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Published by randompantz, 2022-10-30 20:30:05

Valda's Warden

Valda's Warden

144 Classes

WARDEN defend an obviously magical charge appear to be Warden
supernatural; others simply possess a daunting force
An immense goblinoid army stretches from the of will and bottomless tolerance for punishment.
horizon to the castle walls. In the breach, a single
knight holds back the horde, eviscerating all comers, Creating a Warden
and allowing none to pass.
When creating a warden, consider what drives
Blood dripping from his blade, a scarred half- your character. What brought you to raise up your
orc gets down on all fours and breaks into a sprint, shield for others? Do you ght to protect anyone or
his eyes alight with bestial fury. anywhere in particular? A threat to your homeland
or loved ones might have been your catalyst, but you
Advancing slowly, an elf brandishing a green also might have risen to combat a menace to the
scimitar emerges from the foliage before two natural world. What was your call, and how do you
poachers. Startled, they turn to run, but nd their honor it? What motivates you to keep ghting, even
feet bound fast by leaves and vines. when you’re at death’s door?

Wardens are vigilant guardians who adopt a Most wardens have been recognized as
charge—be it a kingdom, a forest, or an individual— exemplary defenders. Perhaps, you are known as
and safeguard it from harm. rough both their a wandering knight of the northern provinces, or
fortitude and shields, they are immovable bulwarks perhaps you were beckoned by spirits of the forest to
on the eld of battle. protect them from invaders. Who has called you, and
how did you respond?
Guardian’s Call
QUICK BUILD
Every warden feels a gravitational pull to defend the You can build a warden quickly with these
helpless. Sometimes, they are directly called, such suggestions. First, make Constitution your highest
as when a village or tribe selects their mightiest ability score, followed by Strength and Dexterity.
member to defend them, or when the spirits of a
sacred grove beckon a new champion to protect en, choose the Primal Toughness option for
their forest. Other times, the warden is compelled by Sentinel’s Stand. Finally, choose any background,
more subtle means, such as witnessing uncontested preferably one that sheds light on your history of
injustice, or feeling the weight of responsibility guardianship.
when tragedy occurs. e result is the same:
wardens who conclude their minds and pick
up their shields to answer the call.

Wherever wardens travel, new calls make
themselves evident. ere is never a shortage of
those in need, whereas those with strength and
conscience are perpetually in short supply.

Primal Strength

Wardens are like mighty trees in a gale storm, or the
rocks along the shore, constantly battered by waves.

ey demonstrate almost supernatural resilience to
hardship, and can’t be easily broken or slain.

Most wardens draw their might to the wild—
the strength of the earth beneath their feet and
the vitality of the air in their lungs—though some
attribute their resiliency to an inward resolve or the
absolute belief in a deity. Regardless of its source,
a warden’s power is intuitive and forceful, allowing
them to stop foes dead in their tracks, mark those
standing in their way, and shug o otherwise deadly
conditions. Only those wardens who choose to

145

Classes THE WARDEN

PROFICIENCY
LEVEL 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 Warden’s Resolve improvement

18th +6 Sentinel’s Soul

19th +6 Ability Score Improvement

20th +6 Call feature

CLASS FEATURES • A shield and any martial weapon
• (a) chain shirt, (b) leather armor and a spear, or
As a warden, you gain the following class features.
(c) chain mail (if pro cient)
HIT POINTS • (a) two light hammers or (b) any simple melee
Hit Dice: 1d10 per warden level
Hit Points at 1st Level: 10 + your Constitution weapon
• (a) a dungeoneer’s pack or (b) an explorer’s pack
modi er
Hit Points at Higher Levels: 1d10 (or 6) + your Sentinel’s Stand

Constitution modi er per warden level a er 1st Wardens are towers that cannot easily be felled. At
1st level, choose one of the following features.
PROFICIENCIES
Armor: Light armor, medium armor, shields ARMOR PROFICIENCY
Weapons: Simple weapons, martial weapons You gain pro ciency with heavy armor.
Tools: None
PRIMAL TOUGHNESS
Saving Throws: Strength, Constitution Your hit point maximum increases by 1 + your
Skills: Choose two from Animal Handling, Constitution modi er, and it increases by 1 every
time you gain a level in this class.
Athletics, Nature, Perception, and Survival
STALWART SPIRIT
EQUIPMENT You gain pro ciency in one saving throw of your
You start with the following equipment, in addition choice.
to the equipment granted by your background:

