Domain Warden
Domain Warden
Domain Wardens are warriors who bend the fabric of reality into their service. Where knights rely on steel and clerics rely on prayer, Domain Wardens impose their will upon the world itself. Each Warden manifests a Domain—a bounded space that reflects their ideals, tactics, or obsessions. Within this realm, the Warden dictates the rules of combat, turning the environment into a blade sharper than any sword.
Their power begins subtly: a patch of unstable ground, a shimmer of oppressive presence, a web of illusions that unnerve foes. But as they grow, their Domains expand until they become entire battlefields—reality-marbles of crushing inevitability. At the height of their art, a Warden’s Domain is inescapable: allies fight as if blessed, enemies find themselves smothered, and the Warden stands as absolute master of the field.
Scholars debate whether Wardens draw on divine authority, disciplined will, or sheer instinct. To their foes, the distinction is irrelevant. A duel with a Domain Warden is not fought against a single warrior—it is fought against the world itself.
hit dice:
1d10 per Domain Warden level
hit points at 1st level:
10 + your Constitution modifier
hit points at higher levels:
1d10 (or 6) + your Constitution modifier per warrior level after 1st
armor proficiencies:
All armor, shields
weapon proficiencies:
Simple and martial weapons
tools:
None
saving throws:
Constitution, Charisma
skills:
Choose two from Athletics, Arcana, Insight, Intimidation, Perception, Persuasion
starting 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) chain mail or (b) leather armor, longbow, and 20 arrows
(a) a scholar’s pack or (b) an explorer’s pack
You start with the following equipment, in addition to the equipment granted by your background:
spellcasting:
class features:
Shifting Ground. The area becomes difficult terrain until the start of your next turn.
Protective Presence. One ally of your choice within the area gains a +2 bonus to AC until the start of your next turn.
Harried Foe. One enemy of your choice within the area has disadvantage on its next attack roll made before the start of your next turn.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
You can use Domain Strike a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
The extra damage increases when you reach certain levels in this class: 2d8 at 5th level, 3d8 at 11th level, and 4d8 at 17th level.
Damage die increases at 5th (2d8), 11th (3d8), 17th (4d8).
While active, enemies suffer a penalty (speed halved, attacks at disadvantage, etc.), and allies gain buffs (temp HP, bonus damage, etc.).
Effect depends on subclass theme.
Once per long rest, scaling to multiple uses at higher levels.
Move up to half your speed.
Use your Minor Domain.
Make one weapon attack empowered by Domain Strike (if you have uses remaining).
Youcan use this feature twice per long rest. At 13th level, you can use it three times.
Hazardous Terrain. Each enemy of your choice in the Domain takes damage equal to 1d8 + your Charisma modifier (damage type determined by your Archetype).
Binding Ground. Until the next initiative 20, creatures of your choice treat the area as difficult terrain.
Bolstering Flow. Choose up to three allies in the Domain. They each gain temporary hit points equal to 1d8 + your Charisma modifier.
Your Archetype may grant additional options or modify these effects.
Dash, Disengage, or Dodge.
Use an object.
Command an ally within your Domain, allowing them to use their reaction to move up to half their speed.
Its radius increases to 60 feet.
When you use a lair action through True Domain, you can choose two effects instead of one.
The environment warps dramatically, determined by your Archetype (such as inverted gravity, endless webs, or blooming gardens).
You can use your Manifest Domain at will, without expending uses.
Enemies within your Domain can’t gain advantage on attack rolls against you or your allies.
Once per long rest, when you would be reduced to 0 hit points while inside your Domain, you are instead reduced to 1 hit point, and you immediately regain hit points equal to half your maximum.
