Fighter
Base Class: Fighter

Wielding your axe, you spring forth vines and storms from nature itself, being a constant force that will never seem to give up or go down. You are the protector of all that is natural. You are a Warden.

Spellcasting

Spell Slots

The Warden Spellcasting table shows how many spell slots you have to cast your druid and ranger spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

Preparing and Casting Spells

The spellcasting table shows how many spell slots you have to cast your cleric spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of cleric spells that are available for you to cast, choosing from the druid or ranger spell list. When you do so, choose a number of spells equal to your Wisdom modifier + half your fighter level (minimum of one spell). The spells must be of a level for which you have spell slots.

You can change your list of prepared spells when you finish a long rest.

Spellcasting Ability

Wisdom is your spellcasting ability for your druid and ranger spells. You use your Wisdom whenever a spell refers to your spellcasting ability.

Spell save DC = 8 + proficiency bonus + Wisdom mod

Spell attack mod = proficiency bonus + Wisdom mod

Druidic

You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message's presence with a successful DC 15 Wisdom (Perception) check but can't decipher it without magic.

Unending Resolve

Whenever you use your Action Surge, you regain a use of your Second Wind. However, if you have not yet expended your Second Wind, then you instead regain a number of hit points equal to 1d10 + your Fighter level.

One With the Wild

At 7th level, you gain the following:

- Your movement speed increases by 5 feet
- You ignore difficult terrain.
- You can cast the Commune with Nature and Speak with Animals spells, but only as rituals.

Born of Nature

At 10th level, you gain a single use of the Wild Shape ability. You may as an action Wild Shape into beasts of CR 1 or lower, following all other rules of Wild Shape. You regain expended uses when you finish a short or long rest. At level 18, you gain an additional use of Wild Shape.

You may also as an action expend a use of your Wild Shape to summon spectral emerald colored armor to aid you, gaining temporary hit points equal to twice your fighter level. While these temporary hit points persist you benefit from the following:

  • Increase armor class by 2
  • You deal an additional 1d6 Acid or Poison damage on your first weapon attack or unarmed strike.

Wild Shape

You can stay in a beast shape for a number of hours equal to half your druid level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.

While you are transformed, the following rules apply:

  • Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus is higher than yours, use the creature's bonus. If the creature has any legendary or lair actions, you can't use them.
  • When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any extra damage carries over to your normal form. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.
  • You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell that you've already cast.
  • You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.
  • You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment. Your equipment doesn't change to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.

Nature's Bastion

At level 15, you gain an additional use of second wind, and immunity to being poisoned and diseases, and resistance to poison damage.

Steadfast

At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don’t gain this benefit if you have 0 hit points.

Warden Image

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