Warian Subclasses
Druidic Circle: Warian Druid
Mystic guardians of life that protect, nurture and maintain swaths of natural environments. They are often called alongside Warian Sentinels to intervene against threats, but mostly focus on defending their lands rather than seeking out dangers. The magic of their spells is channeled through their Warian mind, making their devotion & connection to nature very important for their magic to work.- Level 2: Waria Sense - you gain expertise (doubled proficiency bonus) on Perception & Insight skill checks. In addition, at the top of any round of combat where you aren't surprised, you can declare usage of the Warian Sense. This allows you 1d4 total Reactions (minimum of 2) in lieu of the default 1. These can be used for either of the following: Warian Dodge (Uncanny Dodge for melee/ranged attacks that hit for damage, Evasion for attacks requiring a Dexterity saving throw) or any other activity/spell that requires a Reaction. Once the Waria Sense is utilized during a round of combat, it is spent for that round and the benefits cannot be used again for [1d4-spellcasting modifier] rounds (minimum of 1).
- Level 2: Psionic Proficiency - you do not require Verbal, Somatic or Material components when casting spells dealing psychic damage or spells with mental effects
- Level 6: Spiritual Wild Shape - You can use your innate connection to the world's consciousness to transform into a spiritual form of a beast, fey or plant with a challenge rating as high as druid level divided by 3. You can now activate your Wild Shape as a bonus action & your hits count as magical. All other rules for Wild Shape apply.
- Level 6: Land's Stride - can move through nonmagical difficult terrain with no cost to movement, and can move through nonmagical plants without getting hurt by thorns or other hazards. Also get advantage on saving throws against magical plants
- Level 10: Intimate Wild Shape - When you transform, you can force one opponent of your choice to make a Wisdom saving throw against your spell save DC. If they succeed, you choose a creature as you normally would, and they are immune to this effect for 24 hours. If they fail, you can transform into a creature that your opponent either adores or fears. A creature they love will charm them & a creature they fear will frighten them until your Wild Shape ends (via dropping to 0, being dispelled or voluntarily dropping it) or until they succeed on the saving throw made at the end of each subsequent turn. Once the effect ends, they have advantage on saving throws against it for the next 24 hours.
- Level 10: Enhanced Waria Sense - At the start of each round of combat, roll a d6 instead of a d4. The resulting roll is the amount of Reactions you can get per round (minimum of 3). In addition, you gain resistance to psychic damage & have advantage on concentration spells
- Level 14: One With Nature - You can't be charmed or frightened by elementals or fey, you gain resistance to poison damage, and you are immune to disease or being poisoned. In addition, if a beast or plant creature attacks you, they must make a Wisdom saving throw against your spell save DC. Upon failure, they are too hesitant to attack you and must choose another target, otherwise the attack misses. Upon success, they are immune to this effect for 24 hours. They are aware of this effect before making attacks against you.
Warian Bards: Bard College Add-on
In line with their mission to promote continental peace and freedom of society to thrive unoppressed, the Warian Collective uses public agents as diplomats, negotiators, and politicans when working directly with sovereign nations. Only a bard from the colleges of Eloquence or Whispers are trained in the Collective.- Eloquence bards serve as Warian Diplomats, working as public politicians & diplomats working with nations and large entities.
- Whisper bards serve as Warian Whispers, working as undercover agents & informants alongside or independent from their Rogue counterparts.
Warian Clerics & Paladins
In line with their mission to preserve life from unnatural end, the Warian Collective often finds faith in deities of life, nature & knowledge to be beneficial.Warian Priest: Divine Domain Add-on
- Can apply to a cleric of the Life, Nature or Knowledge domains.
- Class functions the same, but with access to the Warian Spell List.
Warian Greenwarden: Sacred Oath Add-on
The Warian Greenwarden serve as the ultimate line of defense between the sanctity of natural life and the forces of darkness, unnatural death, & unlife. Warian Greenwardens are not only authorized to use deadly force against these threats, but are tasked to actively seek and destroy them. While these missions are not publicized by the Collective, they are used to contain the threats that nonviolence cannot address, the darkness that never brightens. These Greenwardens are encouraged to spend their free time connecting with nature & life's beauty, as it is their sole charge. It is this connection that drives them to seek out and destroy necromancers, genocidal warlords, fiends, and similar threats.- Can apply to an Oath of the Ancients paladin.
- Class functions the same, but with access to the Warian Spell List.
Monastic Tradition: Warian Monk
Keepers of the vast knowledge archives and temples of the Collective. Warian Monks experience the same benefits as those who practice the Way of the Four Elements, with three changes.- Instead of gaining access to the pre-made ki spells, the monk starts with two spells they choose from the Warian spell list. Ki points have a 1-to-1 cost to a spell's level (ex. a 2nd level spell will cost 2 ki points). They can choose additional spells at levels 6, 11 & 17 (5 total). Using ki points like this costs an Action. You can rearrange your known/prepared spells once per day through 1 hour of meditation.
