VSS
An immense goblinoid army stretches from the
horizon to the castle walls. In the breach, a single
knight holds back the horde, eviscerating all comers,
and allowing none to pass.
Blood dripping from his blade, a scarred half orc
gets down on all fours and breaks into a sprint, his
eyes alight with bestial fury.
Advancing slowly, an elf brandishing a green
scimitar emerges from the foliage before two
poachers. Startled, they turn to run, but find their
feet bound fast by leaves and vines.
Wardens are vigilant guardians, and unbreakable
defenders of the weak. They are nature’s shield, and
the watchers of the realms of men. When the world
cries out for a champion, wardens heed the call.
Mighty Guardians
Ever-vigilant, wardens are the staunch defenders
of nature and the chosen champions of people. A
warden might be selected by his tribe to defend them
from their enemies, or be visited by the spirits of a
sacred grove and beckoned to watch over the forest.
Where a warden is not directly called to defend
others, he feels the constant pull to take up a charge
of his own, to use his strength as a bastion for the
weak.
Wherever a warden travels, his strength
travels with him, and new causes make
themselves known. There is never a shortage
on those who need protection, for the strong
always seem to stand above the weak.
Primal Strength
Wardens are like mighty trees in a gale storm, or
the rocks along shore, constantly battered by waves.
Though they may experience extraordinary hardship,
a warden cannot be easily moved, and seldom can be
broken.
Wardens draw their extraordinary toughness
from the wild itself. They can feel the strength of
the earth beneath their feet, the vitality of the air in
their lungs, and the fury of the blazing sun overhead.
They channel this power intuitively, without ever
considering it. Indeed, some wardens believe that
their power comes from within, and that nature does
nothing to empower them, but even these wardens
feel nature’s pull to defend the powerless and take up
a cause.
Creating a Warden
When creating a warden, consider what drives
your character. What brought you to raise up your
shield for others? Do you fight to protect anyone or
anywhere in particular? A threat to your homeland,
or loved ones, might have been your catalyst, but
you also might have risen to combat a menace to the
natural world. What was your call, and how do you
honor it? What motivates you to keep fighting, even
when you’re at death’s door?
Most wardens have been recognized as
exemplary defenders. Perhaps, you are known as
a wandering knight of the northern provinces, or
perhaps you were beckoned by spirits of the forest to
protect them from invaders. Who has called you, and
how did you respond?
QUICK BUILD
You can build a warden quickly with these
suggestions. First, make Constitution your highest
ability score, followed by Strength and Dexterity.
Then, choose the Primal Toughness option for
Sentinel’s Stand.
hit dice:
1d10
hit points at 1st level:
10 + your Constitution modifier
hit points at higher levels:
1d10 (or 6) + your Constitution modifier per warden level after 1st
armor proficiencies:
Light armor, medium armor, shields
weapon proficiencies:
Simple weapons, martial weapons
tools:
None
saving throws:
Strength, Constitution
skills:
Choose two from Animal Handling,
Athletics, Nature, Perception, and Survival.
starting equipment:
You start with the following equipment, in
addition to the equipment granted to you by your
background:
- A shield and any martial weapon
- (a) chain shirt, (b) leather armor and a spear, or (c) chain mail (if proficient)
- (a) two light hammers or (b) any simple melee weapon
- (a) a dungeoneer’s pack or (b) an explorer’s pack
spellcasting:
class features:
Sentinel’s Stand
Wardens are towers that cannot easily be felled. At
1st level, choose one of the following features.
ARMOR PROFICIENCY.
You gain proficiency with heavy armor.
PRIMAL TOUGHNESS.
Your hit point maximum increases by 1 + your
Constitution modifier, and it increases by 1 every
time you gain a level in this class.
STALWART SPIRIT.
You gain proficiency in one saving throw of your
choice.
Warden’s Grasp
At 1st level, as a bonus action, you can use the force
of your daunting presence to ensnare nearby enemies
into combat. Until the beginning of your next turn,
you can’t move, and each Large or smaller creature
you choose within 5 feet can’t willingly move away
from you unless it first takes the Disengage action.
At 14th level, the range of this ability increases
to 10 feet.
