Base Class: Fighter
Dragoncoil Wardens are the soldiers trusted to stand between the world and weapons powerful enough to change it.
They guard Ironwater Row.
They escort restricted prototypes across mountain roads.
They defend powder shrines and Arsenal vaults.
They test weapons whose designers are not yet entirely certain what will happen when the trigger is pulled.
They accompany engineers into battle, protect military shipments from pirates and spies, reinforce Azure Fleet crews, and form disciplined firing lines when the Shōrin Dominion needs Dragoncoil thunder used with absolute control.
A Warden is not merely a marksman.
That distinction matters.
The Dragoncoil Gunsmith understands how the weapon works.
The Moonwatch Sentinel understands where to take the perfect distant shot.
The Dragoncoil Warden understands how to keep firing accurately while the enemy is charging, allies are repositioning, officers are shouting, powder smoke fills the air, and something enormous has just broken through the front rank.
They are trained for the moment when elegant plans become ugly reality.
The Wardens’ greatest virtue is reliability.
Not glory.
Not artistry.
Not even marksmanship, though many are excellent shots.
Reliability.
When the convoy is attacked, the Warden holds.
When a prototype fails, the Warden adapts.
When the formation breaks, the Warden rebuilds it.
When the enemy believes closing to melee has neutralized the firearm, the Warden demonstrates why Dragoncoil doctrine includes a bayonet, sidearm, reinforced stock, and several extremely practical answers to poor tactical decisions.
Origins in Aetheris
The Dragoncoil Warden tradition emerged from the military side of the Dragoncoil Armory on Seiryūjima.
The Armory itself functions as more than a workshop. It is a firearms guild, weapons academy, artillery corps, engineering institution, military research house, and strategic asset of the Azure Chrysanthemum Accord.
As Dragoncoil designs became more sophisticated, the Armory encountered a problem.
A weapon tested by its inventor is not truly tested.
Engineers naturally understand:
- its intended operation;
- its maintenance;
- its limitations;
- and the assumptions built into its design.
Battlefields do not.
Rain enters mechanisms.
Soldiers drop rifles.
Enemy attacks begin during reload drills.
A marine fires while standing on a deck pitching beneath storm waves.
A monster strikes with enough force to break a firing stance.
An ammunition pouch catches fire.
A rifle becomes a club.
A perfect laboratory mechanism proves impossible to clean during a retreat.
Dragoncoil therefore began assigning trained soldiers to field-test weapons under conditions no responsible engineer would voluntarily reproduce indoors.
Those soldiers became the earliest Wardens.
Over time their role expanded.
Today, Dragoncoil Wardens serve as:
- Arsenal guards;
- convoy escorts;
- firearm infantry;
- prototype security teams;
- range guards;
- battlefield test operators;
- naval gunners;
- elite defensive detachments;
- weapons-recovery teams;
- and emergency response troops.
The Armory explicitly maintains Wardens as soldiers first, even though most understand enough firearm repair to keep their weapons functioning away from workshops.
Philosophy and Doctrine
Dragoncoil Warden doctrine is built upon one central belief:
A weapon is only as disciplined as the person holding it.
The Armory’s larger creed emphasizes precision, restraint, reliability, accountability, beauty, and service. Wardens reduce that philosophy to battlefield practice.
They commonly train according to five operational principles.
First — Hold the Line
The firearm exists within a formation.
The Warden’s duty is not simply to kill enemies but to preserve:
- spacing;
- firing lanes;
- withdrawal routes;
- ammunition access;
- command integrity;
- and the safety of nearby allies.
A shot that kills an enemy but opens the formation may be tactically poor.
Second — Fire With Purpose
Wardens reject uncontrolled shooting.
Every round should accomplish something:
- wound;
- kill;
- suppress;
- delay;
- redirect;
- protect;
- or create movement.
Noise alone is not victory.
Third — Close Range Is Still Range
Many enemies believe firearm soldiers become vulnerable when charged.
Dragoncoil doctrine specifically prepares Wardens to continue fighting effectively in tight quarters.
They train with:
- sidearms;
- bayonets;
- reinforced stocks;
- short carbines;
- blades;
- grappling;
- and point-blank shooting.
Fourth — Protect the Weapon, Protect the Knowledge
A captured Dragoncoil firearm is not merely lost equipment.