- Replace the Evasion feature (Monk Level 7) with the Waria Sense. You have advantage on all Wisdom & Intelligence saving throws. In addition, every round of combat allows you 1d4 (minimum of 2) total Reactions in lieu of the default 1. These can be used for either of the following: Warian Dodge (Uncanny Dodge for melee/ranged attacks that hit for damage, Evasion for attacks requiring a Dexterity saving throw) or any other activity that requires a Reaction. Once the Waria Sense is utilized during a round of combat, it is spent for that round and the benefits cannot be used again until the start of the next round.
- Level 7: Psionic Proficiency - you do not require Verbal, Somatic or Material components when casting spells dealing psychic damage or spells with mental effects
Ranger Archetype: Warian Sentinel
Martial guardians of life that patrol the wilds for danger. They maintain large swaths of territory and are constantly hunting for threats against natural life, often working with Warian Druids when their hunts cross into their areas. They are the primary line of defense against the Collective's enemies. Warian Sentinels are trained not to kill their prey unless they present a significant threat to the balance of natural life, such as necromancers & genocidal warlords.- Level 3: Waria Sense - have advantage on all Wisdom & Intelligence saving throws. In addition, every round of combat allows you 1d4 (minimum of 2) total Reactions in lieu of the default 1. These can be used for either of the following: Warian Dodge (Uncanny Dodge for melee/ranged attacks that hit for damage, Evasion for attacks requiring a Dexterity saving throw) or any other activity that requires a Reaction. Once the Waria Sense is utilized during a round of combat, it is spent for that round and the benefits cannot be used again until the start of the next round.
- Level 3: Psionic Proficiency - you do not require Verbal, Somatic or Material components when casting spells dealing psychic damage or spells with mental effects
- Level 7: Combat Waria Sense - Roll a d8 each round to determine your Reaction total. You can now use your Reactions to opportunity attacks a creature who make a melee attack against you within 5 ft.
- Level 11: Spiritual Wild Shape - You can use your innate connection to the world's consciousness to transform into a spiritual form of a beast, fey or plant with a challenge rating as high as druid level divided by 3, using an Action or Bonus Action. You take the stats of the creature you transform into, and revert back to your natural form if it's HP is reduced to 0 (any excess damage from the hit reducing you to 0 carries over to your natural form). You retain access to the Waria Sense while in beast/plant/fey form, and your hits count as magical. If your chosen creature is native to your favored terrain, you get +1 to your attack & damage rolls.
- Level 15: Multicast - When you use the Attack action, you can replace any or both of the attacks with spells
Roguish Archetype: Warian Whisper
Spies and deep cover agents that work stealthily within domestic or foreign entities, gathering information or performing off-books work for the Collective. While never on official record, they are ocassionally authorized to use lethal force when in deep cover operations.- Level 3: Waria Sense - have advantage on all Wisdom & Intelligence saving throws. In addition, every round of combat allows you 1d4 (minimum of 2) total Reactions in lieu of the default 1. These can be used for either of the following: Warian Dodge (Uncanny Dodge for melee/ranged attacks that hit for damage, Evasion for attacks requiring a Dexterity saving throw) or any other activity that requires a Reaction. Once the Waria Sense is utilized during a round of combat, it is spent for that round and the benefits cannot be used again until the start of the next round.
- Level 3: Psionic Proficiency - you do not require Verbal, Somatic or Material components when casting spells dealing psychic damage or spells with mental effects
- Level 9: Warian Infiltrator - you can unfailingly create false identities for yourself. You must spend five days & 25 gp to establish the history, profession, and affiliations for an identity. You also gain proficiency in forgery tools. You can't establish an identity that belongs to someone else. For example, you might acquire appropriate clothing, letters of introduction, and official- looking certification to establish yourself as a member of a trading house from a remote city so you can insinuate yourself into the company of other wealthy merchants. Thereafter, if you adopt the new identity as a disguise, other creatures believe you to be that person until given an obvious reason not to.
- Level 9: Warian Imposter - you gain the ability to unerringly mimic another person's speech, writing, and behavior. You must spend at least one hours studying these three components of the person's behavior, listening to speech, examining handwriting, and observing mannerisms. Your ruse is indiscernible to the casual observer. If a wary creature suspects something is amiss, you have advantage on any Charisma (Deception) check you make to avoid detection.
- Level 13: Unerring Eye - As an action, you sense the presence of illusions, shapechangers not in their original form, and other magic designed to deceive the senses within 30 feet of you, provided you aren't blinded or deafened. You sense that an effect is attempting to trick you, but you gain no insight into what is hidden or into its true nature. You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.
- Level 17: Bold Mind - your thoughts can't be read by telepathy or other means, unless you allow it. You can present false thoughts by making a Charisma (Deception) check contested by the mind reader's Wisdom (Insight) check. Additionally, no matter what you say, magic that would determine if you are telling the truth indicates you are being truthful if you so choose, and you can't be compelled to tell the truth by magic. You have advantage on all Charisma ability checks & saving throws.
