Cleric
Base Class: Cleric

   A Warder is a master of opportunity, trained on the battlefield to be able to respond quickly, and keep their charge safe. Or, when necessary, to push them beyond their normal limits to survive.

   Warders embrace such a broad spectrum of gods & philosophies that it's not entirely accurate to call them a Domain. While they draw their power from the same Divine Sources as other Clerics, and may pay homage to a specific god, the desire to protect someone is so fundamental that it applies to the philosophy of almost every Good-Aligned Deity, at least to some degree. Even neutral or evil aligned gods understand the need to protect their own.

   It's not inaccurate to describe warders as bodyguard priests, who simply protect those that they themselves, or their gods deem need protection. Their skill set is tailored to do that, along with rapid spellcasting that rivals the most skilled sorcerers. Most notable is their ability to extend the range of spells that normally can only target oneself, or an ally within reach, to a stone's throw away.

Bonus Proficiencies: You gain proficiency in heavy armor and all martial weapons when you choose this class.

Warder Spells:

1st: Blade Ward, Resistance

3rd: Heroism, False Life

5th: Armor of Agathys, Absorb Elements,

7th: Aid, Warding Bond,

9th: Haste, Death Ward

Channel Divinity: Starting at 2nd level, you can use your Channel Divinity for the following effects.

Strike True: You grant an ally within 10 feet advantage on all attack rolls for 1d4 rounds. You cannot grant this ability to yourself.

Armor Ally

   Starting at 1st level, you may touch a willing ally, and increase their Armor Class for 1 Minute. You must sacrifice your own armor class to do this, at an exchange of 1 for 2. 

   Only one instance of this ability can be active at one time. You may deactivate the feature at will as a free action, and can only use this ability once per short rest.

    To start, you can only sacrifice 1 point of your AC. This increases to 2 points at 5th level, and 3 points at 14th level.

Bolster Ally

Bolster Ally: Starting at 2nd level, you can increase the the power of spells on the Warder Spell list, in order to better protect your allies. You can use this ability a number of times equal to your Wisdom Modifier per long rest, and you can only use this ability to target willing allies, never yourself.

● You can expend a use of this feature to cast a Cantrip from the Warder Spell list as a bonus action, and its range increases to 10 feet when cast in this way.

Combat Awareness

    Starting at 6th level, you can use your Bolster Ally ability to cast spells on the Warder list as a bonus action. If you cast them in this way, their range is 25 feet. You cannot use this feature to cast more then one leveled spell on your turn, and you can only upcast spells with this feature to a maximum of one spell level below your highest available spell slot. For example, if your highest free spell slot is 8th level, you can upcast Warder spells to a maximum of 7th level while using Bolster Ally.

   Additionally, when you cast False Life, the dice increase to d8's.

Reflexive Service

   Starting at 8th level, you can use Bolster Ally to cast spells on the Warder spell list as a Reaction to an ally within 25 feet taking damage. You gain the following additional benefits:

●The Armor Ally feature now uses a 1 to 3 ratio.

● You can add your Wisdom modifier to any Warder Spell that grants temporary hit points.

●When casting a warder spell with a duration of 1 round with the Bolster Ally feature, you can increase it to 2 rounds, but if you do so, it requires concentration. Starting at 17th level, you can increase the duration to 3 rounds.

Bodyguard

  Starting at 17th level, you double your Wisdom modifier when adding it to a Warder spell. 

   Additionally, When you cast Resistance the dice become d6's. 

Warder Image

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