Warden in Audalis | World Anvil

Warden

Level Proficiency Bonus Features Primal Incarnations Known
1st +2 Font of Life, Guardian's Might, Nature's Wrath
2nd +2 Warden's Fury, Warden's Grasp
3rd +2 Warden Conclave, Primal Incarnation 2
4th +2 Ability Score Improvement 2
5th +3 Extra Attack 2
6th +3 Warden Conclave feature 3
7th +3 Elementalist Adept 3
8th +3 Ability Score Improvement 3
9th +4 4
10th +4 Warden Conclave feature 4
11th +4 Panacea 4
12th +4 Ability Score Improvement 5
13th +5 Powerful Incarnations 5
14th +5 Warden Conclave feature 5
15th +5 6
16th +5 Ability Score Improvement 6
17th +6 Split Incarnations 6
18th +6 7
19th +6 Ability Score Improvement 7
20th +6 Spirit of Nature 7
 

Font of Life

At the start of each of your turns, you and any creature of your choice within 15 feet of you can make a saving throw against an effect rather than at the end of that creature's turn.   If this saving throw is against ongoing damage, such as the after effects of searing smite, you do not take the damage if you pass.   If the creature fails the saving throw granted by this effect, they can still make the saving throw as normal.  

Guardian's Might

Wardens connect with the natural world in a variety of ways to augment their fighting abilities. Choose one of the following options.  

Earthstrength

While you are not wearing heavy armor, you can use your Constitution modifier in place of your Dexterity modifier to determine your AC.   In addition, beginning at 2nd level, when you use Warden's Fury or Warden's Grasp, you gain a bonus to AC equal to half your Constitution modifier. The bonus lasts until the end of your next turn.
As mountains stand fast against the buffeting wind and trees bend but do not break in the storm, wardens are stalwart protectors who draw on the primal spirits of nature to defend the natural world from those who would corrupt or destroy it. Some wardens use the power of earth and stone to shield their allies from harm, whereas others summon the primal strength within themselves to increase their ferocity and tenacity. As a warden, you might be the staunch defender of a tribe, chosen by the spirits to be your people’s champion. Perhaps you were visited by spirits at a sacred grove and charged with protecting it against a spreading corruption. You might have been raised by a bear or nurtured by dryads, chosen from infancy to stand fast against nature’s enemies.   Primal power waits in the ground beneath your feet, surges with every beat of your heart, and flows through your lungs with every breath. The world cries out to you, calling for a champion to defend it. Will you heed its call?  

Class Features

As a warden, you gain the following class features  

Hit Points

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

Proficiencies

Armor: Leather, hide, shields   Weapons: Simple melee, martial melee, simple ranged   Saving Throws: Strength, Constitution   Skills: Choose three from Athletics, Endurance, Medicine, Intimidate, Nature, and Perception  

Equipment

You start with the following equipment, in addition to the equipment granted by your background:  
  • (a) a martial weapon and a shield or (b) two martial weapons
  • (a) five javelins or (b) any simple melee weapon
  • (a) a Dungeoneer's Pack or (b) an Explorer's Pack
  • (a) leather armor or (b) hide armor

Wildblood

While you are not wearing heavy armor, you can use your Wisdom modifier in place of your Dexterity or modifier to determine your AC.   In addition, beginning at 2nd level, when you use Warden's Fury or Warden's Grasp, each enemy marked by you takes a penalty to attack rolls for attacks that don’t include you as a target. The penalty equals your Wisdom modifier and lasts until the end of your next turn.  

Nature's Wrath

Once during each of your turns, you can mark each adjacent enemy as a free action. This mark lasts until the end of your next turn.  

Warden's Fury

Beginning when you reach 2nd level, when an adjacent enemy marked by you makes an attack or casts a harmful spell that does not include you as a target, you can make an opportunity attack against them. If you hit, your allies have advantage against the target until the beginning of your next turn.  

Warden's Grasp

Also at 2nd level, as a reaction when an enemy marked by you within 30 feet of you makes an attack, casts a harmful spell, or manifests a harmful power that does not include you as a target you can move the target 5 feet in any direction along solid ground. If you do, the target's speed is halved and it cannot take the disengage action until the end of its next turn.  