It may contain:
- engineering secrets;
- restricted mechanisms;
- experimental metallurgy;
- classified ammunition;
- or design principles foreign powers could reproduce.
The Dominion explicitly treats unauthorized Dragoncoil possession as a national-security problem rather than ordinary theft.
Wardens therefore recover or destroy sensitive weapons when necessary.
Fifth — The Test Is Not Finished Until Someone Tries to Kill You
Workshop testing proves a weapon can function.
Field testing proves it can survive war.
This attitude explains the Warden’s reputation for blunt practicality.
Engineers may discuss elegance.
Wardens ask:
Did it still work after falling into mud?
Visual Identity
Dragoncoil Wardens wear armor designed to suggest controlled thunder, an aesthetic already established in Dominion material.
Typical equipment includes:
- blue-black lacquered armor;
- reinforced leather and lamellar panels;
- dark indigo coats;
- bronze or aged brass fittings;
- shoulder guards shaped to permit firing;
- compact ammunition harnesses;
- rain-resistant cartridge cases;
- thigh-mounted sidearms;
- short blades or bayonets;
- reinforced gloves;
- and visible Dragoncoil insignia.
Their armor is heavier than the gear worn by Moonwatch Sentinels but lighter and more mobile than traditional heavy samurai armor.
Common colors are:
- deep azure;
- forge black;
- burnished bronze;
- pearl white;
- jade green.
These match the established Dragoncoil palette.
The Wardens’ weapons are usually less ornate than Pearl Commission firearms.
A Warden values:
- durability;
- balance;
- field repair;
- reliable sights;
- fast manipulation;
- reinforced stocks;
- sling attachment points;
- and accessible ammunition.
The message of a Warden’s appearance is simple:
This weapon has been tested.
So has the person carrying it.
Role in Aetheris
Dragoncoil Wardens occupy an unusual space between elite infantry and technological security forces.
They are frequently assigned to:
- arsenals;
- foundries;
- laboratories;
- naval facilities;
- convoy routes;
- powder magazines;
- diplomatic weapon shipments;
- testing grounds;
- and high-risk military deployments.
On the battlefield they function primarily as Defender / Striker Fighters.
Their strengths lie in:
- firearms;
- overwatch;
- reaction attacks;
- short-range shooting;
- holding defended ground;
- protecting nearby allies;
- punishing enemy movement;
- and resisting attempts to disrupt their position.
A Dragoncoil Warden is at their strongest when the enemy must cross ground the Warden has already decided to defend.
Subclass Integration
Shōrin Dominion
The Dominion recognizes Dragoncoil Wardens as elite security and firearm specialists associated with Arsenal sites and restricted weapon facilities.
They may serve:
- Shōgunal arsenals;
- castle firearm companies;
- provincial military authorities;
- Accord facilities;
- or protected weapons shipments.
Dragoncoil Armory
The Armory is the Warden’s primary institutional home.
Wardens work closely with:
- Thunderwrights;
- Iron Adepts;
- Forge Masters;
- Coil Magistrates;
- and experimental artificers.
The relationship between artisans and Wardens is famously argumentative.
The workshop wants innovation.
The Warden wants the weapon to survive being kicked down a staircase.
Both perspectives are necessary.
Azure Chrysanthemum Accord
Dragoncoil Wardens are among the Accord’s specialist military formations.
They defend:
- Azure Blossom Citadel;
- Arsenal holdings;
- Ironwater Row;
- testing facilities;
- and weapon convoys.
Azure Fleet
Fleet detachments frequently employ Wardens as:
- marine marksmen;
- deck defenders;
- artillery guards;
- boarding-countermeasure troops;
- and experimental weapon operators.
Dragoncoil and Fleet personnel often disagree over complexity.
Sailors favor systems that can be repaired while wet, exhausted, and under attack.
Wardens generally agree.
Moonwatch Sentinels
The distinction is important.
Moonwatch Sentinel: reconnaissance and precision marksmanship.
Dragoncoil Warden: firearm infantry and defensive combat.
A Sentinel avoids becoming surrounded.
A Warden trains for when avoiding it is no longer possible.
Jade Fang Covenant
Wardens may accompany Jade Fang Hunt Packs when experimental monster-hunting firearms require protection or live-fire testing.