Fighting Style
(Level 1) At first level you choose a fighting style from the same list as Paladin/Fighter.Minor Domain
At 1st level, you gain the ability to briefly impose your will upon the battlefield. As a bonus action, you manifest a fragment of your Domain in a 10-foot radius centered on a point within 30 feet. The manifestation lasts until the start of your next turn. When you manifest a Minor Domain, choose one of the following effects:Domain Strike
Beginning at 2nd level, when you hit a creature with a melee weapon attack, you can channel the power of your Domain into the strike. The attack deals an extra 1d8 damage, and the target suffers an additional effect based on your chosen Domain Archetype (detailed in your subclass).Domain Archetype
At 3rd level, you choose a Domain Archetype that shapes the manifestation of your Domain. The Archetype grants features at 3rd, 7th, 15th, and 20th level.Domain Manifestation
Also at 3rd level, your Minor Domain grows stronger. When you use Minor Domain, you can instead choose to project it as a Manifest Domain, a sustained battlefield effect. As an action, you create a Manifest Domain in a 20-foot radius centered on yourself. It lasts for 1 minute, until you are incapacitated, or until you dismiss it (no action required). The Manifest Domain’s effects depend on your Domain Archetype. You can use this feature once per long rest. At 9th level you can use it twice, and at 17th level you can use it three times.Manifest Domain
At 5th level you can project your Domain in a 20-ft radius for 1 minute.Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.Aura of Territory
Starting at 6th level, your presence reinforces your hold over the battlefield. While you are conscious, you and friendly creatures within 10 feet of you cannot be pushed, pulled, or knocked prone against their will. At 10th level, the range of this aura increases to 15 feet. At 18th level, it increases to 30 feet.Strategic Step
At 9th level, you can act with foresight and seize the initiative at critical moments. On initiative count 20 (losing initiative ties), you can take a Strategic Step. When you take a Strategic Step, you can do one of the following:True Domain
At 11th level, your Manifest Domain gains lair-like power. While your Manifest Domain is active, you can choose one of the following effects at initiative count 20 (losing initiative ties). Each effect lasts until the next initiative count 20.Legendary Step
Starting at 13th level, your Strategic Step improves. When you take a Strategic Step, you can also take one of the following actions:Exalted Domain
At 17th level, your Manifest Domain evolves into its ultimate form.Domain Apotheosis
At 20th level, you and your Domain are inseparable.subclass options:
Hellfire Crucible Eternal Glacier Palace Tempest Maelstrom Citadel Infinite Web Labyrinth Blossoming Lotus Sanctuary Higan Ossuary of Death Abyssal Maw of Umbra Eternal Radiant Heaven Twilight Shinobi Realm Dimensional Infinity Fortress Silver Mirror Moon Depth Vortex Tide Boundless Armory Field Thousandfold Mirage Theater
Hellfire Crucible Eternal Glacier Palace Tempest Maelstrom Citadel Infinite Web Labyrinth Blossoming Lotus Sanctuary Higan Ossuary of Death Abyssal Maw of Umbra Eternal Radiant Heaven Twilight Shinobi Realm Dimensional Infinity Fortress Silver Mirror Moon Depth Vortex Tide Boundless Armory Field Thousandfold Mirage Theater
| Level | Proficiency Bonus | Domain Power | Features |
|---|---|---|---|
| 1 | +2 | 1 | Fighting Style, Minor Domain |
| 2 | +2 | 2 | Domain Strike |
| 3 | +2 | 2 | Subclass (Domain Archetype), Domain Feature |
| 4 | +2 | 3 | Ability Score Improvement |
| 5 | +3 | 3 | Extra Attack, Manifest Domain |
| 6 | +3 | 4 | Aura of Territory (10 ft) |
| 7 | +3 | 4 | Subclass Feature |
| 8 | +3 | 5 | Ability Score Improvement |
| 9 | +4 | 5 | Strategic Step |
| 10 | +4 | 6 | Aura of Territory improvement (15 ft) |
| 11 | +4 | 6 | True Domain |
| 12 | +4 | 7 | Ability Score Improvement |
| 13 | +5 | 7 | Legendary Step |
| 14 | +5 | 8 | Aura of Territory |
| 15 | +5 | 8 | Subclass Feature |
| 16 | +5 | 9 | Ability Score Improvement |
| 17 | +6 | 9 | Exalted Domain |
| 18 | +6 | 10 | Aura of Territory |
| 19 | +6 | 10 | Ability Score Improvement |
| 20 | +6 | Infinite | Domain Apotheosis |
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