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Adventures in Middle-Earth Player's Guide (5e) - Sophisticated Games Ltd. by Dominic McDowall, Jon Hodgson et al. pgs 86 - 90

Warden

In this age of the world where shadows grow deeper with every passing year, you have sworn to defend all who cannot defend themselves. Sometimes, you choice forces you to forsake civilized areas, to better guard their inhabitants from what lurks right outside their fences. This has made you a stranger in the eyes of the common folk, a figure as threatening as those you are protecting them from.   Other Wardens fulfill their oath by kindling the spirits of the defeated and the fearful. They tell stories of past deeds and elder days, to inspire a new generation of heroes to take up arms against the Enemy. Wardens guard all that is worth fighting for in this age of the world, even if they do not know it. Many Hobbit-heroes, for example, are Wardens (when they are not Treasure Hunters!)   When creating a Warden, consider your relationship with your home culture, with your kith and kin. Do you fight to protect them in particular, or are you a friend and all to all? Do you life spirits with a cheery smile, or intimidate your foes with your grim stare?   Play Warden if you want to...
  • Defend the Free Peoples against the Shadow.
  • Inspire your allies to yet greater deeds.
  • Bring hope when all hope is lost.

  • hit dice: 1d8 per Warden level
    hit points at 1st level: 8 + your Constitution modifier
    hit points at higher levels: 1d8 (or 5) + your Constitution modifier per Warden level after 1st
    armor proficiencies: Light armor, shields
    weapon proficiencies: Simple weapons, broadswords, long swords, short swords
    tools:
    saving throws: Dexterity, Charisma
    skills: Traditions, choose any other two.
    starting equipment:
    A broad-, long- or short sword, a short bow or a great bow with a quiver of 20 arrows, a leather corselet, a shield.
    spellcasting:
    class features:

    Warden's Gift

    You can inspire others through stirring words, through music or by your presence alone. To do so, use a bonus action on your turn. Choose one creature other than yourself that is within 60 ft of you and who can hear you. That creature gains one Gift die, a d6.   Once within the next 10 minutes, the creature can roll the Gift die and add the number rolled to one ability check, attack roll or saving throw it attempts. The creature can wait until after it rolls the d20 before deciding to use the Gift die, but must decide before the Loremaster says whether the roll succeeds or fails. Once the Gift die is rolled, it is lost. A creature may have only one Gift die at a time.   You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses after a long rest.   You Gift die increases in size when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level  

    Ever Watchful

    Wardens make a point of keeping up with the latest news both local and from afar, as well as making an effort to know the wise and the powerful. If you can freely travel about an area talking with locals and passing travelers for a few hours, you can make a DC 12 Intelligence (Investigation) ability check with advantage.   Success indicates that you hear all the latest useful rumors, including news of trouble. Failure means you hear all the latest rumors and news, but cannot discern the true from the false. On a success, you can also glean the names, whereabouts, and general appearances of all local influential individuals, households, and factions, as well as what livery, colors, and heraldry they typically bear, if any.  

    Jack of All Trades

    Wardens tend to know a little bit about everything. Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.  

    Campfire Tales

    Beginning at 2nd level, you can help revitalize your wounded allies during a short rest. If you tell tales during a short rest, then you and any nearby friendly creatures listening to your tales gain an additional 1d6 hit points per Hit Die spent.   The number of extra hit points gained increases as you gain Warden levels: to 1d8 at 9th level, to 1d10 at 13th level, and 1d12 at 17th level.  

    Talented

    At 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.   At 10th level, you can choose another two skill proficiencies to gain this benefit.  

    Warden Expression

    Also at 3rd level, you choose the way in which your Warden talents will express themselves. Choose Counsellor, Herald, or Bounder. Your choice of expression grants you features at 3rd level and then again at 7th level, 11th level, and 15th level.  

    Character 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, or you can take a Cultural or Open Virtue. As normal, you cannot increase an ability score above 20 using this feature.  

    Dauntless

    Beginning at 5th level, you regain all of your expended use of Warden's Gift when you finish a short or long rest.  