Fighting Style
At 2nd level, you adopt a style of fighting as your
specialty. Choose one of the following options. You
can’t take a Fighting Style option more than once,
even if you later get to choose again.
CRIPPLING.
When you hit a creature with a melee weapon attack,
its speed is reduced by 10 feet, to a minimum of 0,
until the end of its next turn, and it can’t take the
Dash action until the end of its turn.
GREAT WEAPON FIGHTING.
When you roll a 1 or 2 on a damage die for an attack
you make with a melee weapon that you are wielding
with two hands, you can reroll the die and must use
the new roll. The weapon must have the two-handed
or versatile property for you to gain this benefit.
PROTECTION.
When a creature you can see attacks a target other
than you that is within 5 feet of you, you can use
your reaction to impose disadvantage on the attack
roll. You must be wielding a weapon or shield.
TITAN FIGHTING.
You gain a +2 bonus to melee weapon attack rolls
you make against Large or larger creatures.
Warden’s Mark
At 2nd level, you can use your bonus action to mark
a creature you can see within 30 feet. While a marked
creature is within 5 feet of you, it has disadvantage on
any attack roll that doesn’t target you. The mark lasts
for 1 minute, or until you mark another creature,
become incapacitated, or die.
At 11th level, whenever you take the Attack
action on your turn, you can make an additional
attack against a creature you have marked.
Champion’s Call
By the time you reach 3rd level, you feel the
inexorable pull of an important duty or task that you
assume as your own. No outside force compels your
choice or enforces your conduct; if you fail in your
charge, you alone are responsible.
Your choice grants you features at 3rd level and
again at 6th, 13th, and 20th level.
Warden’s Resolve
Starting at 3rd level, whenever your hit points are
less than half your maximum, you have resistance to
bludgeoning, piercing, and slashing damage.
Starting at 17th level, when your hit points are
less than half your maximum, you have resistance to
all damage except psychic.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th,
16th, and 19th level, you can increase one ability
score of your choice by 2, or you can increase two
ability scores of your choice by 1. As normal, you
can’t increase an ability score above 20 using this
feature.
Font of Life
By 4th level, you can use your action to end either
one disease or one condition afflicting you. The
condition can be blinded, charmed, deafened,
frightened, paralyzed, or poisoned. You can use this
action even if the condition you end would otherwise
prevent it. Once you use this ability, you must finish
a short or long rest before you can use it again.
At 15th level, once per day when you use this
ability, your hit points are also restored to half your
maximum, if they were lower.
Extra Attack
Beginning at 5th level, you can attack twice, instead
of once, whenever you take the Attack action on your
turn.
Sentinel’s Step
Wardens are faultless trackers, which can navigate
hazardous terrain with ease. At 7th level, select one
of the following features.
EARTHSTRENGTH.
You possess the might of the earth itself. Your
carrying capacity doubles, and you have advantage
on ability checks and saving throws against being
pushed against your will or knocked prone.
THUNDERING CHARGE.
On your first round of combat, your speed increases
by 30 feet and you have advantage on the first melee
weapon attack you make.
WILDBLOOD
Your reflexes have been honed by the perils of nature.
You can’t be surprised while you are conscious.
Additionally, you have a +5 bonus to your passive
Wisdom (Perception) and passive Intelligence
(Investigation) scores.
Undying
At 9th level, when you are reduced to 0 hit points
and are not killed outright, you can choose to drop
to 1 hit point instead. Once you use this ability, you
can’t use it again until you finish a long rest.
Interrupt
Starting at 10th level, as a reaction when a creature
within 5 feet of you makes a melee attack against
you, you can punctuate its strikes. After that attack,
the creature can make one fewer attack than normal
on this turn.
Sentinel’s Soul
Wardens are unshakable guardians that cannot be
bowed. At 18th level, choose one of the following
features:
AGELESS GUARDIAN.
You are immune to poison and disease, no longer
need food or water, suffer none of the frailty of old
age, and can’t be aged magically. You can still die of
old age, however.
Additionally, you have advantage on Dexterity
saving throws.
EYES OF THE MOUNTAIN.
You gain tremorsense with a range of 15 feet, and can
detect the presence of hidden or invisible creatures
within 30 feet.
Additionally, you have advantage on
Constitution saving throws.
IMPENETRABLE MIND.