The Jade Fang identifies the monster.
The Gunsmith designs the weapon.
The Warden proves whether the weapon still works after the monster hits back.
Guild of the Tempered Chrysanthemum
The Guild contributes:
- armor fittings;
- bayonets;
- reinforced stocks;
- field repair tools;
- boarding blades;
- weapon mounts;
- and protective equipment.
The Wardens are among the practical end users whose reports influence later Chrysanthemum and Dragoncoil designs.
Rival Factions and Enemies
Common enemies include:
- Black Tide Pirates;
- Eightfold Ledger agents;
- foreign intelligence services;
- firearm smugglers;
- rogue artificers;
- weapon thieves;
- saboteurs;
- hostile monster-hunting groups;
- pirate boarding crews;
- and military powers seeking Dragoncoil secrets.
Wardens especially despise enemies attempting to steal prototypes.
Killing the thief is not enough.
The weapon still needs to come home.
Subclass Features
|
Fighter Level |
Feature |
|
3rd |
Warden Firearm Training, Holdfast Doctrine |
|
7th |
Controlled Overwatch |
|
10th |
Thunderline Discipline |
|
15th |
Unbroken Firing Line |
|
18th |
Dragoncoil Bulwark |
Optional Dragoncoil Warden Techniques
These can be used as optional feats, training rewards, military honors, or advanced Warden drills.
Bayonet Lock
Action Type: Bonus Action
Uses: At-will
Affix or ready a bayonet on a firearm.
While fitted, the firearm can be used as a melee weapon dealing:
1d8 Piercing damage
with the Two-Handed property.
You retain proficiency.
Powder-Line Discipline
Action Type: Passive
Uses: At-will
You have Advantage on saving throws made to avoid damage caused by:
- firearm malfunctions;
- exploding ammunition;
- powder fires;
- or allied artillery accidents.
This does not protect against ordinary hostile Fire or Thunder magic.
Convoy Guard
Action Type: Reaction
Uses: Proficiency Bonus per Long Rest
When a creature within 10 feet of you is targeted by an attack, move up to 5 feet and impose a -2 penalty on the attack roll.
You must end the movement adjacent to the protected creature.
Weapon Recovery Drill
Action Type: Bonus Action
Uses: Proficiency Bonus per Long Rest
When a creature within 30 feet drops or loses a firearm or other weapon, you may move up to half your Speed toward it.
This movement does not provoke Opportunity Attacks.
If you end adjacent to the weapon, you may pick it up as part of the same Bonus Action.
Thunderstep Advance
Action Type: Bonus Action
Uses: Once per Short or Long Rest
Move up to half your Speed in a straight line.
At any point during this movement, you may make one firearm attack.
Movement during Thunderstep Advance does not provoke Opportunity Attacks from the target of that attack.
Playing the Dragoncoil Warden
The Dragoncoil Warden is designed for players who want a firearm Fighter who feels like disciplined infantry rather than a wandering gunslinger or sniper.
Its tactical identity revolves around:
- choosing ground;
- protecting allies;
- reaction fire;
- suppressing movement;
- and punishing enemies for crossing defended spaces.
A typical combat sequence is:
- choose a critical location;
- establish Holdfast Doctrine;
- position allies around the defended zone;
- fire normally during your turn;
- use Controlled Overwatch as enemies move;
- protect allies through Interlocking Fire;
- punish close assaults through Thunderline Discipline;
- become an almost immovable anchor with Dragoncoil Bulwark.
The subclass is deliberately strongest when fighting defensively around an objective.
That objective might be:
- a wounded companion;
- a bridge;
- a doorway;
- a wagon;
- a ship deck;
- a prototype;
- a ritual site;
- or simply a patch of ground that must not be lost.
Strengths
Dragoncoil Wardens excel at:
- firearm combat;
- defensive positioning;
- reaction attacks;
- protecting nearby allies;
- point-blank shooting;
- slowing enemies;
- controlling approach routes;
- resisting charges;
- and holding objectives.
They become particularly dangerous in:
- corridors;
- bridges;
- ship decks;
- fortress gates;
- road ambushes;
- convoy battles;
- and defensive encounters.