Warden's Conclave

At third level, choose a conclave that best suits your connection to the primal energy of the world. The conclave you choose grants you features at 3rd level, then again at 6th, 10th, and 14th level.  

Primal Incarnation

Also at 3rd level, you gain the ability to manifest an Primal Incarnation, granting a variety of effects. You can enter an incarnation as a bonus action and it lasts for 1 minute or until you dismiss it as a bonus action. You learn two such incarnations and learn an additional incarnation at 6th, 9th, 12th, 15th, and 18th level. You can use these incarnations a number of times equal to half your proficiency bonus rounded up, and regain all expended uses when you finish a short or long rest.   If an incarnation calls for a saving throw, the DC is equal to 8 + your proficiency bonus + the modifier used for your AC as per your Guardian's Might feature.  

Incarnation of Winter's Herald

Ice as strong as steel forms over your armor, while frost on the ground around you hinders your enemies’ movement. At the time you choose, you can swing your weapon in a freezing whirlwind that holds your enemies in place.   While in this incarnation you gain a +1 bonus to AC and gain resistance to cold damage. You have a 10 foot radius aura that moves with you and it counts as difficult terrain. You and creatures you choose are immune to the difficult terrain caused by this aura, as well as any creature immune to cold damage.   Additionally, you can choose to unleash a powerful whirlwind once while in this incarnation. Each creature under the effects of your aura must make a Constitution saving throw, taking cold damage equal to your level and have their movement speed set to 0 until the end of your next turn on a failure, or half as much damage and having their speed halved on a success. Once you use this feature, you cannot use it again until you use your Primal Incarnation again.  

Incarnation of the Stone Sentinel

Your body becomes a fusion of flesh and rough stone, invigorated by your connection to the earth.   While in this incarnation, you gain temporary hit points equal to your Constitution modifier at the beginning of each of your turns.   Additionally, you can choose to absorb some of the planets invigorating essence once while in this invocation. You regain hit points equal to one fourth of your maximum hit points. Once you use this feature, you cannot use it again until you use your Primal Incarnation again.  

Incarnation of Summer Fire

A crown of flames on your head, a burst of fire around your weapon, and a smoldering inferno in your eyes mark your transformation, protecting you from fire as you later erupt in flames to sear your foes.   While in this incarnation, you gain a +2 bonus to damage rolls and resistance to fire damage. You have a 10 foot radius aura that moves with you. Each creature of your choice within the aura has all fire damage dealt to them reduced by an amount equal to half your level in this class.   Additionally, you can choose to release a great inferno once while in this invocation. Each creature of your choice within 30 feet of you makes a Dexterity saving throw, taking fire damage equal to your level in this class plus your Constitution or Wisdom modifier on a failed saving throw, or half as much on a success. Once you use this feature, you cannot use it again until you use your Primal Incarnation again.  

Incarnation of the Stonecrusher

Stony plating spreads to armor your body and root you to the ground. When the time is right, you can swing your weapon in a great burst and smash your foes to the ground.   While in this Incarnation, you gain a +2 bonus to AC and you can choose to move up to 10 feet less whenever you are forcefully moved.   Additionally, you can shatter the ground beneath your foe, making it impossible for them to flee. As an action, make a melee weapon attack. On a hit, you deal the normal damage of the weapon and the target has is considered grappled by the ground. Once you use this feature, you cannot use it again until you use your Primal Incarnation again.  

Incarnation of the Willow Sentinel

Your skin takes on the appearance of smooth bark, and you draw strength from the earth. Your presence heightens your allies’ endurance, and your viny branches help protect your nearby friends   While in this incarnation, you cannot be moved against your own or knocked prone. In addition, you can choose one creature, or yourself, per turn that you start your turn adjacent to. That creature gains a +2 bonus to Constitution saving throws.   Additionally, you can choose to cause roots to sprout and distract a foe. As a reaction when you or a creature you can see is hit with an attack, you can impose a -4 penalty to that attack roll. Make a ranged weapon attack against the target, using Wisdom instead of your Dexterity. On a hit, you deal 1d8 + your Wisdom modifier bludgeoning damage to the triggering target. Once you use this feature, you cannot use it again until you use your Primal Incarnation again.  