Your thoughts can’t be read, and you can’t be
charmed or frightened.
Additionally, you have advantage on Wisdom
saving throws.
subclass options:
CHAMPION’S CALL
A warden’s call is a binding charge to protect and
defend others from harm. Every warden eventually
hears a call, and responds with mighty deeds. In
answering this call, they embrace the traits of those
they stand to protect, gaining primal, and sometimes
even mystical, abilities.
Bloodwrath Guardian
The primal power you wield has formed an intrinsic
bond with the creatures of the wild, and you have
taken up the task of defending them. Because you
share in the beast’s ferocity, tenacity, and animal
instinct, you can summon a beast’s primal strength
from within yourself, and slay your enemies in an
animalistic trance.
While entranced, you can sense a connection to
a greater being, the Primal Beast, the first predator,
from which all hunters are descended. As your
commitment to defending the wilds from corruption
grows, you grow closer to the Primal Beast, until you
can at last adopt its ancient form yourself, and allow
it to hunt once again.
FERAL TRANCE
Starting when you hear this call at 3rd level, you can
fall into a primal battle trance as a bonus action.
While in your trance, you gain the following benefits:
- You have advantage on Strength checks and Strength saving throws.
- Your base movement speed increases by 10 feet.
- You have advantage on all melee weapon attack rolls using Strength against a creature you have marked.
- Attacks against you have advantage.
Your trance lasts for 1 minute. It ends early if you are
knocked unconscious or if your turn ends and you
haven’t attacked a hostile creature since your last turn
or taken damage since then. You can also end your
trance on your turn as a bonus action.
Once you use this ability, you can’t use it again
until you finish a short or long rest.
PREDATOR'S SCENT
By 6th level, you hunt like an animal. A creature you
have marked can remain marked for up to 24 hours,
even if it moves out of your sight. Additionally, while
this creature is marked, you can track it effortlessly;
you know the direction and distance to the creature
while it remains on the same plane of existence.
EVASION
Beginning at 13th level, you can nimbly dodge
out of the way of certain area effects, such as a red
dragon’s fiery breath or an ice storm spell. When you
are subjected to an effect that allows you to make a
Dexterity saving throw to take only half damage, you
instead take no damage if you succeed on the saving
throw, and only half damage if you fail.
FORM OF THE PRIMAL BEAST
At 20th level, as an action, you can transform into
a hunched thing of fur and shadow, an echo of the
Primal Beast. For 1 minute, you gain the following
features:
- You gain all the benefits of Feral Trance.
- You gain temporary HP equal to twice your level.
- When you hit a creature with a melee weapon attack, you can give the target a bleeding wound. Constructs, oozes and undead can’t get bleeding wounds. A creature loses 1d8 hit points at the start of each of its turns for each of its bleeding wounds unless it uses an action to staunch the bleeding. While a target is bleeding, it can't regain lost hit points. A creature can have a number of bleeding wounds up to your proficiency bonus.
Once you use this feature, you can’t use it again until
you finish a long rest.
Grey Watchman
Ever vigilant and unceasing in your duties, you are
a watcher of the realms of men, called to keep vigil
over a keep or wall. As a grey watchman, trained
in the arts of combat, you have honed your skills
to a razor’s edge to repel any invaders that might
challenge your land. You need not keep watch over
the same keep your entire life, but, wherever you
travel, you are dedicated to keeping your land safe
from invading armies, marauding monsters, and
other external threats.
BATTLE TACTICS
When you hear this call at 3rd level, you learn
maneuvers that are fueled by special dice called
battle dice.
Battle Dice. You have two battle dice, which are
d8s. A battle die is expended when you use it. You
regain all of your battle dice when you take a short or
long rest, or when you roll initiative.
Your battle die changes and more battle dice
become available when you reach certain levels in
this class, as shown on the table below.
Warden
level |
Battle Dice |
3rd |
2d8 |
7th |
3d8 |
13th |
3d10 |
19th |
4d10 |
Using Battle Dice. Once per turn, you can
expend a battle die to perform a maneuver of your
choice. Your maneuver options are detailed at the
end of the subclass description.