Weaknesses
The Warden is less effective when:
- forced to constantly abandon its chosen position;
- fighting enemies that never need to approach;
- deprived of ammunition;
- separated from its firearm;
- or engaged in highly mobile combat across a vast battlefield.
Its reaction-based features also compete with ordinary Fighter Opportunity Attacks and other reaction options.
That competition is intentional.
Roleplaying the Dragoncoil Warden
Dragoncoil Wardens often develop personalities shaped by responsibility.
Common traits include:
- meticulous firearm maintenance;
- distrust of untested equipment;
- habitually checking exits and firing lanes;
- standing where they can see doors;
- strong opinions about ammunition storage;
- intolerance for careless weapon handling;
- and deep loyalty to those assigned to their protection.
Some Wardens are quiet professionals.
Others are blunt soldiers with little patience for artificer enthusiasm.
A common exchange in Dragoncoil workshops might sound like:
Artificer: “Technically, the pressure should remain stable.”
Warden: “Did you fire it wet?”
Artificer: “No.”
Warden: “Then technically, you do not know.”
The central roleplaying tension is:
When does obedience become complicity?
Wardens are trusted to protect restricted weapons.
Eventually, one may discover that the orders surrounding those weapons are themselves questionable.
Faction and Organization Connections
A Dragoncoil Warden commonly has ties to:
- Dragoncoil Armory;
- Azure Chrysanthemum Accord;
- Clan Katsuro;
- Azure Fleet;
- Moonwatch Sentinels;
- Jade Fang Covenant;
- Tempered Chrysanthemum;
- Shōgunal arsenals;
- provincial firearm companies;
- Coil Magistrates;
- or military convoy commands.
They commonly oppose:
- foreign intelligence services;
- Eightfold Ledger agents;
- Black Tide Pirates;
- arms smugglers;
- rogue inventors;
- prototype thieves;
- corrupt officers;
- and anyone attempting to circumvent Dragoncoil weapons restrictions.
Adventure Hooks
The Empty Convoy
A Dragoncoil convoy reaches its destination intact.
Every crate is sealed.
Every guard is alive.
Every restricted firearm inside has been replaced by a perfect wooden copy.
No one remembers stopping.
Stormcoil Survivor
A prototype catastrophically fails at the Stormcoil Testing Grounds.
The only surviving Warden insists the explosion was not caused by the weapon.
Something fired back.
The Warden’s Oath
A Dragoncoil officer orders a Warden unit to destroy a village believed to be sheltering firearm smugglers.
Evidence suggests the smugglers are actually hiding refugees.
The officer refuses to delay the operation.
Broken Seal
A restricted repeating firearm appears in the hands of Black Tide Pirates.
Its maker’s mark belongs to a respected Forge Master.
Either the mark is forged—
or the problem is inside Dragoncoil.
The Weapon Must Not Be Captured
A experimental firearm is lost behind enemy lines.
The party receives simple orders:
Recover it.
If recovery becomes impossible—
destroy everything within twenty feet of it.
The Perfect Test
A new Dragoncoil weapon passes every laboratory trial.
Every Warden assigned to field-test it reports the same problem:
They feel watched while aiming through its sights.
Notable NPCs
Daichi Katsuro, Thunder of Ironwater
Species: Shirohami
Class: Fighter / Artificer — Dragoncoil Warden
Role: Field Commander
Daichi is already established as a battlefield tactician, rising inventor, and field commander associated with Dragoncoil. He embodies the Warden belief that weapons must be judged under battlefield conditions rather than workshop theory.
He is famous for asking engineers:
“Did you test it while wet?”
If the answer is no, he considers the test incomplete.
Captain Reiko Ashcoil
Species: Shirohami
Class: Fighter — Dragoncoil Warden
Role: Convoy Commander
Reiko has escorted restricted weapons through:
- pirate territory;
- volcanic passes;
- hostile ports;
- and two attempted foreign kidnappings.
She has never lost a classified weapon.
She has lost three wagons, two horses, one bridge, and part of a warehouse.
She considers this an excellent record.
Tetsu Rain-on-Bronze
Species: Bear Hengeyokai
Class: Fighter — Dragoncoil Warden
Role: Arsenal Security Master
Tetsu commands security at a major powder and prototype storage facility.