146

Warden’s Grasp use the new roll, even if the new roll is a 1 or a 2. Warden
e weapon must have the two-handed or versatile
At 1st level, as a bonus action, you can use the force
of your daunting presence to ensnare nearby enemies property for you to gain this bene t.
into combat. Until the start of your next turn, you
can’t move, and each Large or smaller creature you PROTECTION
choose within 5 feet of you can’t willingly move away When a creature you can see attacks a target other
from you unless it rst takes the Disengage action. than you that is within 5 feet of you, you can use
your reaction to impose disadvantage on the attack
At 14th level, the range of this ability increases roll. You must be wielding a weapon or shield.
to 10 feet.
TITAN FIGHTING
Fighting Style You gain a +2 bonus to melee weapon attack rolls
you make against Large or larger creatures.
At 2nd level, you adopt a style of ghting as your
specialty. Choose one of the following options. You Warden’s Mark
can’t take a Fighting Style option more than once,
even if you later get to choose again. At 2nd level, you can use your bonus action to mark
a creature you can see within 30 feet of you. While
CRIPPLING a marked creature is within 5 feet of you, it has
When you hit a creature with a melee weapon attack, disadvantage on any attack roll that doesn’t target
its speed is reduced by 10 feet, to a minimum of 0, you. e mark lasts for 1 minute, or until you mark
until the end of its next turn, and it can’t take the another creature, become incapacitated, or die.
Dash action until the end of its turn.
At 11th level, whenever you take the Attack
GREAT WEAPON FIGHTING action on your turn, you can make one additional
When you roll a 1 or 2 on a damage die for an attack attack as part of that action against a creature you
you make with a melee weapon that you are wielding have marked.
with two hands, you can reroll the die and must

147

Classes Champion’s Call on ability checks and saving throws against being
pushed against your will or knocked prone.
By the time you reach 3rd level, you feel the
inexorable pull of an important duty or task that you THUNDERING CHARGE
assume as your own. No outside force compels your In the rst round of combat, your speed increases
choice or enforces your conduct; if you fail in your by 30 feet and you have advantage on the rst melee
charge, you alone are responsible. weapon attack you make.

Your choice grants you features at 3rd level and WILDBLOOD
again at 6th, 13th, and 20th level. Your re exes have been honed by the perils of nature.
You can’t be surprised while you are conscious.
Warden’s Resolve Additionally, you have a +5 bonus to your passive
Wisdom (Perception) and passive Intelligence
Starting at 3rd level, whenever your hit points are (Investigation) scores.
less than half your maximum, you have resistance to
bludgeoning, piercing, and slashing damage. Undying

Starting at 17th level, when your hit points are At 9th level, when you are reduced to 0 hit points
less than half your maximum, you have resistance to and aren’t killed outright, you can choose to drop to
all damage except psychic damage. 1 hit point instead.

Ability Score Improvement Once you use this feature, you can’t use it again
until you nish a long rest.
When you reach 4th level, and again at 8th, 12th,
16th, and 19th level, you can increase one ability Interrupt
score of your choice by 2, or you can increase two
ability scores of your choice by 1. As normal, you Starting at 10th level, when a creature hits you with
can’t increase an ability score above 20 using this an attack, you can use your reaction to prevent one
feature. of its subsequent strikes. If the creature could make
additional attacks before the end of the turn, it can
Font of Life make one fewer than normal.

By 4th level, you can use your action to end either Sentinel’s Soul
one disease or one condition a icting you. e
condition can be blinded, charmed, deafened, Wardens are unshakable guardians that cannot be
frightened, paralyzed, or poisoned. You can use this bowed. At 18th level, choose one of the following
action even if the condition you end would otherwise features:
prevent it. Once you use this ability, you must nish
a short or long rest before you can use it again. AGELESS GUARDIAN
You are immune to poison and disease, no longer
Starting at 15th level, when you use this feature, need food or water, su er none of the frailty of old
you can choose to restore your hit points to half your age, and can’t be aged magically. You can still die of
maximum, if they were lower. Once you restore your old age, however.
hit points in this way, you can’t do so again until you
Additionally, you have advantage on
nish a long rest. Constitution saving throws.

