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WARDEN

Holding his hand high, a redguard whistles to the bear Wardens are also concerned with the delicate
that stalks in front of him, calling the bear back to his ecological balance that sustains plant and animal life,
side. Whispering instruction in Yoku, he points to the and the need for civilized folk to live in harmony with
river troll he's been tracking and sends the bear to nature, not in opposition to it. While they are
distract the troll while he readies a powerful spell. guardians and protectors, they appreciate that
Swinging a mace formed by pure ice, an argonian conservation requires both the preservation of natures
charges into a mass of skeletal soldiers, sundering the gifts, as well as the culling of its own kind to keep the
unnatural magic that gives the foul creatures the balance intact. Sometimes protection includes
mocking semblance of life. stepping in when nature seeks to consume itself.
Crouching out of sight on a high tree branch in the Unlike the bosmer followers of Y'ffre, wardens are
form of a leopard, a bosmer peers out of the jungle at willing to make full use of nature's bounty in order to
the strange construction of the daedric temple, survive.
keeping an eye on cultists' activities. Wardens are warriors on Nature's behalf and exist
Whether calling on the elemental forces of nature or throughout Tamriel. They hate that which is unnatural,
emulating the creatures of the animal world, wardens including fiends (such as the daedra) and the undead
are an embodiment of nature's resilience, cunning, and (such as zombies and vampires). Wardens are often
fury. They claim no mastery over nature. Instead, they found guarding sacred sites or watching over regions
see themselves as extensions of nature's indomitable of unspoiled nature. But when a significant danger
will. arises, threatening nature's balance or the lands they
protect, wardens take on a more active role in
GUARDIANS OF NATURE combating the threat, as adventurers.

Wardens are stalwart protectors who draw on the


primal spirits of nature to defend the natural world.
CREATING A WARDEN
They revere nature above all, gaining their spells and When making a warden, consider why your character
other magical powers from the forces of nature or has such a close bond with nature. Perhaps your
from their connection with Y'ffre, the deity of song and character had a dramatic encounter with a
forest. Drawing upon the natural environment, tremendous seasonal storm, struck by lightning or
wardens are able to shape and change reality itself. nearly frozen by a blizzard, and survived the
Wardens are willing to shed blood to protect the experience. Maybe your character was raised by
wilds, attacking individuals, gangs, and entire outposts nature – taken in by a bear and raised as though one of
that have done harm to Y'ffre's realm. While warden her cubs, or you character was abandoned in the
spells are oriented towards nature and animals, how depths of a forest to be nurtured by spriggans. Perhaps
they choose to use this power is up to them. Some fight your character is a staunch defender of a barbarian
side by side with animal companions, overwhelming tribe, chosen by the spirits of nature as part of your
their enemies with the intensity of tooth and claw. character's destiny to protect your people.
Others call on the aspects of nature, harnessing the Have you always been an adventurer, or did you first
preservative and devastating powers of the seasons, or spent time as a caretaker of a sacred grove or spring?
becoming like the forest itself. Some wardens even Perhaps your homeland was befouled by evil, and you
gain the ability to take on animal forms, even to the took up an adventuring life in hopes of protecting the
point where they prefer their animal form to their homelands of others.
natural form.
QUICK BUILD
PROTECTING THE BALANCE You can make a warden quickly by following these
suggestions. First, Willpower should be your highest
For wardens, nature exists in a precarious balance. attribute score, followed by Endurance. Second, choose
They understand their role to protect the natural the hermit background.
world can take many forms, many of which seem to
contradict one another. Wardens consider anyone who
seeks out to corrupt or destroy nature as enemies, yet
they accept that which is cruel in nature.