Saving Throws. Some of your maneuvers
require your target to make a saving throw to resist
the maneuver’s effects. The saving throw DC is
calculated as follows:
Maneuver save DC = 8 + your proficiency
bonus + your Strength or Dexterity
modifier (your choice)
HOLD THE LINE
At 3rd level, when you use your Warden’s Grasp, any
creature you choose other than yourself within the
effect’s area gains a +1 bonus to Armor Class and
saving throws until the beginning of your next turn
while it remains in the effect’s area.
FORTIFICATION EXPERT
By 6th level, your experience manning battlements
and blockades has given you insight in how to
raise and reinforce them. You have advantage
on any ability check you make to erect defensive
fortifications, examine walls and other defenses for
weak points and entryways, or climb constructed
walls. Additionally, you can treat three-quarters
cover as full cover.
METTLE
Also at 13th level, your determination allows you
to shrug off effects that would otherwise harm you.
When you are subjected to an effect that allows you
to make a Constitution saving throw to take only half
damage, you instead take no damage if you succeed
on the saving throw, and only half damage if you fail.
UNBREAKABLE SENTINEL
Starting at 20th level, you can use your action to
transform into a paragon of battle, an unstoppable
sentinel, channeling the strength of every man,
woman, and child beneath your charge. For the next
minute, you gain the following benefits:
- You have a +2 bonus to Armor Class.
- Whenever you hit a creature you have marked, you regain an expended battle die.
- You can take an additional reaction during each round of combat. You can only take one reaction during each turn.
Once you use this ability, you can’t use it again until
you finish a long rest.
MANEUVERS
The maneuvers are presented in alphabetical order.
Bull Rush. When you move at least 10 feet in a
straight line and immediately make a melee weapon
attack against a creature, you can use a bonus action
and expend a battle die to shove the target after the
attack. Add the battle die to the Strength (Athletics)
check you make to shove the target. On a success,
you can push the target 10 feet, instead of only 5.
Bulwark. When you hit a creature with a melee
attack, you can expend a battle die as a bonus action
to brace yourself for its counterattack. The next time
the creature damages you before the start of your
next turn, you can roll the battle die and subtract the
result from the damage dealt.
Cleave. When you reduce a hostile creature to 0
hit points or score a critical hit with a melee weapon
attack on your turn, you can spend a battle die to
move up to 15 feet and make an additional melee
weapon attack. You add the battle die to the attack’s
damage roll.
Heelcutter. When you make an opportunity
attack against a creature, you can expend one battle
die to knock the creature off balance, preventing it
from escaping. You add the battle die to the attack
roll, and the target must make a Strength saving
throw. On a failed save, its speed is reduced to 0 until
the end of its turn.
Reckless Assault. When you make an attack
against a creature, you can expend a battle die to
make a wild, desperate strike, leaving you vulnerable.
You have advantage on the attack roll. Until the
beginning of your next turn, however, attack rolls
against you have advantage.
Staggering Strike. As a bonus action when
you make a weapon attack against a creature, you can
expend a battle die to attempt to stun a humanoid
target. On a hit, the target must make a Constitution
saving throw or be incapacitated until the beginning
of your next turn.
Nightgaunt
Blood-drinkers, undead, and other creatures of the
night are often feared and hunted, and few stand in
their defense; except, of course, the grim and terrible
nightgaunt. Tales of the nightgaunt are whispered of
in fairy tales, casting them as a things to be feared:
hunters of clerics and goodly vampire slayers. Their
appearance always presages long nights and great
rises in hungry undead.
You felt the calling of the moon bringing you
to the graveside of living corpses. Though vampires,
zombies, and skeletons are mighty, they are always
outnumbered, hunted, and turned by clerics; never
given a fair chance to live peacefully. They require an
ally among the living to continue their ceaseless lives,
and you have risen by moonlight to the task.
DARKVISION
Starting when you hear this call at 3rd level, you
can see in dim light within 60 feet of you as if it
were bright light, and in darkness as if it were
dim light. You can’t discern color in darkness,
only shades of gray. If you already possess
darkvision, its range increases by 30 feet.
Starting at 13th level, you can see through
magical, as well as nonmagical, darkness.
MARKED FOR DEATH
At 3rd level, your mark leaves a shadow of undeath
on your target, beckoning it to die. If you deal
damage to a creature you have marked with a melee
weapon attack and its remaining hit points are lower
than the damage you dealt to it with that attack, the
marked creature instead drops to 0 hit points.
