Base Class: Druid
Some warriors and druids in Naz’Rexxia have perfected the balance of primal energies with modern ideals of war and defense. These Wardens grow a suit of armor from pure primal magic that evolves with them and aids them in battle in ways that most druids can only dream of. These well-trained Wardens forsake the ability to change into beasts and instead use that energy to power their armor in truly terrifying ways.
Warden Training
Warden Training
At 2nd level, you gain proficiency with Heavy Armor. For your Ward, there is no Strength requirement.
You also know the <spell>Shield</spell> spell as a druid spell and may prepare it with your normal spells.
The Armor of Naz’Rexx
You create your Ward. Special armor. Warden Armor I
Heavy Armor. Armor class changes to 16. Has a maximum Dexterity modifier of +2. The armor counts as your druidic focus as long as it is worn.
It grants Disadvantage on Stealth rolls.
Invigored Ward
Your Wild Shape no longer functions to allow you to change into a Beast. Instead, it has the following benefit when you use an Action to expend a wild shape use:
- You regain 1d8 hit points per level of this class
- You can pick from an option to adapt your Warden Armor to your needs. The effect lasts as listed or until you use this feature again.
- Fortify. Your armor class increases by 1 for one hour.
- Natural Defense. Thorns sprout over the armor shooting out at any creature that hits you with a melee attack dealing 5 piercing damage for every 4 levels in this class (minimum of 5) for 10 minutes.
- Deadly Engagement. Your unarmed attacks deal 1d8 bludgeoning and are considered magical for one hour.
Worn In
At 3rd level, the Warden Armor no longer gives disadvantage on Stealth rolls. (Warden Armor II)
Evolved Warden Armor
Your armor begins to adapt to your form and the primal magic starts to infuse with yours.
At 6th level, the base Armor Class of Warden Armor changes to 17. (Warden Armor III)
When you use your Wild Shape for Invigored Ward, you may add the following options to your list of choices:
- Predator’s Ascent. Gain a fly speed equal to your walking speed for 10 minutes.
- Acumen of Depths. Gain a swim speed equal to your speed, you can also breathe underwater for one hour.
Warden Specialization
At 10th level, your armor begins to connect with the essence of primal energy you have been using it for. It then morphs and grows into something fit for that purpose.
At this level, you must choose the purpose of your Warden Armor from the following options, and this can only be chosen once. The armor will permanently change to the option you choose. It gains the abilities listed below which supersede the skills of previous levels.
Basilisk Class
The carapace of the armor becomes bulkier and stone-like, forming scales of different-colored rock and earth. The eyes beyond the helmet glow an eldritch green. The Warden Armor gains the following features.
- Bloodless Veins. You gain immunity from poison and effects that cause you to be poisoned.
- Petrifying Sight. When you hit a creature with a ranged attack or spell, you can use your bonus action to cause them to make a Constituion saving throw versus your spell DC or become restrained. The creature can repeat this saving throw at the end of each of its turns.
- Improved Fortify. This replaces the Fortify trait of the Warden Armor. When you use Improved Fortify, you gain a +2 to your armor class.
Chimera Class
The armor changes the helm and pauldrons to that of the goat, lion and dragon. The order changes depending on the use of the armor. The Warden Armor gains the following features:
- Dragonsbreath. As an action using a Wild Shape, the Warden can unleash fire in a 30ft cone. All creatures in the cone must succeed on a Dexterity saving throw that beats your spell DC. Those who fail the saving throw take 7d8 Fire Damage or half on a save. This can be used a number of times per day equal to your Proficiency Modifier.
- Claws of the Lion. You sprout claws which make your unarmed attacks deal 1d8 slashing and are considered magical.
- Improved Predator’s Ascent. Your fly speed is now 60 feet when using this feature and it lasts for an hour instead of 10 minutes.
Displacer Class
The armor takes on the skin and features of a displacer beast. The Warden Armor gains the following features:
- Displacement. You are shimmering in different spaces. Attacks against you have disadvantage. Taking damage or having your speed reduced to 0 ends this effect which can be re-established using a Bonus Action on your turn.
- Improved Mobility. Your speed increases to 40 if it is less than 40.
- Improved Deadly Engagement. This replaces Deadly Engagement. Your attacks with Deadly Engagement now deal an extra 1d8 and have a reach of 10ft.
Hydra Class
The armor forms reptilian eyes which stretch around the helm and scales that form over the figure. The helm also forms to make it look as if there are many directions it could be looking. The Warden Armor gains the following features:
- Mind of Many Heads. While you have more than your level in hit points, you gain advantage against any effect against against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.
- One Falls, Two Return. When you take more than your level in damage from a single attack, you gain half your level (rounded down) in hit points at the start of your turn.
- Improved Acumen of Depths. This replaces the Acumen of Depths feature of the Warden Armor. You gain a swim speed of 60 and when you use the Attack action, you may attack twice instead of once.
Remorhaz Class
Remorhaz Class. The armor gives off a constant aura of heat and begins to pulse with your heartbeat. Spines stretch out from it along your back and joints. The helm resembles large insectoid eyes with antennae. This Warden Armor gains the following features:
- Elemental Endurance. You gain resistance to fire and cold damage while donning this armor.
- Tremoresense. You gain Tremorsense out to 30ft and a burrow speed of 20ft which cannot go through solid rock.
- Improved Natural Defense. This replaces Natural Defense. When using this Invigored Ward feature, you deal 3d6 fire damage to any creature that hits you with a melee attack within 5 feet. This lasts for 1 minute.
Warden Armor Mastery
Starting at 14th level, a Warden masters the use of their armor in battle, they no longer need to doff it to regain rest at night. Sleeping causes no penalty while wearing the Warden Armor.
Additionally, the armor hardens and solidifies into its final form (Warden Armor IV) - granting the wearer an 18 armor class.
At level 18, your spells in the armor no longer require verbal or somatic components as long as you are not incapacitated, and there is no Maximum Dexterity bonus cap (Warden Armor V)
Previous Versions
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