THE WARDEN
Proficiency Cantrips Spell
Level Bonus Features Known Magicka Level
1st +2 Spellcasting 2 4 1st
2nd +2 Balance of the Green, Warden Conclave 2 6 1st
3rd +2 -- 2 14 2nd
4th +2 Attribute Score Improvement 3 17 2nd
5th +3 -- 3 27 3rd
6th +3 Warden Conclave feature 3 32 3rd
7th +3 -- 3 38 4th
8th +3 Attribute Score Improvement 3 44 4th
9th +4 -- 3 57 5th
10th +4 Warden Conclave feature 4 64 5th
11th +4 -- 4 73 6th
12th +4 Attribute Score Improvement 4 73 6th
13th +5 -- 4 83 7th
14th +5 Warden Conclave feature 4 83 7th
15th +5 -- 4 94 8th
16th +5 Attribute Score Improvement 4 94 8th
17th +6 -- 4 107 9th
18th +6 Timeless Body 4 114 9th
19th +6 Attribute Score Improvement 4 123 9th
20th +6 Archwarden 4 133 9th

CLASS FEATURES EQUIPMENT


You start with the following equipment, in addition to
As a warden, you gain the following class features.
the equipment granted by your background:
HIT POINTS • (a) a shield or (b) a marksman weapon
Hit Dice: 1d8 per warden level • (a) a pole-arm weapon or (b) two shortswords
Hit Points at 1st Level: 8 + your Endurance modifier • Leather armor and an explorer's pack
Hit Points At higher levels: 1d8 (or 5) + your
Endurance modifier per warden level after 1st. SPELLCASTING
PROFICIENCIES Drawing on the divine essence of nature itself, you can
Armor: Light Armor, Medium Armor, Shields cast spells to shape that essence to your will. See
Weapons: Blunt, Marksman, Pole-arm, Short Blade, chapter 10 of the Player's Handbook for the general
Tools: Herbalism kit rules of spellcasting and chapter 11 for the warden
spell list.
Saving Throws: Intelligence, Willpower
Skills: Choose two from Arcana, Animal Handling, CANTRIPS
Insight, Medicine, Nature, Perception, Religion, and At 1st level, you know two cantrips of your choice from
Survival the warden spell list. You learn additional warden
cantrips of your choice at higher levels, as shown in
the Cantrips Known column of the Warden table.
PREPARING AND CASTING SPELLS action to end it, or if you fall unconscious. As a bonus
The Warden table shows how much magicka you have action, you can move the Mark of Balance to another
to cast your warden spells of 1st level and higher. To creature and choose to mark them as an Ally or Enemy.
cast one of these spells, you must expend magicka, as Ally. Whenever you cast a spell of 1st level or higher
noted in the spell's description and the Magicka Cost on a creature marked as an ally, they gain hit points
table found in chapter 10. You regain all expended equal to your Willpower modifier. If the marked
magicka when you finish a long rest. creature is a plant this healing is doubled.
You prepare the list of warden spells that are Enemy. Whenever you cast a spell of 1st level or
available for you to cast, choosing from the warden higher on a creature marked as an enemy, you deal
spell list. When you do so, choose a number of warden additional necrotic damage equal to your Willpower
spells equal to your Willpower modifier + your warden modifier. If the marked creature is a plant the
level (minimum of one spell). The spells must be of a additional damage is doubled.
level for which you can cast.
For example, if you are a 3rd level warden, you have WARDEN CONCLAVE
17 magicka and can cast 2nd level spells. With a
Willpower of 16, your list of prepared spells can At 2nd level, you choose to identify with a conclave of
include six spells of 1st or 2nd level, in any combination. wardens: the Conclave of Balance, Conclave of
If you prepare the 1st level spell cure wounds, you can Companions, Conclave of Nature's Embrace, or the
cast it at 1st or 2nd level. Casting the spell doesn't Conclave of the Wild, each detailed at the end of the
remove it from your list of prepared spells. class description. Your choice grants you features at 2nd
You can also change your list of prepared spells when level and again at 6th, 10th, and 14th level.