Extra Attack EYES OF THE MOUNTAIN
You gain tremorsense with a range of 15 feet, and
Beginning at 5th level, you can attack twice, instead you can detect the presence of hidden or invisible
of once, whenever you take the Attack action on your creatures within 30 feet of you.
turn.
Additionally, you have advantage on Dexterity
Sentinel’s Step saving throws.

Wardens are faultless trackers who can navigate IMPENETRABLE MIND
hazardous terrain with ease. At 7th level, select one Your thoughts can’t be read, and you can’t be
of the following features. charmed or frightened.

EARTHSTRENGTH Additionally, you have advantage on Wisdom
You possess the might of the earth itself. Your saving throws.
carrying capacity doubles, and you have advantage

148

CHAMPION’S CALL NCluooonotmkdseeugadrrdeeeafahetbanoosdnutttyohnoyesuoruoSfprreipcrseheuramokmfse.pS,eiaocnnr’edstsbc!aeIliltn?’gll Warden

A warden’s call is a binding charge to protect and Your trance lasts for 1 minute. It ends early if you are
defend others from harm. Every warden eventually knocked unconscious or if your turn ends and you
hears a call, and responds with mighty deeds. In haven’t attacked a hostile creature since your last turn
answering this call, wardens embrace the traits of or taken damage since then. You can also end your
those they stand to protect, gaining primal, and trance on your turn as a bonus action.
sometimes even mystical, abilities.
Once you use this feature, you can’t use it again
Bloodwrath Guardian until you nish a short or long rest.
PREDATOR'S SCENT
e primal power you wield has formed an intrinsic By 6th level, you hunt like an animal. A creature you
bond with the creatures of the wild, and you have have marked can remain marked for up to 24 hours.
taken up the task of defending them. Because you Additionally, while this creature is marked, you can
share in the beast’s ferocity, tenacity, and animal track it e ortlessly; you know the direction and
instinct, you can summon a beast’s primal strength distance to the creature while it remains on the same
from within yourself, and slay your enemies in an plane of existence.
animalistic trance. EVASION
Beginning at 13th level, you can nimbly dodge
While entranced, you can sense a connection to out of the way of certain area e ects, such as a red
a greater being, the Primal Beast: the rst predator, dragon’s ery breath or an ice storm spell. When you
from which all hunters are descended. As your are subjected to an e ect that allows you to make a
commitment to defending the wilds from corruption Dexterity saving throw to take only half damage, you
grows, you grow closer to the Primal Beast, until you instead take no damage if you succeed on the saving
can at last adopt its ancient form yourself, and allow throw, and only half damage if you fail.
it to hunt once again. FORM OF THE PRIMAL BEAST
At 20th level, as an action, you can transform into
FERAL TRANCE a hunched thing of fur and shadow, an echo of the
Starting when you hear this call at 3rd level, you can Primal Beast. For 1 minute, you gain the following
fall into a primal battle trance as a bonus action. bene ts:
While in your trance, you gain the following bene ts:

• You have advantage on Strength checks and
Strength saving throws.

• Your walking 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.

CHAMPION'S CALLS

NAME DESCRIPTION

Bloodwrath Guardian Enters a trance to channel the primal ferocity of beasts

Grey Watchman A maneuver-trained guard that repels invaders from cities

Nightgaunt An ally of the undead, suffused with necromantic energies

Soulblood Shaman Manipulates their own soul to conjure long-forgotten magic

Stoneheart Defender An unyielding protector of mountain strongholds

Storm Sentinel Channels the fury of thunderstorms to protect the weak

Verdant Protector Imbued with the power of the forests and pledged to defend them

