Warden 5
Level | Proficiency Bonus | Feature | Primal Incarnations Known |
---|---|---|---|
1st | +2 | Feat, Font of Life, Primal Incarnation, Nature's Wratth | 2 |
2nd | +2 | Feat, Warden's Fury, Fighting Style | 2 |
3rd | +2 | Warden's Conclave | 3 |
4th | +2 | Feat | 3 |
5th | +3 | Extra Attack | 3 |
6th | +3 | Feat, Warden Conclave Feature | 4 |
7th | +3 | Elementalist Adept | 4 |
8th | +3 | Feat | 4 |
9th | +4 | — | 5 |
10th | +4 | Feat, Warden Conclave Feature | 5 |
11th | +4 | Wilderness Endurance | 5 |
12th | +4 | Feat | 6 |
13th | +5 | Nature's Sanctuary | 6 |
14th | +5 | Feat, Warden Conclave Feature | 6 |
15th | +5 | — | 7 |
16th | +5 | Feat | 7 |
17th | +6 | Split Incarnations | 7 |
18th | +6 | — | 8 |
19th | +6 | Feat | 8 |
20th | +6 | Feat, Spirit of Nature | 8 |
Class Features
All of the following are features of the Warden class.Feat
1st-Level Warden FeatureYou gain one feat of your choice.
Font of Life
1st-Level Warden FeatureAt 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.
Primal Incarnation
1st-Level Warden FeatureYou 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 3rd, 6th, 9th, 12th, 15th, and 18th level. You can use these incarnations a number of times equal to your Warden Power Reservoir, 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 Warden Power Reservoir.
Incarnation of Winter's Herald
Incarnation of the Stone Sentinel
Incarnation of Summer Fire
Incarnation of the Stonecrusher
Incarnation of the Willow Sentinel
Incarnation of the Oak Sentinel
Incarnation of the Rowan Sentinel
Incarnation of the Yew Sentinel
Incarnation of the Fearsome Ram
Incarnation of the Relentless Panther
Incarnation of the Frenzied Wolverine
Incarnation of the Storm Eagle
Incarnation of the Chargine Boar
Incarnation of the Blood Wolf
Incarnation of the Displacer Beast
Incarnation of the Jungle Lord
Incarnation of the Autumn Reaper
Incarnation of the Chimera
Incarnation of Spring Renewal
Incarnation of the Starmetal Warrior
Incarnation of the Soul Serpent
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Nature's Wrath
1st-Level Warden FeatureOnce during each of your turns, you can mark each adjacent creature of your choice as a free action. This mark lasts until the end of your next turn.
Warden's Fury
2nd-Level Warden FeatureWhen a creature you can see within 5 feet of you that is marked by you makes an attack or casts a harmful spell that does not include you as a target, you can make an attack of opportunity against that creature. If you hit, the next weapon attack made against that creature by a creature other than you before the beginning of your next turn is made with advantage.
Fighting Style
2nd-Level Warden FeatureChoose a Fighting Style from the options below that reflects your martial training and skill with weapons. You cannot gain a Fighting Style more than once, even if another feature allows you to select an additional Fighting Style.
Warden Fighting Styles
Brawler
Your unarmed strikes deal bludgeoning damage equal to 1d6 + your Strength modifier on hit. If you have two free hands and use your action to make only unarmed strikes, you can make a single unarmed strike as a bonus action on that turn.Defensive Fighting
So long as you are wearing armor, you gain a +1 bonus to your Armor Class.Dual Wielding
When you take the Attack action while two-weapon fighting, you can make the single bonus attack with your off-hand weapon as part of your Attack action, instead of your bonus action, adding your ability modifier to the damage of this attack. If you do, you cannot use your bonus action to make an additional attack.Dueling
While you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with it.Great Weapon Fighting
When you make an attack with a heavy melee weapon as part of your Attack action, you can treat a total roll of 5 or lower on the weapon's damage dice as a 6. You must be wielding the weapon with two hands to benefit from this feature.Mariner
While you are not wearing medium or heavy armor and not using a shield other than a buckler, you have a swim speed equal to your base land speed, and you gain a +1 bonus to your Armor Class while swimming.Mountaineer
While you are not wearing medium or heavy armor and not using a shield other than a buckler, you have a climb speed equal to your base land speed, and you gain a +1 bonus to your Armor Class while climbing.Protector
When a creature you can see hits you, or a target within 5 feet of you, with a melee attack, you can use your reaction to grant the target a bonus to his or her AC equal to your Fighter Power Reservoir against that attack. You must be wielding a shield to do so. If the attack still hits, the target takes less damage equal to your Fighter Power Reservoir plus 1d4 if you are wielding a buckler, 1d6 if you are wielding a small shield, 1d10 if you are wielding a large shield, or 1d12 if you are wielding a tower shield.Wrestler
When you hit a creature with a melee attack on your turn, you can use a bonus action on that turn to attempt to grapple or shove that creature, so long as you have a free hand to do so. While grappling a creature of your size or smaller, you do not treat movement as difficult terrain when dragging that creature.Warden's Conclave
3rd-Level Warden FeatureChoose 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.
Extra Attack
5th-Level Warden FeatureYou can make two attacks when you take the Attack action instead of one.
Elementalist Adept
7th-Level Warden FeatureWhenever 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.
Wilderness Endurance
11th-Level Warden FeatureYou have gained resilience to nature's harsh conditions. You are immune to the effects of all nonmagical weather,and you have advantage on saving throws made to stave off exhaustion while outdoors. In addition, you can use an action to call upon your connection to the divine energy of nature. WHen you do so, you learn the location of all bodies of fresh water, caves, and man-made settlements within 24 miles of you. You may choose one of the revealed destinations and channel your primal power to determine how best to reach it, allowing you and those traveling with you to ignore nonmagical difficult terrain on the path to your destination. Once you use this aciton, you can't use it again until you finish a long rest.
Spirit of Nature
20th-Level Warden FeatureYou have achieved peak unity with the elements of the world. You can use your Primal Incarnations an unlimited number of times. Additionally, your Constitution and Wisdom scores each increase by 2, and the maximums for these ability scores also increase by 2.
This is a rare option
This option requires special permission to take. In the case of spells, psionic powers, and similar options, this option must be found in the world and cannot be taken upon level-up.
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Hit Points
Proficiencies
Equipment
As a warden, you can choose to start with 5d4x10gp to purchase starting gear or with the following equipment:- (a) martial weapon and a large shield or (b) two martial weapons.
- (a) five javelins or (b) any simple weapons.
- (a) a dungeoneer's pack or (b) an explorer's pack.
- leather armor
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