Incarnation of the Oak Sentinel

Your skin thickens into rough bark, and your hair becomes a mane of leaves. Your arms lengthen so that you can attack your foes and protect your allies from a distance.   While in this incarnation, your reach increases by 5 feet and any creature you hit with a melee attack takes additional damage equal to your Strength modifier.   Additionally, you can choose to redirect an attack toward yourself. When a creature is attacked within your reach, you can become the new target of that attack, even if you are not in range of it. Once you use this feature, you cannot use it again until you use your Primal Incarnation again.  

Incarnation of the Rowan Sentinel

Your skin becomes smooth bark that crackles with lightning. Your arms lengthen to complete your transformation. At the moment you choose, your attack delivers a barrage of lightning that staggers your foe.   While in this Incarnation, you gain resistance to lightning damage and your reach increases by 5 feet. The range of your Nature's Wrath becomes 15 feet.   Additionally, you can channel the energy from your bark into an attack. As an action, make a melee weapon attack against a creature. On a hit, you deal the normal damage of the weapon and the target takes 5 lightning damage at the start of each of its turns. It can make a Constitution saving throw at the end of each of its turns, ending the effect on a success. Once you use this feature, you cannot use it again until you use your Primal Incarnation again.  

Incarnation of the Yew Sentinel

You become stiff and strong, coating yourself in dark bark. Your arms lengthen and you grow taller. At the moment you choose, you unleash flames upon your foes.   While in this incarnation, you gain resistance to fire damage and your reach increases by 5 feet.   Additionally, you can channel the energy from your bark into an attack. As an action, make a melee weapon attack against a creature. On a hit, you deal extra fire damage equal to twice the damage die of your weapon. The target takes 5 fire damage at the beginning of each of its turns and can make a Constitution saving throw at the end of each of its turns, ending this effect on a success.  

Incarnation of the Fearsome Ram

You become mightier and faster, manifesting the horns and hooves of a ram. Your attacks push your foes around the battlefield, and you can make another attack to push a foe and knock it prone.   While in this incarnation, your walking speed increases by 10 feet and whenever you hit a creature, you can force them to make a Strength saving throw if they are one size larger than you or smaller. If they fail, they are pushed 5 feet away from you.   Additionally, you can choose to charge your foe, slamming into them with the force of a great ram. You can move up to your speed without provoking opportunity attacks and make a melee weapon attack against a creature you end up in reach of. On a hit, your weapon deals an additional die of damage and can push the creature of to 15 feet, moving into the spaces they had occupied without provoking opportunity attacks. Once you use this feature, you cannot use it again until you use your Primal Incarnation again.  

Incarnation of the Relentless Panther

You take on the bestial fangs, sleek fur, and hunting grace of a panther. At the time you choose, you can make a nimble attack, darting across the battlefield to deal a bleeding wound to one of your foes   While in this incarnation, you gain a bonus to Dexterity saving throws equal to your proficiency bonus and gain a +1 bonus to attack rolls against creatures marked by you. In addition, you can choose to move only half your movement speed on a turn. If you do, you cannot be targeted by attacks of opportunity.   Additionally, you can choose to pounce on an unsuspecting foe, tearing into him with the force of a big cat. You can move up to your speed without provoking opportunity attacks and make a melee weapon attack against a creature you end up in reach of. You gain a bonus to the attack roll and damage roll equal to half your proficiency bonus. The target takes 5 slashing damage at the beginning of each of their turns and can make a Constitution saving throw at the end of each turn, ending the effect on a success. Once you use this feature, you cannot use it again until you use your Primal Incarnation again.  

Incarnation of the Frenzied Wolverine

You strike wounded foes with particular ferocity. When the time is right, you make a brutal attack against your chosen foe, opening a bleeding wound.   While in this Incarnation, you gain a +2 bonus to attack rolls against any creature that is below half their maximum hit points or taking ongoing damage.   Additionally, you can choose to lash our fiercely, tearing into your foe. As an action, make a melee weapon attack against a creature. On a hit, the target takes the normal effects of the attack and takes 5 slashing damage at the beginning of each of their turns. They can make a Constitution saving throw at the end of each of their turns, ending the effect on a success. You regain 1d10 + half your warden level hit points. Once you use this feature, you cannot use it again until you use your Primal Incarnation again.  