149

Classes

• You gain all the bene ts of Feral Trance. Grey Watchman
• You gain 40 temporary hit points.
• When you hit a creature with a melee weapon Ever-vigilant and unceasing in your duties, you are
a watcher of the realms of men, called to keep guard
attack, you can give the target a bleeding wound. over a fortress or wall. As a grey watchman, trained
Constructs, Oozes, and Undead can’t get bleeding in the arts of combat, you have honed your skills
wounds. A creature loses 1d8 hit points at the to a razor’s edge to repel any invaders that might
start of each of its turns for each of its bleeding challenge your land. You need not keep watch over
wounds, unless it uses an action to staunch the the same castle your entire life, but, wherever you
bleeding of all of its wounds. While a target is travel, you are dedicated to keeping your land safe
bleeding, it can’t regain lost hit points. A creature from invading armies, marauding monsters, and
can have a number of bleeding wounds up to other external threats.
your pro ciency bonus.
Once you use this feature, you can’t use it again until BATTLE TACTICS
you nish a long rest. When you hear this call at 3rd level, you learn
maneuvers that are fueled by special dice called
Who wards the wardens? battle dice.
disintegratiTonhegyoedsoraightetrtrhibrloeujgohb.;
Battle Dice. You have two battle dice, which
are d8s. A battle die is expended when you use it.
You regain all of your expended battle dice when you
nish 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.

150

Warden Level Battle Dice • You have a +2 bonus to your Armor Class. Warden
3rd 2d8 • Whenever you hit a creature you have marked,
7th 3d8
13th 3d10 you regain an expended battle die.
19th 4d10 • You can take one additional reaction during each

Using Battle Dice. Once per turn, you can round of combat. You can’t take more than one
expend a battle die to perform a maneuver of your reaction during a single turn.
choice. Your maneuver options are detailed at the Once you use this feature, you can’t use it again until
end of the subclass description. you nish a long rest.

Saving Throws. Some of your maneuvers MANEUVERS
require your target to make a saving throw to resist e maneuvers are presented in alphabetical order.
the maneuver’s e ects. e saving throw DC is Bull Rush. When you move at least 10 feet in a
calculated as follows:
straight line and immediately make a melee weapon
Maneuver save DC = 8 + your proficiency attack against a creature, you can use a bonus action
bonus + your Strength or Dexterity and expend a battle die to shove the target a er the
modifier (your choice) attack. Add the battle die to the Strength (Athletics)
check you make to shove the target. On a success,
HOLD THE LINE you can choose to either knock the target prone or
At 3rd level, when you use your Warden’s Grasp, one push it up to 10 feet away from you.
creature you choose, other than yourself, within the
e ect’s area gains a +1 bonus to its Armor Class and Bulwark. When you hit a creature with a melee
saving throws until the start of your next turn while attack, you can expend a battle die as a bonus action
it remains in the e ect’s area. to brace yourself for its counterattack. e next time
you take damage from that creature before the start
FORTIFICATION EXPERT of your next turn, you can roll the battle die and
By 6th level, your experience manning battlements reduce the damage you take by the number rolled.
and blockades has given you insight into how
to raise and reinforce them. You have advantage Cleave. Once on each of your turns, when you
on any ability check you make to erect defensive reduce a hostile creature to 0 hit points or score
forti cations, examine walls and other defenses for a critical hit with a melee weapon attack, you can
weak points and entryways, or climb constructed spend a battle die to move up to 15 feet and make
walls. Additionally, whenever you have three- another melee weapon attack as part of the same
quarters cover, you are treated as having total cover. action. On a hit, you add the battle die to the attack’s
damage roll.
METTLE
Also at 13th level, your determination allows you Heel-Cutter. When you make an opportunity
to shrug o e ects that would otherwise harm you. attack against a creature, you can expend one battle
When you are subjected to an e ect that allows you die to knock the creature o balance, preventing it
to make a Constitution saving throw to take only half from escaping. You add the battle die to the attack
damage, you instead take no damage if you succeed roll, and the target must make a Strength saving
on the saving throw, and only half damage if you fail. throw. On a failed save, its speed is reduced to 0 until
the end of its turn.
UNBREAKABLE SENTINEL
Starting at 20th level, you can use your action to Reckless Assault. When you make an attack
transform into a paragon of battle, an unstoppable against a creature, you can expend a battle die to
sentinel, channeling the strength of every man, make a wild, desperate strike, leaving you vulnerable.
woman, and child under your charge. For 1 minute, You have advantage on the attack roll. Until the start
you gain the following bene ts: 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 Large or smaller
creature, you can expend a battle die to attempt to
daze the target. On a hit, the target must succeed on
a Constitution saving throw or be incapacitated until
the start of your next turn.