UNDEAD EMPATHY
By 6th level, you are a friend even to mindless
undead. Whenever an undead tries to attack you,
it must make a Wisdom saving throw (DC equals
8 + your proficiency bonus + your Constitution
modifier.) On a failed save, its attack misses
and, if its Intelligence is 4 or lower, it
becomes friendly to you and your allies.
EVASION
Beginning at 13th level, you can nimbly dodge
out of the way of certain area effects, such as a red
dragon’s fiery breath or an ice storm spell. When you
are subjected to an effect that allows you to make a
Dexterity saving throw to take only half damage, you
instead take no damage if you succeed on the saving
throw, and only half damage if you fail.
GRAVELORD
At 20th level, you can use your action to invite the
necromantic energies of true undead into your body,
divorcing yourself from life for the next minute and
gaining the following benefits:
- You are immune to poison damage and being poisoned.
- You can use your Undying feature up to three times, even if you have already used it today.
- Once per turn, when you deal damage with a melee weapon attack, you can deal an extra 4d6 necrotic damage and gain temporary hit points, which last until the beginning of your next turn, equal to the necrotic damage dealt.
Once you use this feature, you can’t use it again until
you finish a long rest.
Soulblood Shaman
The ancestral spirits called you by starlight to enact
their will on the world, to protect their descendants,
and to safeguard their resting places. You are a
Soulblood Shaman, a manipulator of soul and ascetic
of primal magic. Your community looks to you as
a leader as well as a vital connection to the afterlife,
for if you play your role, they too will join their
ancestors in the great beyond.
SPELLCASTING
Starting when you hear this call at 3rd level, you can
channel your ancient insights into magic.
Cantrips. You learn two cantrips of your choice
from the druid spell list. You learn an additional
druid cantrip of your choice at 10th level.
Spell Slots. The Soulblood Shaman
Spellcasting table shows how many spell slots you
have to cast your druid spells of 1st level and higher.
To cast one of these spells, you must expend a slot
of the spell’s level or higher. You regain all expended
spell slots when you finish a long rest.
Spells Known of 1st-Level and Higher.
You know three 1st-level druid spells of your choice,
two of which you must choose from the evocation or
transmutation spells on the druid spell list.
The Spells Known column of the Soulblood
Shaman Spellcasting table shows when you learn
more druid spells of 1st level or higher. Each of these
spells must be an evocation or transmutation spell
of your choice, and must be of a level for which you
have spell slots.
The spells you learn at 8th, 14th, and 20th level
can come from any school of magic.
Whenever you gain a level in this class, you
can replace one of the druid spells you know with
another spell of your choice from the druid spell
list. The new spell must be of a level for which you
have spell slots, and it must be an evocation or
transmutation spell, unless you’re replacing the spell
you gained at 3rd, 8th, 14th, or 20th level from any
school of magic.
Spellcasting Ability. Wisdom is your
spellcasting ability for your druid spells, since you
channel your magic through a connection to the
great beyond. You use your Wisdom whenever a
spell refers to your spellcasting ability. In addition,
you use your Wisdom modifier when setting the
saving throw DC for a druid spell you cast and when
making an attack roll with one.
Spell save DC = 8 + your proficiency bonus
+ your Wisdom modifier
Spell attack modifier = your proficiency
bonus + your Wisdom modifier
Warden
level |
Cantrips
known |
Spells
know |
1st |
2nd |
3rd |
4th |
3rd |
2 |
3 |
2 |
- |
- |
- |
4th |
2 |
4 |
3 |
- |
- |
- |
5th |
2 |
4 |
3 |
- |
- |
- |
6th |
2 |
4 |
3 |
- |
- |
- |
7th |
2 |
5 |
3 |
2 |
- |
- |
8th |
2 |
6 |
4 |
2 |
- |
- |
9th |
2 |
6 |
4 |
2 |
- |
- |
10th |
3 |
7 |
4 |
3 |
- |
- |
11th |
3 |
8 |
4 |
3 |
- |
- |
12th |
3 |
8 |
4 |
3 |
- |
- |
13th |
3 |
9 |
4 |
3 |
3 |
- |
14th |
3 |
10 |
4 |
3 |
3 |
- |
16th |
3 |
11 |
4 |
3 |
3 |
- |
17th |
3 |
11 |
4 |
3 |
3 |
- |
18th |
3 |
11 |
4 |
3 |
3 |
- |
19th |
3 |
12 |
4 |
3 |
3 |
1 |
20th |
3 |
13 |
4 |
3 |
3 |
1 |
SOULBLOOD
Also at 3rd level, as a reaction when a creature within
5 feet of you deals damage to you, you can mark that
creature.
