Shield Brethren. A Warden gets a +1 bonus to his AC if he is within 5 feet of another warden. This bonus is stackable up to a maximum of +2 AC.
Multiattack. The Warden makes two Pike attacks and uses Radiant Burst.
Pike. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 9 (1d10 + 4) piercing damage plus 16 (3d10) radiant damage.
Radiant Burst. The Warden hurls a magical orb of radiance at a creature it can see within 60 feet of itself. The target must make a DC 16 Dexterity saving throw. On a failed save, the target takes 11 (2d10) radiant damage and becomes illuminated. Until the start of the Warden's next turn, all of the Warden's allies have advantage to hit the illuminated creature.
Spellcasting. The Warden casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 16):
At will: light, spare the dying, thaumaturgy
1/day each: shield, dispel magic, flame strike, lesser restoration, revivify, cure wounds
Special Equipment. Each Warden has a glowing amethyst embedded in their left helm. The gem can be actiavted as a bonus action. Activating the gem causes either an extremely bright light or ear-blasting noise to be emitted. The effects are the same as casting blindness/deafness at 4th level.
King Raga's Favor. The Warden or one creature it can see within 60 feet of itself magically regains 17 (2d12 + 4) hit points.
Description
The Wardens act as the police force throughout El Guardia. As highly trained clerics, they can dish out damage as well as heal their allies. The bond between Wardens and their Captain is extremely tight. Loyal to the throne of King Rimhorn and none else, they will serve justice at all costs.
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