151

Classes Nightgaunt MARKED FOR DEATH
At 3rd level, your mark leaves a shadow of undeath
Blood-drinkers, undead, and other creatures of the on your target, beckoning it to die. If you deal
night are o en feared and hunted, and few stand in damage to a creature you have marked with a melee
their defense; except, of course, the grim and terrible weapon attack and its remaining hit points are lower
nightgaunt. Tales of the nightgaunt are whispered of than the damage you dealt to it with that attack, the
in fairy tales, casting them as a things to be feared: marked creature instead drops to 0 hit points.
hunters of clerics and goodly vampire slayers. eir
appearance always presages long nights and great UNDEAD EMPATHY
rises in hungry undead. By 6th level, you are a friend even to mindless
Undead. Whenever an Undead creature targets you
You felt the calling of the moon bringing you with an attack, it must rst make a Wisdom saving
to the graveside of living corpses. ough vampires, throw (DC equals 8 + your pro ciency bonus + your
zombies, and skeletons are mighty, they are always Constitution modi er). On a failed save, its attack
outnumbered, hunted, and turned by clerics—never misses and, if its Intelligence is 4 or lower, it becomes
given a fair chance to live peacefully. ey require an friendly to you and your allies for 1 minute.
ally among the living to continue their ceaseless lives,
and you have risen by moonlight to the task. EVASION
Beginning at 13th level, you can nimbly dodge
DARKVISION out of the way of certain area e ects, such as a red
Starting when you hear this call at 3rd level, you dragon’s ery breath or an ice storm spell. When you
can see in dim light within 60 feet of you as if it are subjected to an e ect that allows you to make a
were bright light, and in darkness as if it were Dexterity saving throw to take only half damage, you
dim light. You can’t discern color in darkness, instead take no damage if you succeed on the saving
only shades of gray. If you already have throw, and only half damage if you fail.
darkvision, its range increases by 30 feet.
Starting at 13th level, you can GRAVELORD
see through magical, as well as At 20th level, you can use your action to invite the
nonmagical, darkness. necromantic energies of true undeath into your body,
divorcing yourself from life for 1 minute and gaining
the following bene ts:

• You are immune to poison damage and the
poisoned condition.

• You can use your Undying feature up to three
times, instead of once, and you regain all
expended uses when nish a long rest.

• Once per turn, when you deal damage to a hostile
creature with a melee weapon attack, you can deal
an extra 4d6 necrotic damage and gain temporary
hit points equal to the necrotic damage dealt,
which last until the start of your next turn.

Once you use this feature, you can’t use it again until
you nish a long rest.

152

Soulblood Shaman SOULBLOOD SHAMAN SPELLCASTING

e ancestral spirits called you by starlight to enact WARDEN CANTRIPS SPELLS —SPELL SLOTS— Warden
their will on the world, to protect their descendants, LEVEL KNOWN KNOWN 1ST 2ND 3RD 4TH
and to safeguard their resting places. You are a
Soulblood Shaman, a manipulator of soul and ascetic 3rd 2 3 2 — — —
of primal magic. Your community looks to you as
a leader as well as a vital connection to the a erlife, 4th 2 4 3 — — —
for if you play your role, they too will join their
ancestors in the great beyond. 5th 2 4 3 — — —

SPELLCASTING 6th 2 4 3 — — —
Starting when you hear this call at 3rd level, you can
channel your ancient insights into magic. 7th 2 5 4 2 — —

Cantrips. You learn two cantrips of your choice 8th 2 6 4 2 — —
from the druid spell list. You learn an additional
druid cantrip of your choice at 10th level. 9th 2 6 4 2 — —

Spell Slots. e Soulblood Shaman 10th 3 7 4 3 — —
Spellcasting table shows how many spell slots you
have to cast your druid spells of 1st level and higher. 11th 3 8 4 3 — —
To cast one of these spells, you must expend a slot
of the spell’s level or higher. You regain all expended 12th 3 8 4 3 — —
spell slots when you nish a long rest.
13th 3 9 4 3 2 —
Spells Known of 1st-Level and Higher.
You know three 1st-level druid spells of your choice, 14th 3 10 4 3 2 —
two of which you must choose from the evocation or
transmutation spells on the druid spell list. 15th 3 10 4 3 2 —

e Spells Known column of the Soulblood 16th 3 11 4 3 3 —
Shaman Spellcasting table shows when you learn
more druid spells of 1st level or higher. Each of these 17th 3 11 4 3 3 —
spells must be an evocation or transmutation spell
of your choice, and must be of a level for which you 18th 3 11 4 3 3 —
have spell slots.
19th 3 12 4 3 3 1
e spells you learn at 8th, 14th, and 20th level
can come from any school of magic. 20th 3 13 4 3 3 1