Incarnation of the Storm Eagle

Majestic feathered wings sprout from your back, and lightning crackles around your talonlike hands, as you leap into the air.   While in this Incarnation, you gain resistance to lightning damage and gain a flying speed equal to your walking speed. If you end your turn in the air, you fall to the ground.   Additionally, you can choose to dive at your target, striking them with electric blades. As an action, you can move up to your speed without provoking opportunity attacks, then make a melee weapon attack against a creature in your reach. On a hit, you deal the normal damage of that weapon as lightning damage and the target is stunned until the end of your next turn. Once you use this feature, you cannot use it again until you use your Primal Incarnation again.  

Incarnation of the Charging Boar

Your features twist and contort as tusks push out from your jaw. The fury of the boar fills you when you choose to crash into your foe, knocking it across the battlefield.   While in this Incarnation, you take less damage from all attacks equal to your Constitution modifier and gain a +2 bonus to Constitution and Wisdom saving throws.   Additionally, you can choose to charge your foe, slamming into them with your full body. As an action, move up to your movement speed without provoking opportunity attacks, then make a melee weapon attack against a creature in your reach. On a hit, you deal two additional dice of damage with your weapon and can push the target up to 10 feet. Once you use this feature, you cannot use it again until you use your Primal Incarnation again.  

Incarnation of the Blood Wolf

Your body hunches forward and your legs grow longer as you take on the aspect of a wolf. You can make a single savage assault to throw your foe off balance, setting it up for you to knock it down with your next attack.   While in this Incarnation, your walking speed increases by 10 feet and you gain a +3 bonus to attack rolls against creature below half their maximum hit points. If you have advantage on an attack roll, you can choose to roll only one die. If you hit, you knock the target prone.   Additionally, you can lash out, tearing at the target and making it hard for them to focus through the pain. As an action, make a melee weapon attack. If you hit, you deal the normal damage of the attack and you have advantage on attack rolls against the target. At the end of each of the target's turns, it can make a Wisdom saving throw, ending the advantage on a success. Once you use this feature, you cannot use it again until you use your Primal Incarnation again.  

Incarnation of the Displacer Beast

Your appearance shimmers as light warps around you, and you take on a feline aspect. At the time you choose, you can make a double attack.   While in this Incarnation, roll a d20 any time you are hit by an attack. On an 11 or higher, you take half damage instead.   Additionally, you can use an illusionary attack, followed by the sting of your actual blade. As an action, make two melee weapon attacks. When the first one hits, you deal an additional die of damage and the damage is psychic. If the second attack hits, you deal the normal damage of your weapon. Once you use this feature, you cannot use it again until you use your Primal Incarnation again.  

Incarnation of the Jungle Lord

Your chest grows broader, your arms lengthen, and your legs shorten as you take on the aspect of a great ape. As you climb with ease, your powerful attacks position your enemies exactly where you want them.   While in this Incarnation, you gain a climb speed equal to your walk speed and a bonus to Dexterity saving throws equal to half your proficiency bonus.   Additionally, you can slam your weapon against your foe with the force of an alpha ape. As an action, make a melee weapon attack against a creature. On a hit, you deal three additional dice of damage. Once you use this feature, you cannot use it again until you use your Primal Incarnation again.  

Incarnation of the Autumn Reaper

Your body becomes like the dry form of a tree in late autumn, and death clings to you. Your attacks drain the life from your foes, and in one great blow, you can sap the strength from an enemy   While in this Incarnation, you gain resistance to necrotic damage and your reach increases by 5 feet. Eachach of your weapon attacks deal extra necrotic damage equal to half your proficiency modifier.   Additionally, you can drain the life force of your foes. As an action, make a melee weapon attack against a creature. On a hit, you deal 2d8 necrotic damage and gain that many hit points. In addition, the target deals half damage with weapon attacks. They can make a Constitution saving throw at the end of each of their turns, ending this effect on a success. Once you use this feature, you cannot use it again until you use your Primal Incarnation again.  

