Fighter
Base Class: Fighter

When you hear tales of a lone figure living on the outskirts of civilization and providing the area with protection with no concern for reward; or of some humanoid tribe that was living close to a town and they are suddenly gone; you are likely seeing the efforts of Wardens.

The Warden is a fighter specialized in fighting in the wilds, whether they choose to defend nature or the people who live in these remote locations. The training of a Warden closely matches that of a Ranger, but focuses more on combat effectiveness in wilderness locations.

Spellcasting

When you reach 3rd level, you augment your martial prowess with the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the ranger spell list.

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 warden 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 cure wounds and have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds using either slot.

Spells Known of 1st-Level and Higher

You know three 1st-level ranger spells of your choice from the ranger spell list.

The Spells Known column of the Warden Spellcasting table shows when you learn more ranger spells of 1st level or higher. Each of these spells 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.

Whenever you gain a level in this class, you can replace one of the warden spells you know with another spell of your choice from the warden spell list. The new spell must be of a level for which you have spell slots.

Spellcasting Ability

Wisdom is your spellcasting ability for your warden spells, since your magic draws on your attunement to nature. 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 warden 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

Warden Spellcasting

Fighter Level

Cantrips

Known

Spells

Known

— Spell Slots per Spell Level —

1st

2nd

3rd

4th

3rd

2

3

2

4th

2

4

3

5th

2

4

3

6th

2

4

3

7th

2

5

4

2

8th

2

6

4

2

9th

2

6

4

2

10th

3

7

4

3

11th

3

8

4

3

12th

3

8

4

3

13th

3

9

4

3

2

14th

3

10

4

3

2

15th

3

10

4

3

2

16th

3

11

4

3

3

17th

3

11

4

3

3

18th

3

11

4

3

3

19th

3

12

4

3

3

1

20th

3

13

4

3

3

1

Student of the Wild

At 3rd level, you gain proficiency in two skills of your choice that are related to your training. The skills you can choose between are Animal HandlingNatureStealth, or Survival.

Ambush

Beginning at 7th level, you know how to take advantage of camouflage to make deadly strikes on your enemies. Once per turn, when you are hidden from a creature and make a weapon attack on it, you can deal an extra 2d6 damage to it.

At 15th level, the extra damage increases to 3d6.

Withdraw

At 10th level, you have learned to blend in with your surroundings in wilderness areas. When you are in a wilderness area, you can use the Hide action as a bonus action on your turn.

Natural Recovery

Starting at 15th level, you can regain some of your magical energy by sitting in meditation and communing with nature. During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than one third of your warden level (rounded up). You can’t use this feature again until you finish a long rest

For example, when you are a 15th-level warden, you can recover up to five levels worth of spell slots.

Feral Senses

At 18th level, you gain preternatural senses that help you fight creatures you can’t see. When you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls against it.

You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn’t hidden from you and you aren’t blinded or deafened.

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