Whenever you gain a level in this class, you Spell save DC = 8 + your proficiency bonus
can replace one of the druid spells you know with + your Wisdom modifier
another spell of your choice from the druid spell
list. e new spell must be of a level for which you Spell attack modifier = your proficiency
have spell slots, and it must be an evocation or bonus + your Wisdom modifier
transmutation spell, unless you’re replacing the spell
you gained at 3rd, 8th, 14th, or 20th level from any SOULBLOOD
school of magic. Also at 3rd level, as a reaction when a creature within
5 feet of you deals damage to you, you can mark that
Spellcasting Ability. Wisdom is your creature.
spellcasting ability for your druid spells, since you
channel your magic through a connection to the WHISPERS OF BEYOND
great beyond. You use your Wisdom whenever a At 6th level, you can hear the small voices of ancient
spell refers to your spellcasting ability. In addition, spirits when you need guidance. If you spend
you use your Wisdom modi er when setting the 1 minute in contemplation when you make an
saving throw DC for a druid spell you cast and when Intelligence or Wisdom check, you can consult a host
making an attack roll with one. of ancestor spirits to gain advantage on the roll. You
can’t use this ability when your ancestors wouldn’t
have appropriate knowledge or guidance, such as if
you try to understand cutting-edge alchemy.

SPELL RESISTANCE
Beginning at 13th level, you have advantage on
saving throws you make against spells.

153

Classes ETHEREAL WATCHER EARTHSHATTER
At 20th level, as an action, you can shrug o your Starting at 6th level, you can choose to use Warden’s
mortal form for a short time to become something Grasp as an action, rather than a bonus action.
spiritual and immaterial, an ethereal watcher. For 1 When you do so, each creature a ected must
minute, you gain the following bene ts: make a Strength saving throw (DC equals 8 + your
pro ciency bonus + your Strength modi er) or be
• As a bonus action on your turn, you can become knocked prone.
ethereal, as per the etherealness spell.
You can use this feature a number of times equal
• You can use your bonus action to return from to your Strength modi er (a minimum of once), and
being ethereal when you use your Warden’s Mark you regain all expended uses when you nish a long
or your Warden’s Grasp feature. You can use your rest.
bonus action to return from being ethereal when
you cast a spell on your turn. METTLE
At 13th level, your determination allows you to shrug
• When you return from being ethereal, each o e ects that would otherwise harm you. When you
creature you choose within 10 feet of you takes are subjected to an e ect that allows you to make a
4d6 force damage, as they are pulled partially Constitution saving throw to take only half damage,
between the planes. you instead take no damage if you succeed on the
saving throw, and only half damage if you fail.
• You can cast 1st and 2nd-level druid spells you
know without expending spell slots. IMMORTAL MOUNTAIN
By 20th level, you can summon the power of
Once you use this feature, you can’t use it again until true earth as an action, protecting yourself in an
you nish a long rest. encasement of stone. For 1 minute, you gain the
following bene ts:
Stoneheart Defender
• Bludgeoning, piercing, and slashing damage you
You heard the steadfast, unyielding call from the take is reduced by 5.
mountains, which dwarves and gnomes have felt
for generations. e stones called to you, beckoning • You gain the e ects of your Roots of Rock feature
for a protector to defend the mountains from those for the entire duration.
that would despoil them, from both within and
without. You might be a watchman of old dwarven • As you move, you can choose to upend the earth
walls, or a sentinel, patrolling the lookouts of high at your feet, leaving behind a 5-foot-wide trail of
mountain peaks. Regardless of where you stand, you di cult terrain behind you wherever you move.
are unmovable: a mountain in the shape of a man.
You draw your power from the earth beneath your Once you use this feature, you can’t use it again until
feet and can crush your enemies with the strength of you nish a long rest.
stone.
Storm Sentinel
ROOTS OF ROCK
Starting when you hear this call at 3rd level, when Your strength originates among furious storm clouds
you use your Warden’s Grasp ability, rocky roots and ashes of lightning. As a storm sentinel, you are
sprout from your feet, anchoring you securely. Until called to protect wayward sailors and coastal villages
the start of your next turn, you have a +2 bonus to from the wrath of the tempests and the arrival of
your Armor Class. great waves that threaten them. You despise pirates
and other enemies of coastal peoples, and will
Additionally, until you move, you can’t be oppose them wherever they strike.
shoved or pushed from wherever you are standing by
hostile actions, spells, or e ects, unless you choose From your ngertips, you can deliver the awe of
to be. You have advantage on Strength saving throws lightning and the roar of thunder to devastate your
against being knocked prone, can’t slip or fall from foes. With practice and patience, you can harness the
ledges, and are immune to the y, levitate, and power of the storm itself to y and rain thunderbolts
telekinesis spells. from above.