Sorcerous Origin: Warian Sorcerer
The magic of their spells is channeled through their Warian mind, making their raw willpower and internal drive the spark to their power. Warian Sorcerers have the highest rate of Dark Warian falls. However, they also tend to be the higher ranking members of the Warian Collective.- Level 1: Waria Sense - have advantage on all Wisdom & Intelligence saving throws. In addition, every round of combat allows you 1d4 (minimum of 2) total Reactions in lieu of the default 1. These can be used for either of the following: Warian Dodge (Uncanny Dodge for melee/ranged attacks that hit for damage, Evasion for attacks requiring a Dexterity saving throw) or any other activity that requires a Reaction. Once the Waria Sense is utilized during a round of combat, it is spent for that round and the benefits cannot be used again until the start of the next round.
- Level 6: Malleable Illusions - when you cast an illusion spell that has a duration of 1 minute or longer, you can use your action to change the nature of that illusion (using the spell's normal parameters for the illusion), provided that you can see the illusion.
- Level 6: Illusory Self - You can create an illusory duplicate of yourself as an instant, almost instinctual reaction to danger. When a creature makes an attack roll against you, you can use your reaction to interpose the illusory duplicate between the attacker and yourself. The attack automatically misses you, then the illusion dissipates. Once you use this feature, you can't use it again until you finish a short or long rest.
- Level 6: Enhanced Waria Sense - Roll a d8 each round to determine your Reaction total, instead of the d4. Still a minimum of 2.
- Level 14: Alter Memories - you gain the ability to make a creature unaware of your magical influence on it. When you cast a mental spell on a creature you can alter one creature's understanding so that it remains unaware of your meddling. Additionally, once before the spell expires, you can use your action to try to make the chosen creature forget some of the time it spent under your influence. The creature must succeed on an Intelligence saving throw against your spell save DC or lose a number of hours of its memories equal to 1 + your Charisma modifier (minimum 1). You can make the creature forget less time, and the amount of time can't exceed the duration of your mental spell.
- Level 18: Psychic Aura - you can unleash your psionic power in a crackling aura of psychic energy; as a bonus action, you can magically radiate this transparent, 30-foot radius aura for 1 minute or until you’re incapacitated or deplete your Waria Sense. Whenever a creature starts its turn in the aura or moves into it for the first time on a turn, you can deal psychic damage to the creature, equaling 3d12 plus your Charisma modifier. If the creature takes any of this damage, its speed is halved until the start of its next turn.
Other
- Artificers, Barbarians, Fighters, Warlocks & Wizards do not have Warian subclass options, as their methods of magic or combat fall outside the tenets of the Collective.
- Rogue Warian - Sorcerous Origin, an ex-Warian Collective member who is not detained or stripped of their magic after their expulsion or resignation. Without the moral restraints of the Collective, these figures often become powerful psionic sorcerers with nearly unmatched understandings of life.
Import from Warian statblock (now deleted, only pseudo-canon)
The generic term for members of the Warian Collective, an international peacekeeping organization dedicated to preserving life & the freedom of established nations from imperial activity. However, in all their activities, they abide by a strict No Killing code. Warians who violate this code, either directly or in an unauthorized indirect/reckless manner, are expelled from the Collective. While most ex-Warians continue their practice of magic elsewhere in their lives, some continue the work of the Collective as if they were still agents, referred to as Rogue Warians.The Warian Collective has three active divisions of operation:
- Warian Monks, the public face of the Warian Collective, travel across the Western world as nomads, seeking out those who would bring harm or threat to others (slave traders, sadistic mercenaries, sacrificial cults, supernatural threats, etc.). They also investigate signs of growing imperial activity in the areas they travel to, psychically reporting their findings to the Collective. Warian Monk - choose ONE of the following playable classes: Bard, Cleric, Druid, Monk, Sorcerer & Wizard
- Warian Knights, a private network of gifted humanoids & creatures that covertly act as the Collective's enforcement arm. They are usually recruited privately by the Collective when they are noticed as capable warriors/mages in their fields, and they are taught limited Warian magic to enforce the Collective's goals of "peace". However, despite acting as enhanced contractors for the Collective, they are sworn to abide by the No Killing code when on active Warian duty (though they can cause "permanent psychic damage" to their victims if specifically authorized to do so). Warian Knight - choose ONE of the following playable classes: Barbarian (Totem Bearer), Fighter (Eldrich Knight), Paladin, Ranger, Sorcerer & Warlock.
- Warian Whispers, a private network of spies & other agents (thieves, politicians, stealth operatives, etc.) that act as the additional eyes and ears for the Warian Collective. While the Warian Monks operate publicly & within the limits of the law, Warian Whispers provide off-the-books intel to the Collective, often obtained from key positions that they already work in. They also conduct long-term, conspiratorial investigations for the Collective, particularly those that are too high-profile or morally grey for a Warian Monk to operate in. Like the Warian Knights, the Whispers are taught limited Warian magic to carry out their duties. While they abide by the code, they are occassionally authorized to psychically neutralize key players in their investigations, either with approval from the Collective or, in extreme cases, their own judgement. Warian Whisper - choose ONE of the following playable classes: Druid, Ranger, Rogue (Arcane Trickster), Sorcerer & Wizard
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