you finish a long rest. Preparing a new list of warden
spells requires time spent in meditation: at least 1 ATTRIBUTE SCORE IMPROVEMENT
minute per spell level for each spell on your list. When you reach 4th level, and again at 8th, 12th, 16th, and
19th level, you can increase one attribute score of your
SPELLCASTING ATTRIBUTE choice by 2, or you can increase two attribute scores of
Willpower is your spellcasting attribute for your your choice by 1. As normal, you can't increase an
warden spells, since your magic draws upon your attribute score above 20 using this feature.
devotion and attunement to nature. You use your
Willpower whenever a spell refers to your spellcasting
attribute. In addition, you use your Willpower modifier
TIMELESS BODY
when setting the saving throw DC for a warden spell Starting at 18th level, the primal magic that you wield
you cast and when making an attack roll with one. causes you to age more slowly. For every 10 years that
pass, your body ages only 1 year.
Spell save DC = 8 + your proficiency bonus +
your Willpower modifier
MARK OF HARMONY
Spell attack modifier = your proficiency bonus +
Beginning at 18th level, when you use your Mark of
your Willpower modifier
Balance feature, you can also choose any number of
creatures that you can see within 60 feet of you and
RITUAL CASTING mark them as either an Ally or an Enemy. Creatures
You can cast a warden spell as a ritual if that spell has marked in this way remain marked for 1 minute, or
the ritual tag and you have the spell prepared. until you are knocked unconscious.
Once you use this feature, you must finish a long rest
MARK OF BALANCE before you can do so again.
Starting at 2nd level, you gain a supernatural
connection with the circle of nature, which requires a ARCHWARDEN
balance between life and death. As a bonus action you At 20th level, you can use your Mark of Balance an
can mark a creature as either an Ally or an Enemy. A unlimited number of times.
marked creature gains certain benefits. You mark may
gain additional effects determined by your conclave.
You can use this feature twice. You regain expended WARDEN CONCLAVES
uses when you finish a short or long rest. Even though it would appear that wardens are
The mark lasts for 1 hour, unless you use a bonus outsiders and individuals to most others, they are
united by their connection to the wilds. Wardens
recognize each other as brothers and sisters. Like covered with leaves and bark. When your Oakflesh
creatures of the wilderness, however, wardens feature is active, you can use an Action to assume this
sometimes compete with or even prey on each other. guardian form, which lasts for 1 minute or until you
Although beholden to no one, wardens can be found are incapacitated.
in throughout Tamriel, offering their unique skills to You undergo the following changes while in your
organizations like the Fighter's Guild or Mages Guild. guardian form:
• You size becomes Large, unless you were larger.
CONCLAVE OF BALANCE • Your reach increases by 5 feet.
Wardens from the conclave of balance revere plants • Melee weapon attacks you make in this form are
and the bounties of nature. These protectors of the considered magical and deal an additional 2d6
green act as gardeners as much as guardians. When bludgeoning damage.
vast areas of land are destroyed by natural disasters, • You emanate a magical aura that fortifies the injured.
unmitigated disease, or the negligent expansion of You and allies within 30 feet of you that are below
men and mer, wardens help regrow and nourish the half their hit point maximum gain a number of hit
soil. points equal to half your warden level at the start of
each of your turns.
LEAFY FAMILIAR
When you choose this conclave at 2nd level, you gain Once you use this feature, you must finish a long rest
the ability to summon a leafy familiar, as though you before you can do so again.
had cast the find familiar spell. This familiar takes the
form of a twig blight. As an action on your turn, you CONCLAVE OF COMPANIONS
can summon the familiar. If the familiar drops to 0 hit Those who join the conclave of companions have spent
points, it disappears, leaving behind no physical form. their lives building strong connections with the beasts
Once you use this feature, you must finish a long rest of the wilds. These wardens have created a unique
before you can use it again. bond with a specific beast companion while also
embodying a resolute, undying accord with animals
OAKFLESH throughout Tamriel.
Also at 2nd level, you can expend one use of your Mark
of Balance to gain the benefits of barkskin on yourself BEAST COMPANION
for the next hour. When you cast the spell this way, you At 2nd level, you learn to use your magic to create a
can do so without requiring concentration. powerful bond with a creature of the natural world.