154

FLASH FROM ABOVE Verdant Protector Warden
Starting when you hear this call at 3rd level,
whenever you are standing under the open sky, You draw your strength from the trees of the forest
you can use your action to conjure a harmless, but and the loamy earth beneath your feet. As a Verdant
impressive, bolt of lightning or peal of thunder. You Protector, you are the champion of the green things
can use this ability even when there are no clouds in nature, and defend them against those who would
above you. despoil the wilds. You easily nd allies among druids
THUNDERBLAST and others that understand the forest’s sacred trees
At 3rd level, whenever you hit a creature you have and ancient spirits.
marked with a melee weapon attack, each creature
you choose within 5 feet of the target takes 1d8 At your command, the plants of the earth sprout
lightning damage. up to assist you in your duty. At the pinnacle of
STATIC BURST your power, you can assume the form of an elder
Starting at 6th level, when you use Warden’s Grasp tree guardian, which looks much like a treant, with
as a bonus action, each creature a ected can’t take tough, bark skin, and long, branchlike arms.
reactions until the start of your next turn.
EVASION GREEN MARK
Beginning at 13th level, you can nimbly dodge Starting when you hear this call at 3rd level, when
out of the way of certain area e ects, such as a red you mark a creature, the plants of the earth come
dragon’s ery breath or an ice storm spell. When you alive to hinder its progress. While this creature
are subjected to an e ect that allows you to make a is within 30 feet of you, the ground it walks on is
Dexterity saving throw to take only half damage, you di cult terrain.
instead take no damage if you succeed on the saving
throw, and only half damage if you fail. VERDANT SKIN
STORMLORD At 6th level, you gain pro ciency in the Stealth skill,
Starting at 20th level, you have a ying speed equal if you didn’t have it already. Additionally, you can use
to your walking speed. your action to draw a thick mass of vines and leaves
to conceal you. Until you move, you have advantage
Additionally, you can use your action to on Dexterity (Stealth) checks you make to hide
summon a bolt of lightning to strike you, imbuing among vegetation.
your body with the storm’s fury. For 1 minute, you
gain the following bene ts: METTLE
• Your ying speed is doubled. At 13th level, your determination allows you to shrug
• You can cast the call lightning spell as a bonus o e ects that would otherwise harm you. When you
are subjected to an e ect that allows you to make a
action (DC equals 8 + your pro ciency bonus + Constitution saving throw to take only half damage,
your Constitution modi er) without expending a you instead take no damage if you succeed on the
spell slot. When you cast the spell in this way, you saving throw, and only half damage if you fail.
can call a bolt of lightning on subsequent turns as
a bonus action. FORM OF THE OAK SENTINEL
Once you use this feature, you can’t use it again until Starting at 20th level, you can use your action to
you nish a long rest. transform into an oak sentinel, a bark-covered titan
of the forest. For 1 minute, you gain the following
bSuFttoblarWltmoshahneidiSytnee,’grnwhetlaihiqgniahruetltibstnwlemioanwiasgmi,yInpbgtrbaueeilslnkgsdiitiuvnnhemggetbamwobbuilonorsudouctkl…te?eass,t,. bene ts:

• Your AC becomes 20, if it was lower.
• Your melee attacks have a reach of 10 feet.
• 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 a ected,
with a separate attack roll for each target.

Once you use this feature, you can’t use it again until
you nish a long rest.

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