    Distraction

    At 6th level, you can use your sharp wit and knowledge of the terrain to distract, confuse, and otherwise sap the confidence and competence of others.   When a creature that you can see within 60 ft of you makes an attack roll, an ability check or a damage roll, you can use your reaction to expend one of your uses of Warden's Gift, rolling a Gift die and subtracting the number rolled from the creature's roll.   You can choose to use this feature after the creature makes its roll, but before the Loremaster determines whether the attack roll or ability check succeeds or fails, or before the creature deals its damage. The creature is immune if it cannot hear you or if it is immune to being charmed.  

    Nor Weariness, Nor Endless Barren Miles

    Starting at 14th level, when you make an ability check, you can expend one use of Warden's Gift. Roll a Gift die and add the number rolled to your ability check. You can choose to do so after you roll the die for the ability check, but before the Loremaster tells you whether you succeed or fail.  

    Spirit of Fire

    At 18th level you are amongst the greatest Wardens in the world. You may replace any Charisma check you make with a 15 (before adding modifiers). You may do this a number of times equal to your Charisma modifier. You regain any expended uses when you finish a long rest.  

    A Light When All Other Lights Go Out

    At 20th level, when you roll initiative and have no uses of Warden's Gift left, you regain one use.
    subclass options:

    Counsellor

    Your voice is your weapon. You have the ear of heroes and lords, and can accomplish more with a whispered word than with a drawn sword.  

    Bonus Proficiency

    When you choose this expression at 3rd level, you gain proficiency in a single Charisma or Wisdom skill of your choice.  

    Discourse

    Also starting at 3rd level, through carefully chosen words and the force of your personality, you have an uncanny ability to lower the guard of potential enemies and sway them towards parley instead of violence. Choose one creature within earshot and make a Charisma check with advantage. Your opponent may make a Wisdom saving throw. If you succeed, then that creature is considered friendly towards you.   The skill you use for this Charisma check depends on the type of discourse that you wish to engage in: if you are trying to trick your opponent then you use Deception; if you are using your strength of arms to make your enemy stand down then you use Intimidation; if you are trying to convince a neutral party to join you then you use Persuasion; and if you simply wish to occupy your opponent's attention for a while then you use Performance. In short, any Charisma-based skill can be used as long as there is a reasonable basis.   A friendly creature actively tries to help you so long as it or its allies obviously ends the discourse! If you ask a friendly creature to commit a Misdeed, do something that would force it to defy its orders, or otherwise upset someone above it, then at the Loremaster's disrection it is allowed to make another Wisdom saving throw.   It takes a lot out of you to think quickly and find the best words to lower your opponent's guard. Once this feature is used, it cannot be used again until you have taken a short rest.  

    Worthy Counsel

    By 7th level, you are particularly good at giving advice. When you grant a creature a Gift die, if they use it to make an ability check following your guidance, they also have advantage on the roll. Alternatively, you can give bad counsel, and give them disadvantage on the roll, but only if the creature already trusts you and accepts your advice at face value.

    Anticipate

    At 11th level, your knowledge and experience almost give you a sixth sense when it comes to anticipating things that might go wrong. Once per long rest, if you have spent at least half an hour pondering a course of action, the Loremaster gives you some insight on one or more likely problems with your contemplated course of action. This could be a particularly stubborn diplomat, an insufficient number of troops to accomplish a goal or even the lack of an ally's resolve to see a plan through.   This feature does not give you access to any information that you would not reasonably know beforehand.  

    Embassy

    At 15th level, you are widely respected. No matter how hostile an enemy, your summons will bring that enemy to the negotiating table to hear your pleas or proposals. This is done under a flag of truce and there and there will be no deception on the part of those whom you have summoned. During this period of negotiation (usually about an hour) you have advantage on any ability checks made against your enemy.   While this may not result in the enemy agreeing to your demands, you may have at least bought some time to get better prepared or learn more about your foe. Note that even the forces of the Dark Lord of Mordor will heed such a summons, though they may choose to spend the hour mocking you, you can still glean much between their threats and insults.   You can only enforce an audience with an enemy once during any particular Adventuring phase, although the Loremaster may waive this limitation for particularly complex plots or long wars.  