With 8 hours of work and the expenditure of 200
GREEN EMPATHY septims worth of rare herbs and fine food, you call
Starting at 6th level, you have a supernatural forth an animal from the wilderness to serve as your
connection with the green, which allows you to be able faithful companion from any beast with a CR of ½ or
to have limited conversations with plants. You can lower, such as an ape, a black bear, a boar, a giant
question plants about recent events that have occurred badger, a giant weasel, a mule, a panther, or a wolf.
in the past day and may be able to persuade them to However, your DM might pick one of these animals for
perform small favors for you, within their limited you, based on the surrounding terrain and on what
abilties. types of creatures would be logically present in the
Additionally, you are always under the effect of a area.
detect magic spell when it comes to detecting magical At the end of 8 hours, your animal companion
plants. appears and gains all the benefits of your Companion's
Bond ability. You can have only one animal companion
OAKFLESH MASTERY at a time.
At 10th level, when you use your Oakflesh feature, your If your animal companion is ever slain, the magical
hit point maximum and current hit points increases by bond you share allows you to return it to life. With 8
20. This increase lasts until Oakflesh ends; your hit hours of work and the expenditure of 100 septims
point maximum remains the same, unless they must worth of rare herbs and fine food you call forth your
decrease to abide by your hit point maximum. companion's spirit and use your magic to create a new
body for it. You can return an animal companion to life
GUARDIAN OF THE GREEN in this manner even if you do not possess any part of
At 14th level, you gain the ability to temporarily grow its body.
and take the appearance of a treelike guardian,
If you use this ability to return a former animal d6 Flaw
companion to life while you have a current animal 1 If there's food left unattended, I'll eat it.
companion, your current companion leaves you and is 2 I growl at strangers, and all people except my warden
replaced by the restored companion. are strangers to me.
If you gain a new animal companion at higher levels, 3 Any time is a good time for a belly rub.
you can choose from any beast with a CR as shown on 4 I'm deathly afraid of water.
the Beast Companions At Higher Levels table. 5 My idea of hello is a flurry of licks to the face.
6 I jump on creatures to tell them how much I love
COMPANION'S BOND them.
Your animal companion gains a variety of benefits
while it is linked to you. BEAST COMPANIONS AT HIGHER LEVELS
The animal companion loses it's Multiattack action, if Level Max. CR Example
it has one. 2nd 1/2 Black bear
The companion obeys your commands as best it can. 4th 1 Dire wolf
It rolls for initiative like any other creature, but you 8th 2 Saber-toothed tiger
determine its actions, decisions, attitudes, and so on. If 11th 3 Giant scorpion
you are incapacitated or absent, your companion acts 13th 4 Elephant
on its own. 15th 5 Giant Crocodile
Your animal companion has abilities and game 17th 6 Mammoth
statistics determined in part by your level. Your 19th 7 Giant ape
companion uses your proficiency bonus rather than its
own. In addition to areas where it normally uses its SPEECH OF THE WOODS
proficiency bonus to its AC and to its damage rolls. At 2nd level, you gain the ability to converse with
Your animal companions gain proficiency in two beasts. Beasts can understand your speech, and you
skills of your choice. It also becomes proficient with all gain the ability to decipher their noises and motions.
saving throws. Most beasts lack the intelligence to convey or
For each level you gain after 2nd, your animal understand sophisticated concepts, but a friendly
companion gains an additional hit die and increases its beast could relay what it has seen or heard in the
hit points accordingly. recent past. This ability doesn't grant you friendship
Whenever you gain the Attribute Score Improvement with beasts, though you can combine this ability with
class feature, your companion's attributes also gifts to curry favor with them as you would with any
improve. Your companion can increase one ability nonplayer character.
score of your choice by 2, or it can increase two ability
scores of your choice by 1. As normal, your companion COMPANION'S MARK
can't increase an ability score above 20 using this At 6th level, when any creature is marked by your Mark
feature unless its description specifies otherwise. of Balance, your companion is also marked as an Ally.
