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Warden

W
ardens are powerful, noble warriors dedicated
to the defense of their land and their people.
Striking a balance between defense and Warden
offense, wardens usually wear partial plate Proficiency
armor with chainmail and leather. Wardens Level Bonus Features
wield massive two-handed longswords for
slashing enemies and blocking attacks. 1st +2 Longsword expertise, Knighthood
Trained to be proud, loyal, and brilliant diplomats, the 2nd +2 Shoulder Bash
Wardens are expected to embody the highest values of 3rd +2 Combat Role
Knighthood. Many set out to achieve this, few do.
4th +2 Ability Score Improvement
Creating A Warden 5th +3 Stances
I made this class completely based off of the fighter, not 6th +3 Rushing Slash, Shoulder Bash
thinking I could satisfy what I had visioned as a subclass. I 10ft.
replaced the extra ASI's from Fighter with Feats I thought fit 7th +3 Combat Role feature
well, so you aren't allowed to take those feats to lead to
stacking shenanigans. I'm considering just removing the 8th +3 Ability Score Improvement
Combat Roles, but then there would be a lot of dead levels... 9th +4 Longsword Mastery
10th +4 Combat Role feature
Class Features 11th +4 Improved Stances
As a Warden, you gain the following class features 12th +4 Ability Score Improvement
Hit Points 13th +5 Improved Shoulder Bash
Hit Dice: 1d10 per level 14th +5 Warden's Wrath
Hit Points at 1st Level: 10 + your Constitution modifier 15th +5 Combat Role feature
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution
modifier per level after 1st 16th +5 Ability Score Improvement
Proficiencies 17th +6 Perfected Stances
Armor: All armor 18th +6 Combat Role feature
Weapons: Simple weapons, martial weapons 19th +6 Ability Score Improvement
Tools: vehicles (land)
20th +6 Dynamic Stance
Saving Throws: Strength, Constitution
Skills: Athletics, Persuasion & choose one from Deception,
History, Insight, Intimidation, Investigation, Perception,
and Religion
Equipment Longsword expertise
You start with the following equipment, in addition to the Due to your extensive and specialised many hours of training
equipment granted by your background: with the longsword, you weild it better than anyone else can,
(a) chain mail or (b) scale mail giving the following benifits:
a longsword you can strike with every part of the sword with equal skill
(a) any two simple melee weapons or (b) any martial melee and force. You can change the damage type from slashing
weapon to bludgeoning or piercing at will, even changing
(a) a light crossbow and 20 bolts or (b) any martial ranged inbetween attacks.
weapon you gain a +2 to damage to damage rolls
you can equip it as a free action while not restrained and it
is on your person.
Knighthood Rushing Slash (Charger Feat)
Your teachings went beyond combat, years of chivalry and At 6th level, when you use your action to Dash, you can use a
interacting with lords has granted you a noble grace and a bonus action to make one melee weapon attack or to shove a
strict code of honor. creature. If you move at least 10 feet in a straight line
Your proficiency bonus is doubled for any persuasion immediately before taking this bonus action, you either gain a
check made with nobles, lords, knights, and any other +5 bonus to the attack’s damage roll (if you chose to make a
members of the higher class. melee attack and hit) or push the target up to your Shoulder
Any time you would do something directly against your Bash shove distance away from you (if you chose to shove and
code of honor due to a failed saving throw against you succeed).
enchantment magic, like attack an ally or hurt an innocent Longsword Mastery (Blade Mastery
due to charm, you may reroll the saving throw against the
affect. Feat)
You can pay half what it would normally cost to repair At 9th level, You master the longsword completly, knowing
heavy armor and weapons. the weight like an extension of your body and soul. You gain
the following additional benefits when weilding it:
Shoulder Bash
Starting at 2nd level, your proficiency bonus is doubled for You gain a +1 bonus to attack rolls you make with the
any Athletics check made to shove. Additionally when you weapon.
successfully push away a creature by shoving it, you may You gain a +1 bonus to AC
follow up with a melee weapon attack against the shoved When you make an opportunity attack with the weapon,
target as a free action provided you move to stay in range. At you have advantage on the attack roll.
6th level, your shoves push creatures 10ft. instead of 5ft. and You can add double your proficiency modifier for
you can Shoulder Bash as a reaction to a creature attempting Performance or Intimidation checks made to distract or
to move you against your will. At 13th level this increases to amaze via twirling and deftly swinging your sword in
15ft. and if you move to stay in range of the shoved target it unbelievable ways.
costs no movement. Improved Stances
Stances At 11th level, you gain these additive benifits to your stances.
At 5th level, you finalize your fighting style into 3 distinct High Stance:
stances, a high stance, a closed stance, and a open stance. At Parry Focus: When you successfully use your Parry, you
the beginning of your turn while holding a longsword, you can gain 1 additional reaction.
declare which stance you are using, its benifits last until the
start of your next turn. Closed Stance:
Light Attack Combo: When one of your attacks hits, you
High Stance: may make an additional attack with advantage against the
Crushing Counterstrike: You can use your reaction to a same target as a free action. You can only do this once and
melee attack targeting you to try to parry it with a swing of on your turn.
your weapon. Roll an attack like normal, and if your total
to hit is higher than the triggering attacks, the opponents Open Stance:
attack misses and you make a a single attack with what Your Zone attack can hit any number of targets instead of
you rolled. 3 as long as they are in range.
