Thursday, 23 July 2020

Warden Class Features

The warden is a powerful warrior who is granted magical powers by nature itself. In battle they are consummate defenders who seek to protect both nature and their allies.Their primary tool to this goal is the ward.
A ward is a 10 foot radius emanation that is placed within close range (25 ft. + 5ft./2 levels) that the warden can see and has line of effect to. Once placed the ward is stationary but permanent until another ward is placed.
The warden and any of his allies within the ward are protected from extreme temperatures, as if under the effects of an endure elements spell. Allies within the ward are also shielded from harm, gaining an insight bonus to their AC equal to the warden’s verdant bonus. The verdant bonus represents the warden’s connection to the natural world and increases from +1 to +6 at level 20.

As the warden’s central class feature the ward improves in various ways as the warden levels up. At 9th level up to two wards can be active, the radius improves to 15 feet, and they can be maintained within medium range (100 ft. + 10 ft./level). At 15th level this further improves to 3 wards, 20 feet and long range (400 ft. + 40 ft./level). Wards cannot overlap.
The warden can also apply a single facet of their natural power to a ward, this adds various abilities and bonuses to the imbued ward. The warden can access all facets, with the lesser version becoming available at level 3, greater versions at level 9 and grand facets at 15. The facets do have to be prepared like a wizard’s spells, and the lesser version has to be prepared before a greater version can be. This means that at level 17 when a warden can prepare 9 facets he can only prepare 3 grand facets and their prerequisites.
The facets are varied and generally useful for different play styles and situations, so much like a wizard the warden should be careful to prepare for the day ahead.

At second level a warden gains remedy, the ability to infuse living creatures (either himself or others) with health, granting scaling fast healing for 1 minute. This ability can be used a number of times each day equal to 1/2 his warden level + his Wis modifier. If a nearby ally is within the warden’s ward they can also be healed at range.
Much like the paladin’s lay on hands, the warden’s remedy can be improved. In their case via secrets. These are the warden’s talents, granting various abilities and improvements to different class features.

The warden’s smaller class features are divided between defensive and nature powers. First is insightful defense that allows wardens to allow the warden to add his Wis mod instead of Dex mod to AC and CMD when not wearing heavy armor. At level 4 their Wis mod is added to initiative checks n top of the Dex bonus and the warden can always act in a surprise round.
At level 12 the warden gains stalwart, which is the Fortitude and Will save equivalent of evasion. The warden’s penultimate class feature, sentinel causes his initiative roll to be treated as a 20 and completely prevents the warden from being surprised by combat.

At first level the warden gets a bonus on all Knowledge (dungeoneering), Knowledge (geography), Knowledge (nature), and Survival checks equal to 1/2 his warden level. At 3rd level the warden becomes immune to diseases, with immunity to poison gained at level 7.
Wild step, gained at level 13 allows the warden to teleport up to twice his normal movement distance into one of his wards. At level 16 the warden’s connection to nature is so strong that animal or plant creatures will never attack him first unless magically compelled.

Bonus combat feats are gained at level 2 and every 4 levels thereafter.

When a warden reaches the very pinnacle of their power they become on the very spirits of nature that have empowered him all this time. He becomes an outsider and stops aging, resurrecting automatically 24 hours if he is ever killed.


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The Flame Gorges are a truely magnificent landscape, the craggy terrain is split by countless rifts that continually leak deep red flames. While most would expect such a place to be utterly barren, in truth the area is overgrown with flowering vines and palms that have adapted to feed of the flame. A mighty phoenix living among the Gorges is said to grant supplicants the power to fly on flaming wings.

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