Base Class: Fighter
Wardens of the Seam are trained where Valrénne is weakest — at the borders between worlds. They are not mages, priests, or scholars. They are anchors. When reality bends, they stand. When planes press through, they push back.
Most Wardens are employed by margraves, the Crown, or secret compacts older than the monarchy itself. Some operate independently, following scars only they can feel.
Level 3: Planar Sentinel
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You gain advantage on Intelligence (Arcana) or Wisdom (Perception) checks made to detect:
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planar anomalies
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extraplanar creatures
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illusionary or displaced terrain
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You gain +2 damage against:
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extraplanar creatures
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creatures summoned magically
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creatures under the effects of planar magic (DM discretion, but things like blink, etherealness, possession)
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RP impact:
You feel wrongness before others do. You’re often tense near touchpoints, temples, or unstable magic
Level 3: Anchor Stance
As a bonus action, you enter Anchor Stance until the start of your next turn:
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You cannot be pushed, pulled, knocked prone, or teleported unwillingly
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You have advantage on saving throws against spells or effects that move or reposition you
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If an enemy within 5 ft attempts to teleport or shift planes, you may use your reaction to make a melee weapon attack against it
You can use Anchor Stance a number of times equal to your proficiency bonus per long rest.
Visually, the ground subtly fractures or hardens beneath your feet.
Level 7: Sever the Veil
Once per turn, when you hit a creature with a weapon attack, you may choose one of the following effects:
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Disrupt: The target has disadvantage on its next spell attack or saving throw.
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Ground: The target’s speed becomes 0 until the start of its next turn.
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Expose: The next attack against the target before the end of your next turn has advantage.
If used against an extraplanar creature, the effect lasts one additional round.
RP impact:
Spellcasters feel cut open, not wounded. Aspects find you deeply unpleasant.
Level 10: Reality-Hardened
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You gain resistance to force damage
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You have advantage on saving throws against:
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spells
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planar effects
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magical displacement
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When you succeed on a saving throw against a spell, you may move up to 10 feet without provoking opportunity attacks
NPC mages notice you’re harder to read magically.
Level 15: Lock the Seam
As an action, you designate a point you can see within 30 feet. For 1 minute, a 10-foot-radius sphere forms around that point:
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Teleportation, planar travel, and summoning fail within the area
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Creatures cannot become incorporeal
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Illusions are suppressed (not dispelled) while inside
You may move the sphere up to 10 feet as a bonus action on your turn.
Once used, you can’t use this feature again until you finish a long rest.
World impact:
Gods notice this. Chaos remembers it.
Level 18: Last Anchor
When you drop to 0 hit points but are not killed outright, you may choose to remain standing at 1 HP instead. Until the end of your next turn:
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You cannot be reduced below 1 HP
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You automatically succeed on Strength and Constitution saving throws
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All enemies within 10 ft have disadvantage on attacks against anyone but you
Once this feature activates, you gain one level of exhaustion when it ends. You can’t use it again until you finish a long rest.
Flavor:
For a moment, everything stabilizes around you.
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