He believes every defensive position should possess:
- two exits;
- three firing angles;
- one fallback position;
- and no decorative furniture heavy enough to block an emergency door.
Visitors consider him paranoid.
Dragoncoil considers him employable.
Balance Notes
Intended Role
Primary: Defender
Secondary: Striker / Controller
Damage Profile
The subclass does not receive a permanent extra damage die on every attack.
Its offensive strength comes from:
- reaction attacks;
- positioning;
- overwatch;
- Fighter Extra Attack;
- and high-level area control.
This keeps its normal-turn damage close to other Fighters while allowing strong total output when enemies repeatedly move through defended ground.
Survivability
Survivability is above average while inside Holdfast.
The subclass gains:
- modest AC bonuses;
- forced-movement resistance;
- fear protection;
- defensive positioning;
- and capstone ally protection.
Outside its defended zone, most of these benefits disappear.
This positional dependency is an important balancing factor.
Utility
Utility is moderate.
The Warden gains:
- firearm maintenance;
- weapon familiarity;
- security expertise;
- convoy competence;
- and practical military knowledge.
It intentionally receives less exploration utility than the Moonwatch Sentinel and less technical utility than the Dragoncoil Gunsmith.
Resource Economy
Major resources include:
- Holdfast uses;
- Controlled Overwatch uses;
- Interlocking Fire uses;
- Reactions;
- and the once-per-Long-Rest Dragoncoil Bulwark.
Reaction competition is central to the subclass.
A Warden constantly chooses between:
- ordinary Opportunity Attacks;
- Controlled Overwatch;
- Interlocking Fire;
- or later defensive reactions.
Comparison to the Dragoncoil Gunsmith
The Dragoncoil Gunsmith is a weapon engineer.
The Dragoncoil Warden is a weapon operator.
The Gunsmith focuses on:
- modifications;
- magical ammunition;
- technical innovation;
- unusual damage types;
- and personalized weapon systems.
The Warden focuses on:
- battlefield discipline;
- firing lines;
- suppressive fire;
- reaction shooting;
- position defense;
- and ally protection.
The Gunsmith asks:
“What can this firearm do?”
The Warden asks:
“Can it still do that after the enemy reaches us?”
Comparison to the Moonwatch Sentinel
The Moonwatch Sentinel is the superior scout and long-range marksman.
The Dragoncoil Warden is the superior infantry defender.
Moonwatch specializes in:
- stealth;
- tracking;
- long-range precision;
- reconnaissance;
- and mobility.
Dragoncoil Wardens specialize in:
- defended positions;
- point-blank firearm use;
- overwatch;
- convoy duty;
- suppressive fire;
- and fighting in formation.
A Moonwatch Sentinel chooses the battlefield.
A Dragoncoil Warden refuses to surrender it.
Comparison to Battle Master
A Battle Master possesses broader tactical versatility through Maneuvers.
The Dragoncoil Warden is narrower but stronger within its specific tactical niche:
firearm defense and area denial.
A Battle Master adapts to many situations.
A Warden makes one location extremely unpleasant to attack.
Summary
The Dragoncoil Warden turns the Fighter into the Shōrin Dominion’s premier firearm infantry and defensive combat specialist.
Its mechanical identity revolves around three principles:
Choose the ground.
Control the approach.
Do not break.
At 3rd level, the Warden gains firearm mastery and creates a Holdfast Zone.
At 7th level, Controlled Overwatch punishes enemy movement.
At 10th level, Thunderline Discipline turns nearby allies into a mutually supporting formation.
At 15th level, Unbroken Firing Line allows extraordinary reaction fire and close-assault resilience.
At 18th level, Dragoncoil Bulwark transforms the Warden into a true defensive anchor whose presence can determine the shape of an entire battle.
This preserves the most important distinction already established in Dragoncoil canon:
Dragoncoil Wardens are soldiers first and artisans second.
The Gunsmith creates thunder.
The Moonwatch places thunder precisely.
The Warden teaches the enemy what happens when thunder refuses to move.
"You may cross this line. Nothing in the oath says you must survive doing so."
Warden Firearm Training
You undergo formal Dragoncoil military instruction.
Action Type: Passive
Uses: At-will
Duration: Permanent
Scaling: Improved by later subclass features
You gain proficiency with firearms.
