop it. in – and learns spellcasting techniques that best suit that area
Unrelenting Storm. Anytime a creature makes a ranged of combat. Your choice of combat discipline may define your
weapon attack against you, you can use your reaction to role as an adventurer, but as a warden you will always be
create a barrier of wind and reduce range of that attack attune to the thrum of nature.
by half. If you are now outside of maximum range of that
attack, it will automatically miss.
Putrid Corrosion. If a spell or effect would cause to be
pulled forward or pushed back, you can use your reaction
to either half that distance by creating a sticky substance
beneath you, or double that distance by creating a
slippery one.
Steve Fidler - Warden
4
The Weapon Master
Your focus of combat training has been on the utilization of
martial weapons to combat your foes and defend nature. By
focusing your training on weaponry, you have sharpened the
edge of your resolve and found balance between nature and
steel.
Burst of Power
Starting at 6th level, your patience has allowed you to
enhance the boons granted to you by nature.
Whenever you use the Natural Power feature to augment
the damage of an unarmed strike, you can roll the power die
an additional time and add its result to the damage.
Elemental Stance
Beginning at 10th level, your blend of hand to hand and
elements has extended your martial ability.
When taking the Attack action with both hands free, your
reach increases by 5 feet.
5
Form of Nature You may not use the Natural Power feature to improve these
Starting at 14th level, the elements coursing through you can spells, and you may not cast these spells using normal spell
be expelled as an explosive burst. As an action, you can gain slots as they are not considered spells known.
one of the following benefits for 1 minute:
Primal Dance
• Your feet become covered in flame and your Beginning at 6th level, you’ve joined your spellcasting with
movement becomes doubled. your movement to create a fluid blend of both.
Whenever a hostile creature enters your reach, you can use
• Your fists harden and your unarmed strikes deal your reaction to immediately cast a spell at that creature. The
additional bludgeoning damage equal to your spell must have a casting time of 1 action and must only
proficiency bonus. target that creature.
In addition, you may take the Disengage action as a bonus
• You feel the wind at your back. You will not action.
automatically fall if your feet leave the ground. While
floating this way, you can move horizontally or
descend but not ascend. At the end of the duration if
you are not on the ground you will begin falling.
Double Rainbow
Features that reference your Prime Element were
designed with one element in mind. This feature allows a
• Water swirls around your body and creates a
second option. I have clarified the interaction for each
protective shell. All ranged attacks treat you as
option below:
though you are behind half cover.
Prime Elemental Shield. You can use your reaction if
• A cloud of ichor taints the air around you as you
either condition is met to trigger its effect.
move. If another creature steps into a space you
Prime Elemental Burst. You can choose one (not both)
occupied since you last moved, they must
elements for each attack that can benefit from this
immediately make a Constitution saving throw
feature.
against your warden spell save DC. If they fail, they
Master of Elements. You can activate either investiture
must take 4d8 poison damage and immediately end
but may still only use this feature once per long rest.
their turn. This ichor cloud disperses when Burst of
Nature ends.
Primal Focus
Your elemental affinity and natural power has been so strong
since it manifested that you’ve dedicated yourself entirely to
your innate abilities. Compared to other wardens, your ability
to command spells is unmatched.
Natural Weapon
Your ability to harness magic has allowed you the benefit of
being able to focus your potential into your weapon.
You gain the shillelagh druid cantrip.
Innate Potential
Also, your proficiency in spellcasting manifests itself earlier
than other wardens, but you must tap into your pool of
natural power to harness it effectively.
You may cast one of the following spells, as a 1st-level spell
by expending a power die: burning hands, earth tremor, ice
knife, or thunderwave. Your spellcasting ability for these
spells is what is described in the Power Magic class feature
gained at 2nd level.
6
Natural Defense Warden Spell List
At 10th level, your experience with spell craft has allowed you
to predict the patterns of area of effect spells. You may use 1st Level 4th Level
your Wisdom saving throw in place of Dexterity when a spell Burning Hands Control Water
or effect allows you to make a Dexterity saving throw to take Chromatic Orb Grasping Vine
only half damage. You instead take no damage if you succeed Color Spray Hallucinatory Terrain
on the saving throw, and only half damage if you fail. Detect Magic Stone Shape
Earth Tremor Vitriolic Sphere
Duplicity Entangle Wall of Fire
Starting at 14th level, your spell mastery has extended to Goodberry Watery Sphere
your Prime Element and granted you proficiency with a Ice Knife
second element. Searing Smite
You may choose a second element as described in the Prime Thunderwave
Element class feature. You gain the benefits of having both
elements and any features that produce an effect based on 2nd Level 5th Level
the element you’ve chosen allow you access to either benefit Aganazzar’s Scorcher Cloudkill
but any limitations still apply. You may not choose the same Continual Flame Cone of Cold
element more than once. Dust Devil Control Winds
Heat Metal Flame Strike
Warden & Multiclassing Levitate Immolation
Pyrotechnics Maelstrom
Wardens follow all the normal rules for multiclassing. The Scorching Ray Wall of Stone
following tables function as additions to those listed on page Spike Growth
163 and 164 of the Player’s Handbook. Warding Wind
Warden Class by
Layhnet
Special Thanks to
Leuku for constantly answering my calls for help and offering
the best mechanical and balance advice for 5E Homebrew
Design Notes
It is easy to stay within the confines of the standard class
models. A full caster here, a martial quartercaster
archetype there, all straight-forward.
A goal of mine has been to begin defining class types
that don’t already exist in the existing D&D 5E model. The
Warden was born of a desire to create a half-Pact Magic
caster based on the Warlock model. Limited, short rest
recoverable spell slots and invocations. By tying this to a
martial class, the effect of further limiting the Pact-Magic
caster is lessened and new options are made available.
This is my third attempt at a half-Pact Magic caster. The
first being a Divine warlock reskin, the second being an
alignment based class. But each fell flat. When I decided
to do something elemental, this Warden (originally known
as the Sourcebound) was born.