Incarnation of the Chimera

As your head takes on a leonine aspect, two additional heads sprout from your shoulders: a ram’s and a dragon’s   While in this Incarnation, enemies gain no benefit from flanking you and any time you move at least 10 feet before making a melee weapon attack, you can shove the target as a free action.   Additionally, you can let out a gout of flame. As an action, you breath a 15-foot cone of fire. Each creature in the cone must make a Dexterity saving throw, takind 2d10 fire damage on a failure, or half as much on a success. Any creature who failed takes 10 fire damage at the beginning of each of their turns and can make a Constitution saving throw at the end of each of their turns, ending the effect on a success. Once you use this feature, you cannot use it again until you use your Primal Incarnation again.  

Incarnation of Spring Renewal

Brilliant light surrounds you, lifting you up and filling you with vitality. You can gather this energy and unleash it in a burst of searing light, but doing so leaves you momentarily disoriented.   While in this Incarnation, you gain resistance to necrotic damage and gain a fly speed equal to your walking speed. If you end your turn in the air, you fall to the ground.   Additionally, you can rejuvinate yourself at the cost of your focus. As an action, you can choose to gain a number of hit points equal to 7 time your level, but you are stunned. At the beginning of each of your turns, you can make a Wisdom saving throw, ending the stun on a success. Once you use this feature, you cannot use it again until you use your Primal Incarnation again.  

Incarnation of the Starmetal Warrior

Your skin hardens into gleaming dark metal, and the ground shudders beneath your heavy tread. Cosmic winds swirl around you, hindering airborne foes. When you lash out in fury, you make a devastating attack against nearby enemies   While in this Incarnation, you gain a +2 bonus to AC and any creature within 100 feet of you has its flying speed, if any, reduced to 5 feet.   Additionally, you can unleash the power stored within your metal hide. As an action, make a melee attack roll. This attack roll applies to every creature within 15 feet of you. On a hit, you deal two additional dice of damage and the damage ignore resistances and treats immunities as resistance. Once you use this feature, you cannot use it again until you use your Primal Incarnation again.  

Incarnation of the Soul Serpent

You take on the aspect of the soul serpent, keeper of the gate of dreams. The world becomes a ghostly landscape in which you feel your foes as much as see them. Your eyes flash, and when you choose, you can dazzle nearby foes with a glance   While in this Incarnation, you gain a +1 bonus to AC and Constitution saving throws. You also gain tremorsense to a range of 30 feet.   Additionally, you can try to overpower the will of a nearby creature. As an action, one creature you can see within 30 feet of you must make a Wisdom saving throw. On a failure, the target takes 2d10 psychic damage and you can make the target move 25 feet in any direction you wish on a failure, or half as much damage and the target only moves up to 10 feet on a success. Once you use this feature, you cannot use it again until you use your Primal Incarnation again.  

Ability Score Increase

When you reach 4th Level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two Ability Scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.  

Extra Attack

Starting at 5th level, you can make two attacks when you take the Attack action instead of one.  

Elementalist Adept

Beginning at 7th level, whenever you gain resistance to a damage type from an Primal Incarnation, each creature of your choice within 10 feet of you also has resistance to that damage type.  

Panacea

Starting when you reach 11th level, you gain a bonus equal to your proficiency bonus on saving throws made to avoid taking one of the following damage types: acid, cold, fire, lightning, thunder, poison.  

Powerful Incarnations

Beginning when you reach 13th level, you can use the special feature of each of your incarnations an additional time while in them.  

Split Incarnations

Starting at 17th level, you can enter two Element Incarnations at a time rather than just one. If you enter both simultaneously, it costs only one use of your Primal Incarnation and uses one bonus action.  

Spirit of Nature

When you reach 20th level, you have achieved peak unity with the elements of the world. You can use your Primal Incarnation an unlimited number of times. Additionally, your Strength and your choice of Wisdom or Constitution each increase by 2 to a maximum of 22.

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