Closed Stance: Warden's Wrath (Great Weapon
Extra attack: You can attack twice, instead of once, Master Feat)
whenever you take the Attack action on your turn.
At 14th level, you have masters how to put every ounce of
Open Stance: weight in your sword to use with slower, but mightier swings.
Zone attack: As an action, you can make an attack by You can choose to take a -5 penalty to any attack by making it
swirling your longsword around blindingly fast. You can a Heavy Attack. If the Heavy Attack hits, you add +10 to the
attack up to 3 creatures in melee range. Choose who to attack’s damage.
strike first, then attack each additional target counter- Additionally, if you reduce a creature to 0 HP with a Heavy
clockwise from them. attack, you heal 10 HP.
Perfected Stances
At 17th level, you gain these additive benifits to your stances.
High Stance:
Swing Capitalizer: You may attempt to parry attacks that
misse you as well, as long as it's not a critical miss.
Closed Stance:
Light Attack Vortex: You can make a Light Attack Combo
on any attack (besides a Light Attack Combo or things that
say specifically a single melee attack).
Open Stance:
Lunging strikes: Your attacks have +5ft. reach.
Dynamic Stance
At 20th level, your fighting stances have been so practiced
they are etched into your very soul, being able to switch
between them in an instant. You gain the benifit of all your
stances at once.
Starting at 3rd level, longswords are finesse weapons for you.
Combat Role
Different Wardens solidify in differnent staples in battlefields, Coming to Aid
and the more experianced ones specialize to heighten their Starting at 7th level, as a reaction to you seeing an ally within
usefulness and skill in their strengths. The Combat Role you a range equal to your speed getting damaged by an creature
choose reflects your approach. you can see and can imply was the attacker , you may move
your up to your speed towards the attacker.
Leader Mobile (Mobile Feat)
You are the one leading the charge, inspiring your allies and At 10th level;
breaking your enemies will. Your speed increases by 10 feet
Inspiring Aura When you use the Dash action, difficult terrain doesn’t
Beginning when you choose this archetype at 3rd level, allies cost you extra movement on that turn
within 60ft. of you and that can see and understand you are When you make a melee attack against a creature, you
bolstered by your confidence and words. don’t provoke opportunity attacks from that creature for
the rest of the turn, whether you hit or not.
For Glory Body Count
At 3rd level allies add your Charisma modifier to damage on Starting at 15th level, when you reduce a creature with >0 CR
weapon attacks while in your Inspiring Aura. to 0 HP, you gain 5 Temp HP.
Leading the Charge Chain Killing
At 7th level, when you use your Rushing Slash feature, all Starting at 18th level, When you reduce a creature to 0 HP,
allies who were in your Inspiring Aura before you moved can you can use your reaction to move up to your speed and make
move up to their speed in the direction you charged as a a single melee attack with advantage against another
reaction. In addition, Allies in your Inspiring Aura have creature.
advantage on Constitution saving throws due to forced
marching. Anchor
Rallying Speech (Inspiring Leader Feat) You are the holder of the front line. The immovable object.
At 10th level, you can spend 10 minutes inspiring your The dependable and durable. The wall.
companions, shoring up their resolve to fight. When you do
so, choose up to six friendly creatures (which can include Second Wind
yourself) within 30 feet of you who can see or hear you and Starting at 3rd level, on your turn you can use a bonus action
who can understand you. Each creature can gain temporary to regain hit points equal to 1d10 + your Warden level. You
hit points equal to your Warden level + your Charisma can use this feature a number of times equal to your
modifier. A creature can’t gain temporary hit points from this Constitution modifier. You all uses of this when you finish a
feat again until it has finished a short or long rest. long rest.
Intimidating Presence Immovable
Beginning at 15th level, you can use your action to frighten Starting at 7th level You can not be moved against your will
someone with your menacing presence or battlecry. When as long as your feet are firn=mly planted.
you do so, choose one creature that you can see within 30
feet of you. If the creature can see or hear you, it must Thick Blood (Tough Feat)
succeed on a Wisdom saving throw (DC equal to 8 + your At 10th level, you gain 20 max HP, and you get an additive 2
proficiency bonus + your Charisma modifier) or be more HP each time you level up again.
Frightened of you until the end of your next turn. On
subsequent turns, you can use your action to extend the Revenge Mode
Duration of this effect on the Frightened creature until the At 15th Level, if you have taken 1/4 your max health in
end of your next turn. This effect ends if the creature ends its damage since your last turn, you can enter Revenge Mode as
turn out of your Inspiring Aura. a bonus action. If you do, you gain your Warden level x2 Temp
If the creature succeeds on its saving throw, you can’t use HP, and all your melee attacks do double damage. These
this feature on that creature again for 24 hours. effects last untill your next turn starts. Once you use this
feature, you must finish a short or long rest before you can
Unbreakable Legion use it again.
The range of your Inspiring Aura increases to 120ft., and
allies in range are immune to Fear and Charm. Stand your Ground
Starting at 18th level, if you have not moved since the start of
Roamer your last turn and don't move this turn, you can take the
You are the one flitting from skirmish to skirmish, dealing Dodge action as a bonus action.
with what needs to be dealt with with speed, and efficiency.
Dexterous Blade

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