Your companion shares your alignment, and has a In addition, when your companion attacks a creature
personality trait and a flaw that you can roll for or marked as an Enemy, it deals additional damage equal
select from the tables below. Your companion shares to your Willpower modifier.
your ideal, and its bond is always, “The warden who
travels with me is a beloved companion for whom I SPIRIT COMPANION
would gladly give my life.” Starting at 10th level, you call forth nature spirits to
influence the world around you. As a bonus action, you
d6 Trait can magically summon an incorporeal spirit to a point
1 I'm dauntless in the face of adversity. you can see within 60 feet of you. It counts as neither a
2 Threaten my friends, threaten me. creature or a an object, though it has the spectral
3 I stay on alert so others can rest. appearance of a creature it represents.
4 People see an animal and underestimate me. I use Your spirit companion acts independently of you, but
that to my advantage. it always obeys your commands. In combat, it rolls its
5 I have a knack for showing up in the nick of time. own initiative and acts on its own turn. A spirit
6 I put my friends' needs before my own in all things. companion can't attack, but it can take other actions as
normal.
While the spirit is within 100 feet of you, you can
communicate with it telepathically. Additionally, as an
action, you can see through the spirit's eyes and hear maximum of 13 magicka points. You can't use this
what it hears until the start of your next turn, gaining feature again until you finish a long rest.
the benefits of any special senses that the spirit has.
During this time, you are deaf and blind with regard to CONCLAVE SPELLS
your own senses. Your mystical connection with the seasons infuses you
The spirit persists for 1 minute or until you're with the ability to cast certain spells. At 3rd, 5th, 7th, and
incapacitated. Once you use this feature, you can't use 9th level, you gain access to conclave spells connected
it again until you finish a short or long rest. with the season that represents your connection to the
The effects of the spirit companion depends on the environment. Choose that season – spring, summer,
type of spirit you summon from the options below. autumn, or winter – and consult the associated list of
Falcon. You summon the spirit of a falcon. While you spells.
are within 60 feet of the spirit, you and your beast Once you gain access to a conclave spell, you always
companion's speed increases by 10 feet. Additionally, have it prepared, and it doesn't count against the
when you see through the falcon spirit's eyes, you number of spells you can prepare each day. If you gain
gaining advantage on Willpower (Perception) checks access to a spell that doesn't appear on the warden
that rely on sight. spell list, the spell is nonetheless a warden spell for
Mastiff. You summon the spirit of a mastiff. While you.
you are within 30 feet of the spirit, you and your beast
companion gain advantage on Willpower (Perception) Spring
checks that rely on smell. Spring represents nature's renewal. A time of growth
Mountain Lion. You summon the spirit of a mountain and fertility. Other symbols include rain and the Green.
lion. While you are within 30 feet of the spirit, you and SPRING
your beast companion ignore difficult terrain, and Warden Level Conclave Spells
when you or your beast companion make a running 3rd barkskin, spike growth
long jump, the distance you can cover increases by a 5th plant growth, revivify
number of feet equal to your Willpower modifier. 7th freedom of movement, grasping vine,
Mouse. You summon the spirit of a mouse. When you 9th reincarnate, tree stride
are within 30 feet of the spirit, you and your beast
companion's size is considered one size smaller when Summer
moving through tight spaces and you can occupy the Summer represents nature's bounty. A time of vitality
same space as a creature that is your size or smaller. and nourishment. Other symbols include light, heat,
and storms.
SHARE SPELLS SUMMER
Beginning at 14th level, when you cast a spell targeting Warden Level Conclave Spells
yourself, you can also affect your beast companion 3rd scorching ray, shatter
with the spell if the beast is within 30 feet of you. 5th daylight, fireball
7th fire shield, wall of fire
CONCLAVE OF NATURE'S EMBRACE 9th banishing smite, conjure elemental

Wardens from the conclave of nature's embrace carry Autumn


the dynamic intensity of fury and tranquility that of Autumn represents nature's harvest. A time of fading
the seasons. Channeling terrifying storms and verdant and preparedness. Other symbols include decay and
growth, these wardens are known for their limitless the winds of change.
talents and tremendous power over the environment.
