Base Class: Fighter
Those who commit to the Warden archetype are vowed to keep their companions from harm's way in the heat of battle, and often times outside it too. Popular as personal guards among nobility and merchants, they are not foreign to political intrigue and banquet etiquette.
To those who have seen them fight, they are known as havens on the battlefield and their presence in the fray alone is enough to improve troop morale. Serving regular employ in dangerous escorts for travelling merchants, protection of important figureheads and as safeguards for the occasional adventurous noble wishing to make a first forray into adventuring, Wardens are always a stone's throw away from the next perilous encounter.
Unnerving Defense
3rd-level Warden feature
Starting at 3rd level, the way you move around the battlefield makes it hard for foes to strike others around you. When you hit a creature with a melee weapon attack, you can mark the creature until the end of your next turn. This effect ends early if you are incapacitated or you die, or if someone else marks the creature.
While it is within 5 feet of you, a creature marked by you has disadvantage on any attack roll that doesn’t target you.
In addition, if a creature marked by you deals damage to anyone other than you, you can make a special melee weapon attack against the marked creature as a bonus action on your next turn. You have advantage on the attack roll, and if it hits, the attack’s weapon deals extra damage to the target equal to half your fighter level.
Regardless of the number of creatures you mark, you can make this special attack a number of times equal to your Strength modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.
Bastion
3rd-level Warden feature
Starting at 3rd level, you become adept at locking down your enemies. Creatures provoke an opportunity attack from you when they move 5 feet or more while within your reach, and if you hit a creature with an opportunity attack, the target’s speed is reduced to 0 until the end of the current turn.
Haven
7th-level Warden feature
At 7th level, you become adept at intercepting projectiles that come your allies' way. When wielding a shield, you count as three-quarters cover instead of half.
Bodyguard
7th-level Warden feature
At 7th level, your instincts on the battlefield allow you to sense an incoming strike on those you wish to protect.
As a reaction, when a creature you can see within 15 feet of you is targeted by an attack, after seeing the roll, but before knowing whether it succeeds, you can redirect the strike towards you as long as you’re wielding a shield. If the target of the attack was not within 5 feet of you, you move within 5 feet of the target, potentially triggering attacks of opportunity. If the attack still hits, you take damage instead of the target and you have resistance against the attack’s damage.
You can use this feature a number of times equal to your Constitution modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.
At 15th level, the range of this feature becomes your full speed.
Living Fortress
10th-level Warden feature
At 10th level, all those around you know they are safe where you stand. Be it knee-deep in snow or in the pits of Hell, you will never fail to shelter them.
Once per turn, when you and other allies are being targeted by an area of effect that causes harm, all allies in a 20ft. radius may use their reaction to move behind you (provided there is a possible path) and gain a bonus to their saving throw equal to your Strength modifier (with a minimum bonus of +1).
If the ally cannot reach a position within 5ft. of you with their speed, they cannot take the reaction. Allies who took their reactions to take shelter in this way take no damage if they succeed and half damage if they still fail their saving throw.
You must wield a large shield and not be incapacitated to grant this bonus.
Ward
15th-level Warden feature
At 15th level, when someone needs protecting, they need not always stand next to you. Through faints, goading, or diversions, experienced wardens know how to command the attention of adversaries, even from far away.
Once per short rest, you may designate a creature as your ward. As long as your ward is within 90 feet of you, you may use a reaction to mark any creature that attacks them with Unnerving defense at no cost. Additionally, until the start of its next turn, that creature has disadvantage on attacks against your ward.
Vigilant Defender
18th-level Warden feature
Starting at 18th level, you respond to danger with extraordinary vigilance. In combat, you get a special reaction that you can take once on every creature’s turn, except your turn. You can use this special reaction only to make an opportunity attack, and you can’t use it on the same turn that you take your normal reaction.
Previous Versions
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4/22/2024 7:20:25 PM
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1.5
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Coming Soon
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