Warden in Galir | World Anvil
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Warden

All rangers have a deep connection to the wilderness, but wardens delve even further, into the realm of primal mysticism. Wardens are often trained by a druidic circle, in order to serve as the first line of defense between the civilized world and the mysteries of the wild.  

Spellcasting

When you reach 3rd level, you gain the ability to cast spells.  

Cantrips

You learn three cantrips: shillelagh, and two other cantrips of your choice from the druid spell list. You learn another druid cantrip of your choice at 7th level.  

Spell Slots

The Warden Spellcasting Table shows how many spell slots you have to cast your warden spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher.   When you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than the highest level spell you know. Once you recover spell slots in this way, you must finish a long rest before you are able to do so again.   For example, if you are a 9th level warden, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.   You regain all expended spell slots when you finish a long rest.  

Spells Known

You begin with three 1st-level druid spells of your choice. The Spells Known column of the Warden Spellcasting Table shows when you learn more spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.   Whenever you gain a level in this class, you can replace one of the spells you know with another spell of your choice from the druid spell list. The new spell must be of a level for which you have spell slots.  

Spellcasting Ability

Wisdom is your spellcasting ability for your warden spells, since they are derived from your instinctive connection to primal magic. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a warden spell you cast and when making an attack roll with one.   Spell save DC = 8 + your proficiency bonus + your Wisdom modifier   Spell attack modifier = your proficiency bonus + your Wisdom modifier  

Warden Spellcasting Table

Ranger Level Cantrips Known Spells Known 1st 2nd 3rd 4th
3rd 3 3 2 - - -
4th 3 4 3 - - -
5th 3 4 3 - - -
6th 3 4 3 - - -
7th 4 5 4 2 - -
8th 4 6 4 2 - -
9th 4 6 4 2 - -
10th 4 7 4 3 - -
11th 4 8 4 3 - -
12th 4 8 4 3 - -
13th 4 9 4 3 2 -
14th 4 10 4 3 2 -
15th 4 10 4 3 2 -
16th 4 11 4 3 3 -
17th 4 11 4 3 3 -
18th 4 11 4 3 3 -
19th 4 12 4 3 3 1
20th 4 13 4 3 3 1

Druidic Warrior

Starting at 3rd level, when you cast shillelagh, it gains the following benefits:
  • The spell now has a duration of 1 hour.
  • You can now imbue all wooden weapons with natural power, including bows (but not crossbows).
  • When wielding a quarterstaff, or spear in two hands, the damage die is 1d10.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.  

Warden's Focus

By 7th level, you have learned to stay centered even in the duress of combat. You have advantage on Constitution saving throws that you make to maintain your concentration on warden spells when you take damage.  

Natural Synergy

Starting at 11th level, you can weave natural magics into your combat with greater ease. When you take the attack action on your turn, you can cast a warden cantrip as a bonus action.  

Primal Empowerment

At 15th level, you gain one of the following features of your choice:
  • Conjure Volley: You can use your action to fire a piece of nonmagical ammunition from a ranged weapon or throw a nonmagical weapon into the air and choose a point within 120 feet. Hundreds of duplicates of the ammunition or weapon fall in a volley from above and then disappear. Each creature in a 40-foot-radius, 20-foot-high cylinder centered on that point must make a Dexterity saving throw. A creature takes 8d8 force damage on a failed save, or half as much damage on a successful one.
  • Wind Strike: You can use your action to flourish your weapon and then vanish to strike like the wind. Choose up to five creatures you can see within 60 feet. Make a melee spell attack against each target. On a hit, a target takes 6d10 force damage. You can then teleport to an unoccupied space you can see within 5 feet of one of the targets you hit or missed.
Once you use this feature, you can't use it again until you finish a long rest.

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