Base Class: Fighter
Fighter's who seek to become wardens train their bodies until they become a manifestation of the stones and trees of creation itself. Seeking to stand against the fiends, aberrations, and monstrosities that intend to undo creation, Wardens master not only their weapon use but their connection to the natural realm to bolster their form allowing them to protect their allies and withstand relentless enemy assaults.
Guardian's Might
Beginning at 3rd level, Whenever you use second wind, gain an AC bonus equal to your constitution modifier until the beginning of your next turn.
Warden Form
Starting at 7th level, You can choose between 3 Forms; the Bloodwrath Guardian, Storm Sentinel, or the Verdant Lord. You will also gain an additional +1 to wisdom and +1 to strength.
Bloodwrath Guardian
You wield a predatory power connecting you to the first primal beast. You've grown so close to the perfection of the first beast that your physical form shifts granting you increased height and speed. While in this form your land movement speed is increased by 10ft. You gain the Bloodwrath fury which allows you to gain +2 to damage rolls against fiends and aberrations. You may also use Warden's Frenzy so that any creature that begins or ends it's turn adjacent to you is marked granting you +1 to damage and attack rolls against that creature on your next turn.
Storm Sentinel
Channel the power and fury of raging storms to unleash a devastating barrage of thunder and lighting upon your foes. While in this form your power surges through you in the appearance of volatile electricity coursing through your eyes and hands. You become resistant to lightning and thunder damage and deal +2 damage to elementals.
As a storm sentinel you can use the critical jolt ability so that any time you would land a critical hit on an enemy you may add 1d4 + your strength modifier in lightning damage.
You may also use Thunders smash so that whenever you would descend you may deal 1d10 per 10ft descended as thunder damage to any creature within 5ft. If you would take fall damage, that damage is halved.
As a bonus action you may use storm step. You take on the unsubstantial form of wild electricity allowing you to travel at incomprehensible speeds. For 1 turn your walking speed is converted into flight speed.
Verdant Lord
You take on the immovable and ancient form of earth, incapsulating the strength of the the trees and stones. Whenever you would strike an enemy with a melee attack that enemy is marked giving you +2 to your damage rolls against that creature until the beginning of your next turn.
You may use Stone Shield as a reaction once per short rest allowing you to summon thick slabs of rock and stone to shield allies against incoming damage. Whenever an ally within 5ft would take physical damage you may negate damage equal to 5 x your strength modifier.
You may use Awaken the Forest summoning a thicket of entangling vines and branches in a 20ft radius. Allies within the zone have cover but any creature attempting to move through the zone must succeed a DC 12 dexterity saving throw or have its movement speed reduced by half.
As a bonus action, once per long rest you may call upon the form of the Verdant Lord causing your body to shift into thick, dense bark. You grow by 1 size and your body begins to resemble an ancient overgrown tree. While in this form your melee reach is extended by 5ft. You also gain +4 to your strength saving throws and any attacks made using strength. Any physical damage dealt to you is halved but any fire or lightning damage is doubled. You may hold this form for a number of rounds equal to your strength modifier. You may use a bonus action to end this form early.
Warden's Might
At 10th level, Intensive strength training has bolstered your ability to handle heavier weapons. You can wield a singular two-handed weapon with your main hand. You may not use a two handed weapon in each hand.
Relentless Fighter
Beginning at 15th level, If you would receive enough damage to reduce your hit point total to 0 make a constitution saving throw DC 12. On a successful save your hit point total is instead reduced to 1. This effect can only be activated once per long rest.
Winter Warden
At 18th level, You channel the power of winter through you, causing ice as strong as steel to form over your body and armor. The frost spreads on the ground hindering enemy movement.
At the beginning of your turn each turn the ground within a 60ft radius is frozen until your next turn. Any creature caught within range touching the ground must make a Dexterity saving throw DC 10 + your constitution modifier. On a successful save creatures have their movement speed reduced by half. On a failed save creatures are restrained and frozen in place. Creatures frozen this way are considered brittle until they are able to break free. This effect will persist for a number of rounds equal to your constitution modifier.
When you attack you send forth a howl of frigid wind. Any creature that is brittle receives double damage from your melee attacks. Whenever you target a creature you are able to deal half damage to any creatures with a 10ft cone.
While in this form you are immune to any cold damage.
This effect can only be activated as an action once per long rest.
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