Fighter
Base Class: Fighter

The Wardens are master fighters who dedicated themselves to the defense of others. They are the unmovable object to any unstoppable force. Many villages in the outer rim of the civilized world hire Adventurer Wardens to protect them from prowling monsters. Their usage of protective and crowd control magic makes them highly sought after by many parties around U'laenor.

Spellcasting

When you reach 3rd level, you augment your martial prowess with the ability to cast spells.

Cantrips. You learn two cantrips of your choice from the druid spell list. You learn an additional druid cantrip of your choice at 10th level.

Spell Slots. The Warden Spellcasting table shows how many spell slots you have to cast your druid 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.
For example, if you know the 1st-level spell shield and have a 1st-level and a 2nd-level spell slot available, you can cast shield using either slot.

Spells Known of 1st-Level and Higher. You know three 1st-level druid spells of your choice, two of which you must choose from the abjuration and enchantment spells on the druid spell list.

The spells known column of the warden spellcasting table shows when you learn more druid spells of 1st level or higher. Each of these spells must be an abjuration or enchantment spell of your choice, and 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.

The spells you learn at 8th, 14th, and 20th level can come from any school of magic.

Whenever you gain a level in this class, you can replace one of the druid 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, and it must be an abjuration or enchantment spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.

Spellcasting Ability. Wisdom is your spellcasting ability for your druid spells, since you learn your spells through study and memorization. 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 druid 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

Ward of Barbs

At 3rd level, you encase your armor or shield with vines of barb and thorn. You gain +1 to your AC and gain your fighter level + proficiency bonus in temporary hit point. When the temporary hit point is gone, you lose the +1 to ac until you spend 10 minutes again to regain your vines.

When the temporary hit points is gone, the barbs on the vines surrounding you snap in recoil and releases the violent thorns in a 15 feet area around you, dealing 2d4 piercing damage.

Protector of the helpless

When you reach 7th level, your ability with magic has blossomed to greater heights. When you cast spells on an ally, you can target an additional ally to gain the same benefits but for half the duration (minimum of one round).

At 10th level, you can form a magical link with a allied creature within 30 feet. As a action, the creature can no longer be frightened as long as it stays within 30 feet of you. You can use your bonus action to transfer the link to a new target each round.

In addition, the linked creature is healed for your Wisdom modifier + half your fighter level at the beginning of your turn each round.

Natural Lifeline

When you reach 15th level, your connection to the world deepens to allow you to feel like lifeline of nearby creatures. When a ally within 15 feet takes damage, you can use your reaction to switch places with them and take the damage for them instead. You regain Ward of Barb as you switch places with your ally.

This can be done after the damage dice has been rolled but before the damage is already done to your ally. Allies that are Spirit Link can be switch up to 30 feet. The attacker will have to pass through your AC in order to deal damage. You can use this reaction once every short or long rest.

Forest Blessing

Starting at 18th level, When you gain Ward of Barbs, you're able to target another ally. Ward of Barbs now deals 6d4 piercing damage and will hit enemies within 30 feet of you.

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