If you already have firearm proficiency, you instead gain proficiency with one artisan tool associated with firearm repair, such as:
- Smith’s Tools;
- Tinker’s Tools;
- or Woodcarver’s Tools.
You also gain proficiency in one of the following:
- Athletics;
- Investigation;
- Perception.
If you already possess the chosen proficiency, choose another from the list.
Combat Reload
You ignore the Loading property of firearms with which you are proficient.
This does not generate ammunition.
Point-Blank Discipline
Being within 5 feet of a hostile creature does not impose Disadvantage on your firearm attacks.
Warden Sidearm
Drawing or stowing a firearm requires no action when you make an attack with it.
You may also use a firearm as an Improvised Melee Weapon without losing proficiency.
When used this way, it deals:
1d6 Bludgeoning damage
and uses Strength for attack and damage unless another feature allows otherwise.
Field Repair
During a Short Rest, you may maintain one firearm.
Until your next Long Rest:
- ordinary rain;
- mud;
- ash;
- saltwater spray;
- and normal battlefield fouling
do not impose penalties on that weapon.
If your firearm rules use misfires, the maintained firearm ignores the first misfire it suffers.
Holdfast Doctrine
Dragoncoil Wardens are trained to designate and defend critical ground.
Action Type: Bonus Action
Uses: Proficiency Bonus per Long Rest
Duration: 1 minute
Scaling: Improved at levels 10 and 18
As a Bonus Action, choose an unoccupied space you can see within 30 feet.
A 15-foot-radius Holdfast Zone extends from that point for 1 minute.
The effect ends early if:
- you become Incapacitated;
- you designate another Holdfast Zone;
- or you move more than 60 feet from the zone.
While you are inside your Holdfast Zone, you gain the following benefits.
Braced Fire
You gain a +1 bonus to attack rolls made with firearms.
Defensive Posture
You gain a +1 bonus to AC.
Controlled Ground
Hostile creatures provoke Opportunity Attacks from you when they willingly move 5 feet or more while within your firearm’s normal range and inside the Holdfast Zone.
If you make this Opportunity Attack with a firearm, it uses your Reaction normally.
A creature can provoke only one Opportunity Attack from this feature per turn.
Protected Position
Allies within the Holdfast Zone gain Half Cover against ranged attacks if they are within 5 feet of you or another solid object that could reasonably provide partial protection.
You regain all uses after a Long Rest.
At 10th level, the zone increases to 20 feet.
At 18th level, it increases to 30 feet.
Controlled Overwatch
"Do not shoot where the enemy is. Shoot where they have decided to go."
You master disciplined reaction fire.
Action Type: Reaction
Uses: Proficiency Bonus per Long Rest
Duration: Instantaneous
Scaling: Improved at 15th level
When a creature you can see within your firearm’s normal range does one of the following:
- moves 10 feet or more;
- enters your Holdfast Zone;
- attacks an ally within 15 feet of you;
- or leaves Cover,
you may use your Reaction to make one firearm attack against that creature.
On a hit, choose one Overwatch effect.
Halt
The creature’s Speed is reduced by 10 feet until the end of its current turn.
If it is within your Holdfast Zone, its Speed is reduced by 20 feet instead.
Spoil the Attack
The creature subtracts 1d6 from the next attack roll it makes before the beginning of your next turn.
Drive Back
If the creature is Large or smaller, it must succeed on a Strength saving throw or be pushed 5 feet.
The DC equals:
8 + your Proficiency Bonus + your Dexterity modifier
Break Formation
The creature cannot benefit from the Help action or grant an ally Advantage through a positioning-based feature until the beginning of your next turn.
You may use Controlled Overwatch a number of times equal to your Proficiency Bonus.
You regain all uses after a Long Rest.
Thunderline Discipline
You have learned the Warden doctrine of fighting as part of a mutually supporting firing line.
Action Type: Passive / Reaction
Uses: Reaction benefit — Proficiency Bonus per Long Rest
Duration: Instantaneous
Scaling: Holdfast radius becomes 20 feet
Your Holdfast Zone increases to 20 feet.
You also gain the following benefits.
Interlocking Fire
When an ally within your Holdfast Zone is attacked by a creature you can see, you may use your Reaction to impose Disadvantage on the attack roll.
