The Wardens

History

Origins

Wardens have their origin before the first Era, they were literal wardens used in the jails of minor Gods before the first era. The magic used was necessary to keep some of the enemies of the gods contained since death was only a setback for most of them. So use of this magic kept the most tenacious of these enemies in check. The use of the magic itself is a lost art as the artifacts needed to make someone a Warden are mostly lost and no new ones have been made. Those that are lucky enough to find one of these artifact, whether it be one of the keys, a scroll describing the magic, or an old spirit willing to impart the knowledge.  

Magic

The nature of the magic that allows Wardens to operate is closer to divine magic than it is anything else, and for this reason Wardens usually end up learning spells that are usually expected for a Cleric to have. Unlike the Clerics though, their abilities are not dependent on any God or worship and depends more on the individual than anything else  

Fall

Wardens became rare after the first Era because of The Lich Queen , who decided to exterminate most of them for daring to use the dead as their puppets. This purge was mostly successful and to this day Wardens have never recovered their numbers still remaining very few and most not even knowing that their particular magic exist Despite how the Lich Queen viewed Wardens, it was common for them to form strong bonds with their specters becoming friends or even pseudo family through the constant work they did together, and in the rarest occasion even more.  

Modern Wardens

Wardens are extremely rare in the current age, and even fewer realize what it is they even are. None have been able to rise to any sort of glory or even notoriety. But there have been rumors of some grave keepers having unique and unknown magic
 

Specters

  Each specter is unique to their warden, but their are certain general subsets that the Warden can try to attract to them, though some are more powerful and filled with potential than others. Pacts can freely be changed with some spirits if the individual is not to the Wardens liking, but stronger spirits are bound to their Warden until a more permanent death finally takes them. For the sake of effects and reistances, specters are considered undead. (Health rolls for specters is 1d6 per level and can not gain new feats other than class related ones)   Fighter (Maximum level of 10, Can be chosen at level 1, Can be changed)
The spirit of a simple warrior, they are always ready to defend and will tend to be a bit tankier to better protect their Warden.   Mage (Maximum level of 10, Can be chosen at level 1, Can be changed)
The spirit of an up and coming mage, they can either be a supporting mage or a damaging mage, this can easily be discussed with them as they grow in power.   Rouge (Maximum level of 10, Can be chosen at level 1, Can be changed)
A spirit thief, usually a petty criminal that is ready a willing to lend a hand juts for the chance to walk the world again. Loyal and ready to serve in any fashion.   Ranger (Maximum level of 10, Can be chosen at level 1, Can be changed)
The spirit of a ranger that is ready to make use of their tracking skills to help their Wardens stay safe and avoid dangers, or track down a quarry that is in need of retribution and justice.   Druid (Maximum level of 10, Can be chosen at level 5, Can be changed)
A ghostly caretaker of nature, able to help their warden with supportive magic or weigh down their enemies with curses and aliments.   Cleric (Maximum level of 10, Can be chosen at level 5, Can be changed)
A devout follower of a God that is glad to be back and working to help those that may need it once again.   Barbarian (Maximum level of 10, Can be chosen at level 5, Can be changed)
An angry individual that is all too ready to release their pent up anger on those that the Warden deems as deserving of it.   Wight (Maximum level of 15, Can be chosen at level 10, Can not be changed)
A true spirit of vengeance. Armed with magical and physical power, they are ready to serve their Warden and dull out out the vengeance that they are so eager to fulfill.   Lethian/Conicur (Maximum level of 15, Can be chosen at level 10, Can not be changed)
Large warrior spirits that are spent the whole of their lives fighting and gaining more physical prowess. They are now ready to prove that even in death, they are still worthy of their warriors title.   Paladin (Maximum level of 15, Can be chosen at level 10, Can not be changed)
Icons of their God, they are happy to serve once again and help protect their Warden, or smite their enemies with divine judgment.   Adjucator (Maximum level of 20, Can be chosen at level 15, Can not be changed)
Warriors of unparalleled levels, they are the height that many aspire to reach, and in death they are ready to serve a new master.   Dragon (Maximum level of 20, Can be chosen at level 15, Can not be changed)
A Dragon spirit from another age looking to once again walk the mortal world, while most are unhappy to simply serve another, they allow it for the chance to exist again.     Archon (Maximum level of 20, Can be chosen at level 15, Can not be changed)
Divine spirits who have deemed a warden worthy of making use of their power.

Feats

    Key Bearer
As proof of their pacts with the spirits, a Warden carries keys connected to each specter, these keys are simply mundane before any pact is made but will change over time to match the spirit its connected to, however the stronger the spirit, the faster the change. These keys become magic after the pact and can not be broken by normal means by anyone other than the Warden. To make a pact with a spirit a mundane key must be in their possession otherwise no true pact can be made. Pacts can also be made with sentient spirits that are met during adventures, but they must willingly do so. This can only be successful if the Warden has an open slot for the spirit or replaces one of their current ones. This process takes 12 seconds.   The Final Seal
As an absolute last resort, a Warden can willingly destroy one of their keys and lose that spirit forever to restore spell slots for the day, equal to the level of the lost spirit.   Restoration
Once per encounter, Heal an active specter by your level.   Specters
These are the ghost that the wardens summons to help them in any situation that they deem. A warden can only have one active specter at a time, but can have different ones waiting for them depending on their level. Each specter will always be considered one level above the Warden, up to their limit, and will last for 2 minutes (20 turns) when summoned. When a specter fades away, they will need at least 1 minute (10 turns) before they can be summoned again, except for the first spirit that the Warden makes a pact with. When a specter is defeated 3 times within a single long rest period, the key that is attached to them will crumble away and summoning them again will be impossible, though they are not forever lost.   Turn Undead
A familiar magic to those with divine magic, it functions just the same for Wardens allowing them to shoo away undead that may come to attack them and find them easier to deal with. A perfect tool for those that would keep spirits at bay. As an action, Turn undead within a 30ft radius. They must make a wisdom saving through, DC = 10+Wisdom bonus. When Turned an undead must use its turn to move away from the caster, using its action to dash whenever possible. This last 1 minute or until they receive damage.   Execution
When a Warden kills an enemy they are able to bind the soul for up to 30 seconds and speak with it, if the soul wishes to do so. When an enemy has less than 10% of it's HP left, the Warden deals its level in bonus damage.   Resolute
Wardens can use their divine magic to empower the specters that they summon, keeping them safe in combat or making them a deadlier weapon. This feat can be used once per encounter and can be used as a reaction to either give a summoned specter half of the Wardens level as an attack bonus or the same as an AC bonus.   Jailer
On any creature that falls to the Wardens hand, they can preform a three minute ritual to prevent resurrection of any kind and keep the soul of said creature within any mundane container that the Warden is carrying (It does not need to be completely enclosed ie: a portable lantern). The warden can speak to this soul freely and if it ever becomes applicable even form a pact with this soul or simply release them. This feat can only be used on a single individual at a time, and can work on anything that has a soul, even those that would normally be able to freely move their own soul ie: a Lich or a Demon.   Growing Power
The Wardens power continues to grow and they can now have up to two specters active at a time, but the same recovery time still applies to them.   Parole
Near the height of their power, Wardens can give their charges one of the greatest gifts of all. For up to 2 hours per long rest, a Warden can give one of their specters a corporeal and living body. While existing in this fashion specters are able to exceed their limits and permanent gain new skills and experience that would normally not be possible for them. if a specter is slain during this time, they are simply returned to their key as a spirit and does not count for their summing limit per rest.   Meta Magic
Every 5 levels a Warden may apply a meta magic feat to one of their spells.

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