WHISPERS OF BEYOND
At 6th level, you can hear the small voices of ancient
spirits when you need guidance. If you spend
one minute in contemplation when you make an
Intelligence or Wisdom check, you can consult the
spirits to gain advantage on the roll. However, the
GM can decline to give you advantage on this check
if the spirits would not possess appropriate guidance
of knowledge.
SPELL RESISTANCE
Beginning at 13th level, you have advantage on
saving throws you make against spells.
ETHEREAL WATCHER
At 20th level, as an action, you can shrug off your
mortal form for a short time to become something
spiritual and material, an ethereal watcher. For the
next minute, you gain the following benefits:
- As a bonus action on your turn, you can become ethereal, as per the etherealness spell.
- You can return from being ethereal as a bonus action when you cast a spell, or when you use your Warden’s Mark or your Warden’s Grasp feature on your turn. When you return from being ethereal, each creature you choose within 10 feet of you takes 4d10 force damage, as they are pulled partially between the planes.
- You can cast 1st and 2nd-level druid spells you know without expending spell slots.
Once you use this ability, you can’t use it again until
you finish a long rest.
Stoneheart Defender
You heard the steadfast, unyielding call from the
mountains, which dwarves and gnomes have felt
for generations. The stones called to you, beckoning
for a protector to defend the mountains from those
that would despoil them, from both within and
without. You might be a watchman of old dwarven
walls, or a sentinel, patrolling the lookouts of high
mountain peaks; regardless of where you stand, you
are unmovable: a mountain in the shape of a man.
You draw your power from the earth beneath your
feet and can crush your enemies with the strength of
stone.
ROOTS OF ROCK
Starting when you hear this call at 3rd level, when
you use your Warden’s Grasp ability, rocky roots
sprout from your feet, anchoring you securely. Until
the beginning of your next turn, you have a +2 bonus
to your Armor Class.
Additionally, until you move, you can’t be
shoved or pushed from wherever you are standing by
hostile actions, spells, or effects, unless you choose
to be. You have advantage on Strength saving throws
against being knocked down, cannot slip or fall from
ledges, and are immune to the spells fly, levitate, and
telekinesis.
EARTHSHATTER
Starting at 6th level, you can choose to use Warden’s
Grasp as an action, rather than a bonus action.
When you do so, each creature affected must
make a Strength saving throw (DC equals 8 + your
proficiency bonus + your Strength modifier) or be
knocked prone.
You can use this ability a number of times equal
to your Strength modifier, and regain all uses when
you finish a long rest.
METTLE
At 13th level, your determination allows you to shrug
off effects that would otherwise harm you. When you
are subjected to an effect that allows you to make a
Constitution saving throw to take only half damage,
you instead take no damage if you succeed on the
saving throw, and only half damage if you fail.
IMMORTAL MOUNTAIN
By 20th level, you can summon the power of
true earth as an action, protecting yourself in an
encasement of stone. For the next minute, you gain
the following benefits:
- Bludgeoning, piercing, and slashing damage you take is reduced by 5.
- You gain the effects of your Roots of Rock ability for the entire duration.
- As you move, you can choose to upend the earth at your feet, leaving behind a 5-foot wide trail of difficult terrain behind you wherever you move.
Once you use this feature, you can’t use it again until
you finish a long rest.
Storm Sentinel
Your strength originates among furious storm clouds
and flashes of lightning. As a storm sentinel, you are
called to protect wayward sailors and coastal villages
from the wrath of the tempests and the arrival of
great waves that threaten them. You despise pirates
and other enemies of coastal peoples, and will
oppose them wherever they strike.
From your fingertips, you can deliver the awe of
lightning and the roar of thunder to devastate your
foes. With practice and patience, you can harness the
power of the storm itself to fly and rain thunderbolts
from above.