    Herald

    Heralds are warriors as well as scholars, advocating for a cause that can motivate others and fighting for their beliefs. Heralds seek to witness great deeds of valor first hand and sing of what they have seen to others, to inspire them in turn.  

    Bonus Proficiencies

    When you choose this expression at 3rd level, you gain proficiency in medium armor, shields, and martial weapons.  

    Songs of Slaying

    The songs of battle resound where Heralds are present. Also starting at 3rd level, you may expend one of your Warden's Gift die to give all of your allies within 30 ft an additional d4 on their next attack roll. Alternatively, any creature that has one of your Warden's Gift dice may roll the die and add the number rolled to a weapon damage roll that they just made.  

    Extra Attack

    Starting at 7th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.  

    Break Resolve

    At 11th level, your steely gaze causes lesser foes to falter before you. As an action, you may attempt to instill fear in one creature within 30 ft of you that can see you by making a DC 15 Charisma (Intimidation) check. The affected creature must make a Wisdom saving throw (DC equals the result of your Charisma check) or gain the Frightened condition. You may use this ability only once, regaining it after a short rest.  

    And End Worthy of Song

    At 15th level, your stirring words help your allies stand against any challenge, even if it is to be their last stand. As an action, you can speak words of hope and valor that move you and all of your allies within 30 ft, granting each of you a +2 bonus on all attack rolls, a pool of temporary hit points equal to your warden level and immunity to being Frightened. This effect lasts a number of rounds equal to your Charisma modifier +1 (minimum of 1). When this ability ends, all of those affected lose any remaining temporary hit points they gained from this ability and suffer one level of Exhaustion. You must take a long rest in a Sanctuary before you can use this ability again.  

    Bounder

    Bounders protect the simple folk so they can go about their lives untroubled by the dangers of the untamed wilderness. To walk the path of the Bounders is to be forever on the edge of the Wild, patrolling where the tilled green fields meet the edge of dark forests. Bounders are resilient and near tireless guardians, who stay in the darkness, that others may thrive in the light.  

    Guardian

    Starting at 3rd level, when you choose this expression, when a creature you can see attacks a target within 5 ft of you (other than yourself), you can use your reaction to impose a disadvantage on the attack roll.  

    Ceaseless Guard

    At 7th level, you can use your action in order to interpose yourself in front of an attack meant for another. You make a Dexterity saving throw with a DC equal to the enemy's attack roll. If you succeed, the attack is automatically directed at you. If the ally you're trying to protect has one of your Warden's Gift dice, you may roll that die and add it to your AC against this attack only.  

    A Creature of Stone and Steel

    At 11th level, you have been pounded into unyielding iron. You gain a permanent pool of temporary hit points equal to 12 + your Constitution modifier. This pool replenishes after finishing a long rest.  

    Unyielding Guard

    Starting at 15th level, your skill at protecting yourself and others reaches its zenith. You can use your action to utterly thwart your enemies. Choose any number of opponents within 10 ft of you whose total Hit Dice are equal to or less than your own number of Hit Dice. For the following round, these opponents do not roll their attack dice - all of their attacks automatically miss. You cannot use this ability again until you've taken a short or long rest.
    LevelProficiency BonusFeatures
    1+2Warden's Gift (d6), Ever Watchful
    2+2Jack of All Trades, Campfire Tales (d6)
    3+2Expertise, Warden Expression
    4+2Character Improvement
    5+3Warden's Gift (d8), Dauntless
    6+3Distraction
    7+3Expression Feature
    8+3Character Improvement
    9+4Campfire Tales (d8)
    10+4Expertise, Warden's Gift (d10)
    11+4Expression Feature
    12+4Character Improvement
    13+5Campfire Tales (d10)
    14+5Nor Weariness, Nor Endless Barren Miles
    15+5Expression Feature, Warden's Gift (d12)
    16+5Character Improvement
    17+6Campfire Tales (d12)
    18+6Commanding Voice
    19+6Character Improvement
    20+6A Light When All Other Lights Go Out

    Created by

    Lahallah Kayvaan.

    Statblock Type

    Class Features

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