Base Class: Fighter
Emerald Wardens are protectors descended from ancient guardians of the Emerald Court. They stand between danger and those they have sworn to defend, using shield, spear, and draconic resilience to keep their allies alive when darkness rises.
Level 3: Warden’s Mark
As a bonus action, choose one willing creature within 30 feet of you as your Ward. Until you are incapacitated, choose a different Ward, or combat ends, that creature is protected by your warden magic.
While you are within 10 feet of your Ward, the Ward gains a +1 bonus to AC and a +1 bonus to saving throws.
You can have only one Ward at a time.
Level 3: Rootbound Interception
When a creature you can see hits your Ward with an attack, you can use your reaction to move up to 10 feet toward your Ward without provoking opportunity attacks.
If you end this movement adjacent to your Ward, reduce the damage the Ward takes by 1d10 + your Fighter level.
When you use this feature, spectral emerald roots briefly coil around your feet and shield arm.
Level 7: Emerald Bulwark
When you use Second Wind, you can choose any number of allies within 10 feet of you. Each chosen ally gains temporary hit points equal to your Fighter level + your Constitution modifier.
Spectral emerald roots rise briefly from the ground, forming a protective barrier around your allies.
Level 10: Stand Behind Me
As a bonus action, you can enter a defensive stance that lasts for 1 minute or until you are incapacitated.
For the duration, allies within 10 feet of you gain the benefits of half cover, including a +2 bonus to AC and Dexterity saving throws.
Once you use this feature, you cannot use it again until you finish a short or long rest.
Level 15: Guardian’s Challenge
As a bonus action, choose one creature you can see within 30 feet of you. The target must make a Wisdom saving throw against a DC equal to 8 + your proficiency bonus + your Constitution modifier.
On a failed save, the target has disadvantage on attack rolls against creatures other than you for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.
Once you use this feature, you cannot use it again until you finish a short or long rest.
Level 18: Avatar of the Emerald Court
As a bonus action, you awaken the full power of the Emerald Court within your blood for 1 minute.
For the duration:
- You gain resistance to all damage except psychic damage.
- Your melee reach increases by 5 feet.
- Allies within 15 feet of you gain a +2 bonus to AC.
- Once on each of your turns, you can use Rootbound Interception without expending your reaction.
Once you use this feature, you cannot use it again until you finish a long rest.
Comments