FLASH FROM ABOVE
Starting when you hear this call at 3rd level,
whenever you are standing under the open sky,
you can use your action to conjure a harmless, but
impressive, bolt of lightning or peal of thunder. You
can use this ability even when there are no clouds
above you.
THUNDERBLAST
At 3rd level, whenever you hit a creature you have
marked with a melee weapon attack, each creature
you choose within 5 feet of the target takes 1d8
lightning damage.
STATIC BURST
Starting at 6th level, when you use Warden’s Grasp
as a bonus action, each creature affected can’t take
reactions until the beginning of your next turn.
EVASION
Beginning at 13th level, you can nimbly dodge
out of the way of certain area effects, such as a red
dragon’s fiery breath or an ice storm spell. When you
are subjected to an effect that allows you to make a
Dexterity saving throw to take only half damage, you
instead take no damage if you succeed on the saving
throw, and only half damage if you fail.
STORMLORD
Starting at 20th level, you have a flight speed equal to
your movement speed.
Additionally, you can use your action to
summon a bolt of lightning to strike you, imbuing
your body with the storm’s fury. For 1 minute, you
gain the following benefits:
- Your flight speed is doubled.
- You can cast the spell call lightning as a bonus action (DC equals 8 + your proficiency bonus + your Constitution modifier) without using a spell slot. You can call a bolt of lightning on subsequent turns as a bonus action.
Once you use this feature, you can’t use it again until
you finish a long rest.
Verdant Protector
You draw your strength from the trees of the forest
and the loamy earth beneath your feet. As a Verdant
Protector, you are the champion of the green things
in nature, and defend them against those who would
despoil the wilds. You easily find allies among druids,
and others that understand the forest’s sacred trees
and ancient spirits.
At your command, the plants of the earth sprout
up to assist you in your duty. At the pinnacle of
your power, you can assume the form of an elder
tree guardian, which looks much like a treant, with
tough, bark skin, and long, branchlike arms.
GREEN MARK
Starting when you hear this call at 3rd level, when
you mark a creature, the plants of the earth come
alive to hinder its progress. While this creature
is within 30 feet of you, the ground it walks on is
difficult terrain.
VERDANT SKIN
At 6th level, you gain proficiency in the Stealth skill,
if you did not have it before. Additionally, you can
use your action to draw a thick mass of vines and
leaves to conceal you. Until you move, you have
advantage on Dexterity (Stealth) checks you make to
hide among vegetation.
METTLE
At 13th level, your determination allows you to shrug
off effects that would otherwise harm you. When you
are subjected to an effect that allows you to make a
Constitution saving throw to take only half damage,
you instead take no damage if you succeed on the
saving throw, and only half damage if you fail.
FORM OF THE OAK SENTINEL
Starting at 20th level, you can use your action to
transform into an oak sentinel, a bark-covered titan
of the forest. For 1 minute, you gain the following
features:
- Your AC becomes 20, if it was lower.
- Your attacks have Reach, if they did not have it before.
- You can use Warden’s Grasp as an action, rather than a bonus action. When you do so, you can make an attack against each creature affected, with a separate attack roll for each target.
Once you use this feature, you can’t use it again until
you finish a long rest.
LEVEL | PROFICIENCY BONUS | FEATURES |
---|
1st | +2 | Sentinel's Stand, Warden's Grasp |
2nd | +2 | Fighting Style, Warden’s Mark |
3rd | +2 | Champion’s Call, Warden's Resolve |
4th | +2 | Ability Score Improvement, Font of Life |
5th | +3 | Extra Attack |
6th | +3 | Call feature |
7th | +3 | Sentinel’s Step |
8th | +3 | Ability Score Improvement |
9th | +4 | Undying |
10th | +4 | Interrupt |
11th | +4 | Mark improvement |
12th | +4 | Ability Score Improvement |
13th | +5 | Call feature |
14th | +5 | Grasp improvement |
15th | +5 | Font of Life improvement |
16th | +5 | Ability Score Improvement |
17th | +6 | Resolve improvement |
18th | +6 | Sentinel’s Soul |
19th | +6 | Ability Score Improvement |
20th | +6 | Call feature |