Base Class: Fighter
The Warden is a fighter that has found a way to combat magic without specifically having to relay on there own.
Bonus Proficiencies
At 3rd level when you take this Archetype you can proficiency in Arcana and Investigation skills if you do not already have them.
Magical Combatant
At third level when you choose this archetype, you learn to infuse your will and resolve into your combat prowess, when you take this archetype, you learn two Warden techniques, which are described in the Warden Techniques section below. These can be used to enhance attacks or individuals around you, each use of a Warden technique must be declared before the attack roll is made, and you can only use one Warden technique per attack. You learn an additional Warden Technique at 7, 10, 15 and 18 level. Each time you learn a new technique you may replace an old technique with a new one.
Resolve: You gain a number of resolve points equal to your Intelligence modifier (minimum of 1) You regain one Resolve Point when you roll a 20 on a D20 when making a weapon attack or deal a killing blow to a significant threat (DM’s discretion) you regain all uses of your Resolves Points on a short or long rest.
Savings Throws: Some of your Warden techniques require a target to make a saving throw to resist the effect of the technique, the DC is calculated as follows
Warden Technique Save DC = 8 + your proficiency + intelligence modifier
Bodyguard's Manoeuvre
When an adjacent ally is damaged by an attack from a creature you can see, you can expend one superiority die and use your reaction to interpose yourself in way of harm. The attack damages you instead of the ally. Reduce that damage by the number you roll on your superiority die.
Bulwark of Defence
During your turn, you may use a Bonus Action and expend one resolve point to give yourself a bonus to Armor Class equal to half your remaining resolve points (round up) until the start of your next turn. If you move any distance, this benefit ends prematurely.
Disarming strike
When you hit with a weapon attack, you may spend a resolve point to make the target make a strength save or have them drop one item of your choice that they are holding, if you do the item is thrown ten feet away from the target.
Dispelling strike
When you hit with a weapon attack, you may spend one resolve point to attempt to cast Dispel Magic. You cast the spell at its lowest level and this spell like-ability is only activated when you hit with melee attacks. This ability can be countered by the spell counterspell.
Drawing Fire
As an action you may spend a resolve point to issue a challenge to a target within thirty feet that can hear you, they must make a wisdom save or have disadvantage on spell attacks towards targets that are not you until you next turn, target may make a new saving throw each time they take damage from an attack or spell.
Eyes of the Mage Hunter.
You may spend a resolve point to cast Detect Magic without the need for somatic or verbal components. You still need to maintain concentration, but this is not considered a spell for the purposes of this ability.
Hearing the Air
On your turn, you can use a Bonus Action to spend a resolve point to automatically sense any invisible or hiding creatures within 60' that don't have total cover from you. Until the start of your next turn, you suffer no penalties when targeting those creatures with attacks, and they gain no benefits targeting you.
Hunter’s movement.
Due to your experience hunting mages, you have learnt to close the distance between them quickly and effectively, as a reaction when a spell is cast within thirty feet of you, you may spend a resolve point to move up to your movement and may choose to make a single weapon attack.
Magical Siphon
When you hit with a weapon attack you can spend one resolve to make a creature make a constitution save, on a fail the target has disadvantage on concentration checks until your next turn.
Push Through Adversity
On your turn, you can use a Bonus Action and expend one resolve point to ignore the effects on any one of the following conditions for 1 round: Charmed, Frightened, Exhausted, Poisoned
Riposte
When a creature misses you with a melee attack, you can use your reaction and expend one resolve point to make a melee weapon attack against the creature.
Savage Strike
When you hit with a weapon attack you may spend one or more resolve points to add an extra weapon damage dice to an attack, when you spend resolve points in this way you may add another die when rolling for damage per point spend, If you do the creatures AC increases by +1 per resolve point on your next attack
Strip Defences
When you hit a creature with an attack, you can expend one resolve point to temporarily shed away the creature’s special defences. The next time that creature takes damage or makes a saving throw that it would apply its resistance to (but not immunity or legendary resistance) before the end of your next turn, the damage or effect ignores that resistance instead.
Tracing Attack
When you hit with a weapon attack, you can expend one resolve point to force a creature to make a Constitution saving throw. On a failure, it becomes more difficult for the creature to hide. For the next 8 hours, creatures have advantage on Wisdom (Perception) and Wisdom (Survival) checks made to spot or track the creature.
Tripping Strike
When you hit with a weapon attack you may spend a resolve point to attempt to trip an enemy. you may make the target make a Dexterity save, on a fail the target is tripped and must spend their full movement to get back up, while the target is prone all attacks are made with advantage.
Unshaking Will
You can spend one resolve point and give an ally within 10ft of you advantage on one saving throw against a spell until your next turn.
Trained Resistance
Starting at 7 level you have advantage on saving throws against spells and magical effects
Spell Eater
At 10 level your force of will can cancel the magic around you. As a reaction you may use the spell Counter spell as a spell like ability, if a spell is countered in this way you may regain a number of resolve points equal to the spells level but may not go over your maximum amount of resolve points based on your intelligence modifier. This spell is cast at its lowest level and can be used once per long rest. At 17 level you gain a second use of this ability per long rest and the spell Is cast at fifth level.
Combat Resolve
At 15 level when you roll initiative without any resolve points you instantly regain 2 resolve points.
Vicious Combatant
At 18 level you now score a critical hits on 19 or 20 and you regain one resolve point on a roll of 19 or 20 on D20 when making a weapon attack.
Anti-Magic Aura
At 18 level thanks to your tireless work fighting against the forces of magic, you've discovered how to turn magic off around you. Once per long rest, you may use this spell-like ability to gain the effects of Anti-Magic Field. For one minute.
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