AUTUMN
Warden Level Conclave Spells
BONUS CANTRIP 3rd gust of wind, ray of enfeeblement
When you choose this conclave at 2nd level, you learn 5th speak with dead, wind wall
one additional warden cantrip of your choice. 7th blight, feign death
9th contagion, insect plague
NATURAL RECOVERY
Starting at 2nd level, you can regain some of your Winter
magical energy by sitting in meditation and Winter represents nature's protection. A time of
communing with nature. During a short rest, you meditation and reflection. Other symbols include
regain magicka points equal to the cost of a spell that hibernation, snow, and stasis.
is half your total warden level (rounded up), to a
WINTER can make a strength saving throw at the end of each of
Warden Level Conclave Spells its turns to break free from the prison.
3rd invisibility, silence
5th protection from energy, sleet storm NATURE'S ENDURANCE
7th otiluke's resilient sphere, stone skin Starting at 10th level, you have learned how to live in
9th cone of cold, wall of force harmony with even the most extreme qualities of
nature. You no longer suffer any of the negative effects
MARK OF NATURE of Extreme Cold, Extreme Heat, Strong Wind, or Heavy
At 6th level, you gain a magical benefit based on the Precipitation.
season you chose as part of your Conclave Spells
feature. ASPECT OF SEASONS
Spring At 14th level, you gain an additional magical benefit
Ally. When a creature marked as an Ally by your based on the season you chose as part of your
Mark of Balance takes damage from an attack, Conclave Spells feature.
shielding vines burst from the ground in front of it, Spring's Renewal. As an action, a warm,
taking the blow. The vines have hit points equal to rejuvenating aura radiates from you for the next
your Willpower modifier. If the vines are reduced to 0 minute. All friendly conscious creatures within 30 feet
hit points, any excess damage carries over to the ally. of you gain 1d6 hit points at the start of your turn. All
The vines hit points increase to twice your friendly unconscious creatures within 30 feet of you
Willpower modifier at 14th level. gain advantage on death saving throws.
Enemy. When a creature marked as an Enemy by Once you use this feature, you must finish a long rest
your Mark of Balance attacks an ally that is within 30 before you can do so again.
feet of you, the marked enemy is grasped by Summer's Storm. As an action, you take on the
entangling vines that burst from the ground. The devastating spirit of a summer storm for the next
grasped creature is restrained and can make a minute. You gain a magical flying speed of 60 feet and
Strength saving throw as an action on it's turn to gain resistance to lighting and thunder damage.
escape. The DC is equal your spell save DC. Additionally, when you use the Attack action, you can
make one weapon attack as a bonus action.
Summer Once you use this feature, you must finish a long rest
Ally. A creature marked as an Ally by your Mark of before you can do so again.
Balance gains proficiency in all saving throws. Fall's Decay. You attack foes that have been wounded
Enemy. You channel the essence of a summer storm with swift ferocity. You gain a +2 to attack rolls against
into your weapon. When you make a weapon attack wounded creatures. Additionally, when you hit a
against a creature marked as an Enemy by your Mark wounded creature with a weapon attack, the creature
of Balance, you deal an additional 1d6 thunder or takes an extra 1d8 necrotic damage. You can deal this
lighting damage (your choice). extra damage only once per turn.