To do so, you must be holding a loaded firearm and the attacker must be within its normal range.
You discharge or threaten a precise covering shot.
If the attack still hits, you may immediately make one firearm attack against the attacker.
You may use Interlocking Fire a number of times equal to your Proficiency Bonus and regain all uses after a Long Rest.
Braced Against the Charge
While inside your Holdfast Zone:
- you have Advantage on saving throws and ability checks made to resist being pushed or knocked Prone;
- and creatures do not gain Advantage on attacks against you solely because they moved at least 20 feet toward you before attacking.
Warden’s Cover
When you are adjacent to a willing ally inside your Holdfast Zone, that ally may use your position as Half Cover against one ranged attack made against them.
This benefit can apply only once per round per ally.
Unbroken Firing Line
You have become capable of maintaining fire even when combat becomes chaotic.
Action Type: Passive / Special Reaction
Uses: Special Reaction — once per round
Duration: Permanent
Scaling: None
You gain the following benefits.
Relentless Overwatch
Once per round, when you have already used your Reaction, you may still use Controlled Overwatch.
This special use does not consume your normal Reaction.
You cannot use Relentless Overwatch if you are:
- Incapacitated;
- Prone;
- or unable to make firearm attacks.
You may still make only one Controlled Overwatch attack against the same creature during the same turn.
Thunderline Accuracy
When you make a firearm attack as a Reaction, the attack ignores:
- Half Cover;
- and Three-Quarters Cover.
Close Assault Drill
When a hostile creature enters a space within 5 feet of you, you may choose to shift 5 feet to an unoccupied space you can see.
This movement does not provoke Opportunity Attacks from that creature.
You may do this once per turn.
If you cannot or do not move, your next firearm attack against that creature before the end of your next turn has Advantage.
Hold Under Fire
While you are within your Holdfast Zone, you cannot be Frightened.
If you are already Frightened when you enter or create the zone, that condition is suppressed while you remain within it.
Dragoncoil Bulwark
"A Warden does not defend a line because it is easy to hold. A Warden defends it because someone behind them cannot afford for it to break."
You embody the highest expression of Dragoncoil battlefield discipline.
Action Type: Bonus Action
Uses: Once per Long Rest
Duration: 1 minute
Scaling: Capstone
As a Bonus Action, you enter the Dragoncoil Bulwark Stance for 1 minute.
When you activate the stance, you may immediately create a Holdfast Zone without expending a use.
Its radius becomes 30 feet.
For the duration, you gain the following benefits.
Perfect Holdfast
While inside the zone:
- you gain +2 AC instead of +1;
- your firearm attacks gain +2 to attack rolls instead of +1;
- you cannot be forcibly moved unless you choose to be;
- and you cannot be knocked Prone.
Kill Corridor
The first time each round that a hostile creature willingly enters your Holdfast Zone or moves at least 10 feet within it, you may make one firearm attack against it.
This attack requires no Reaction.
You may make only one Kill Corridor attack per round.
Suppressive Thunder
Whenever you hit a creature with a firearm inside your Holdfast Zone, it must succeed on a Wisdom saving throw or suffer one of the following effects of your choice until the beginning of your next turn:
Pinned
Its Speed is halved.
Suppressed
It has Disadvantage on ranged attack rolls.
Shaken
It cannot willingly move closer to you.
A creature may be affected by only one Suppressive Thunder effect from you at a time.
The save DC equals:
8 + your Proficiency Bonus + your Dexterity modifier
Shield the Line
Allies of your choice within your Holdfast Zone gain:
- Half Cover;
- Advantage on saving throws against being Frightened;
- and Advantage on saving throws against being pushed or knocked Prone.
Last Round Discipline
Once during the Bulwark Stance, when you miss with a firearm attack, you may turn the miss into a hit.
No reroll is required.
Once used, this benefit cannot be used again during that activation.
The Line Does Not Break
Once during the stance, when you or an ally within your Holdfast Zone would be reduced to 0 Hit Points, you may use your Reaction to leave that creature at 1 Hit Point instead.
That creature may immediately move up to 10 feet without provoking Opportunity Attacks.
After you use Dragoncoil Bulwark, you cannot use it again until you finish a Long Rest.
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