Winter's Herald. You gain +1 bonus to AC and have
Autumn resistance to cold damage. Additionally, as a bonus
Ally. When a creature you have marked as an Ally action, you can freeze the ground in a 10 foot radius
takes damage, they can use their reaction to move up around you, which is considered difficult terrain.
to half their speed without provoking opportunity
attacks. CONCLAVE OF THE WILD
Enemy. Whenever you cast a spell of 1st level or
higher on a creature marked as an enemy, the Y'ffre, the god of forest and song, infuses wardens of
additional necrotic damage you deal is doubled. the conclave of the wild with the uncontrollable call of
the natural world. These wardens can change their
Winter shape to take on the ferocious form of a wild creature.
Ally. The first time you mark an Ally with your Mark
of Balance, they also gain a thin crystallized shield. The WILD SHAPE
next time the target takes damage within the next Starting at 2nd level, you can expend one use of your
minute they have resistance to that damage. Mark of Balance feature to magically assume the shape
Enemy. The first time you mark an Enemy with your of a beast that you have seen before.
Mark of Balance, the creature must make a strength Your warden level determines the beasts you can
saving throw or be restrained by a prison of ice. The transform into, as shown in the Beast Shapes table. At
DC equals your spell saved DC. The restrained creature 2nd level, for example, you can transform into any beast
that has a challenge rating of 1 or lower that doesn't • You choose whether your equipment falls to the
have a flying speed or a swimming speed. ground in your space, merges into your new form, or
is worn by it. Worn equipment functions as normal,
BEAST SHAPES but the DM decides whether it is practical for the
Level Max. CR Limitations Example new form to wear a piece of equipment, based on the
2nd 1 CR No flying or swimming speed Wolf creature's shape and size. Your equipment doesn't
4th 1 CR No flying speed Crocodile change size or shape to match the new form, and any
6th 2 CR No flying speed Giant Elk equipment that the new form can't wear must either
8th 2 CR -- Giant Eagle fall to the ground or merge with it. Equipment that
9th 3 CR -- Killer Whale merges with the form has no effect until you leave
12th 4 CR -- Elephant that form.
15th 5 CR -- Giant Shark
18th 6 CR -- Mammoth PRIMAL STRIKE
Starting at 6th level, your attacks in beast form count as
You can stay in a beast shape for a number of hours magical for the purpose of overcoming resistance and
equal to half your warden level (rounded down). You immunity to nonmagical attacks and damage.
then revert to your normal form unless you expend
another use of this feature. You can revert to your BESTIAL RECOVERY
normal form earlier by using a bonus action on your At 10th level, while you are transformed by your Wild
turn. You automatically revert if you fall unconscious, Shape, you can use a bonus action to expend magicka
drop to 0 hit points, or die. to regain 1d8 hit points per level of the spell cast.
While you are transformed, the following rules apply:
BEAST SPELLS
• Your game statistics are replaced by the statistics of
Beginning at 14th level, you can cast many of your
the beast, but you retain your alignment, personality,
warden spells in any shape you assume using Wild
and Intelligence, Willpower, and Personality scores.
Shape. You can perform the somatic and verbal
You also retain all of your skill and saving throw
components of a warden spell while in a beast shape,
proficiencies, in addition to gaining those of the
but you aren't able to provide material components.
creature. If the creature has the same proficiency as
you and the bonus in its stat block is higher than
yours, use the creature's bonus instead of yours. If CONCLAVE OF BATTLE
the creature has an legendary or lair actions, you Wardens from the conclave of battle are fierce
can't use them. protectors and guardians of the wild. Arming
• When you transform, you assume the beast's hit themselves with might and magic, they are often seen
points and Hit Dice. When you revert to your normal on the front lines, fighting against the aberrations of
form, you return to the number of hit points you had Tamriel.
before you transformed. However, if you revert as a
result of dropping to 0 hit points, any excess damage BONUS PROFICIENCIES
carries over to your normal form. For example, if you When you choose this conclave at 2nd level, you gain
take 10 damage in animal form and have only 1 hit proficiency with heavy armor and Long Blade.
point left, you revert and take 9 damage. As long as
the excess damage doesn't reduce your normal form MARK OF BATTLE
to 0 hit points, you aren't knocked unconscious. Also at 2nd level, creatures marked as an Enemy from
• You can't cast spells, and your ability to speak or take your Mark of Balance take additional necrotic damage
any action that requires hands is limited to the equal to your Willpower modifier whenever you hit
capabilities of your breast form. Transforming them with a weapon attack.
doesn't break your concentration on a spell you've
already cast, however, or prevent you from taking EXTRA ATTACK
actions that are part of a spell, such as call lightning, Starting at 6th level, you can attack twice, instead of
that you've already cast. once, whenever you take the Attack action on your
• You retain the benefit of any features from your class, turn.
race, or other source and can use them if the new
form is physically capable of doing so. However, you
can't use any of your special senses, such as
darkvision, unless your new form also has that sense.
BATTLE MAGIC SPINNER CONCLAVE SPELLS
At 10th level, when you use your action to cast a Warden Level Conclave Spells
cantrip, you can make one weapon attack as a bonus 3rd phantasmal force, suggestion
action. 5th hypnotic pattern, major image
7th confusion, hallucinatory terrain
PRIMAL PARAGON 9th mislead, modify memory
At 14th level, you take on the form of a paragon of
nature. Using your action, you undergo a MARK OF FORESIGHT
transformation. For 1 minute, you gain the following When you choose this conclave at 2nd level, you gain
benefits: the ability to predict the actions of your marked target.
• You have resistance to all damage. Ally. When a creature marked as an Ally by your
• Your attacks ignore a creatures resistances. Mark of Balance makes an ability check or a saving
• When you take the Attack action on your turn, throw, they can add your proficiency bonus to the roll.
you can make one additional attack as part of Enemy. When you mark a creature as an Enemy with
that action. your Mark of Balance, the creature must make a
Once you use this feature, you can't use it again until Personality saving throw, with a DC equal to your Spell
you finish a long rest. Save DC, or be charmed by you. A charmed creature
has disadvantage on attack rolls made against you.
CONCLAVE OF SPINNERS
SPINNERS PREDICTIONS
The Conclave of Spinners is reserved for Bosmeri Starting at 6th level, you can see into the near future,
priests of Y'ffre. The spinners emulate “The making predictions about your plans. You can ask a
Storyteller” by preserving Bosmeri history, culture, single, clear question about a course of action you plan
and laws through stories and metaphors. to take within the next hour. The DM communicates
Spinners often live their lives as though they are the insight through vague symbols, impressions, or a
narrating a story, and speak in much the same way. single word such as “favorable” or unfavorable”.
Spinners weave tales about future events, divining and Once you use this feature, you must finish a short
prophesying, the same way others might remember rest before you can do so again.
the past. The more powerful a spinner becomes, the
more powerful their prescience seems to be. SERENITY
It is rare for a spinner to take up a life of adventuring, At 10th level, you gain proficiency with Personality
but those that do seek to protect and preserve Y'ffre's saving throws and gain advantage on saving throws
gifts, collect stories of their adventuring to be recorded against being charmed.
for future historians.
SPINNERS REVELATIONS
BONUS PROFICIENCIES At 14th level, you can weave stories that appear in front
When you choose this conclave at 2nd level, you gain of you in an illusory pattern, peering into the future to
proficiency with the Performance skill and you learn gain insight about the world.
one bard cantrip of your choice. If you spend 10 minutes weaving tales, you can
choose a particular course of action, event, decision,
SPINNER'S CONCLAVE SPELLS person, or place. The DM provides a short, but
Your mystical connection with storytelling infuses you meaningful, explanation in one or two sentences that
with the ability to cast certain spells. At 3rd, 5th, 7th, and is in response to the knowledge that you seek.
9th level, you gain access to conclave spells connected Once you use this feature, you can't do so again for
with the spinners of Y'ffre. the next week.
Once you gain access to a conclave spell, you always
have it prepared, and it doesn't count against the
number of spells you can prepare each day. If you gain
access to a spell that doesn't appear on the warden
spell list, the spell is nonetheless a warden spell for
you.

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