Rogue Subclass
Warden
The discipline of the Warden was developed by the night elves. They are typically jailors, assassins, and bounty hunters, using extreme mobility and supernatural powers to recapture escaped prisoners and mete out justice.
Restriction: Night Elves Only
Only night elves can choose the warden rogue subclass. In Azeroth, night elves closely guard the secrets of the warden tradition.
Your DM can lift this restriction to better suit the campaign. The restriction reflects the story of wardens in the Warcraft setting, but it might not apply to your DM's setting or your DM's version of Azeroth.
Blink
When you take this archetype at 3rd level, you gain the ability to teleport short distances. When you take the Dash action, you can use it to teleport a distance away up to your movement speed. You must end your movement on a square you can see.
You can use this a number of times equal to your Intelligence modifier + half your rogue level. You regain expended uses of this ability when you finish a short or long rest.
Warden Training
Also at 3rd level, you gain proficiency in medium armor. While wearing medium armor, you ignore disadvantage on Stealth checks provided by it. You also treat the kaldorei moonsword as a finesse weapon.
You can also designate a specific creature as your quarry as an action. You can only have one quarry at a time and can only choose or change your quarry once per short rest. While following your quarry, you have the following benefits:
- You have advantage on Wisdom (Survival) checks and Wisdom (Perception) checks made to find your quarry.
- You remain alert to danger even while tracking your quarry.
- While tracking your quarry, you learn additional details about them, such as how long ago they passed by or their condition.
- You have advantage on Constitution saving throws versus exhaustion when you are forced marching, as long as you are following your quarry's tracks.
Fan of Knives
When you reach 9th level, you gain the ability to launch ghostly knives at enemies. You can spend 2 energy points as an action to launch a fan of knives in either a 30-foot cone or a 15-foot sphere centered on yourself.
Each creature in the area takes 3d4 magical piercing damage and has disadvantage on the next attack roll they make before the end of your next turn. A creature can make a Dexterity saving throw to only take half damage and suffer no additional effects.
Greater Warden Training
Also at 9th level, you gain the following abilities:
- You consider medium armor as light armor for the purposes of Fleet Footed and similar abilities.
- You can apply your entire Dexterity modifier to Armor Class when wearing medium armor.
Umbral Bind
Beginning at 13th level, when you use your Sneak Attack feature, you can choose to forgo dealing the damage to instead form a magical binding on the target.
The target gains the grappled condition as long as you remain within 5 feet of it. While it is grappled in this way, it can't move or travel using teleportation or by extradimensional or interplanar means.
You can end this effect whenever you want and the target can attempt to escape using a Strength (Athletics) or Dexterity (Acrobatics) check versus your Energy save DC. If the target breaks the effect, it takes psychic damage equal to your sneak attack damage.
When you move while you have an Umbral Bind on a creature, you can drag the creature with you. Your movement speed is not reduced when you do so, but you cannot use your Blink class feature without leaving the creature behind.
You can use this feature twice and you regain uses of it when you finish a short or long rest.



Warden's Verdict
When you reach 17th level, you gain one of the following abilities:
Avatar of Vengeance. You can use a bonus action to manifest a shadowy duplicate of yourself in an unoccupied space you can see within 15 feet of you. This duplicate lasts until it is destroyed, until you dismiss it as a bonus action, until you manifest another duplicate, or until you're incapacitated.
Your avatar of vengeance is incorporeal and is immune to all damage. On your turn, you can mentally command the spirit to move up to 30 feet in any direction (no action required). If your spirit is ever more than 120 feet from you at the end of your turn, it is destroyed.
You can use the echo in the following ways:
- As a bonus action, you can teleport, magically swapping places with your duplicate.
- When you take the Attack action on your turn, any attack you make with that action can originate from your space or the spirit's space. You make this choice for each attack.
- When a creature that you can see within 5 feet of your spirit moves at least 5 feet away from it, you can use your reaction to make an opportunity attack against that creature as if you were in the spirit's space.
- While you and the avatar are both within 5 feet of the same creature, you have advantage on attack rolls against that creature.
Warden's Cage. You can cast the spell forcecage as an action, once per long rest. When you do, it forms in the shape of a 20-foot radius, 40 foot tall cylinder. In appearance, it is a ring of spectral wardens facing inwards. There are no gaps between the wardens.
You (and only you and your equipment) can pass through the walls of the cage as if they were not there. The Charisma save to escape the cage by magical means uses your Energy save DC.
While you are within the cage, you have advantage on attack rolls against any other creatures within the cage.
Warden Weapons and Armor
A warden typically uses a kaldorei moonsword or a kaldorei moonglaive and is clad in half-plate armor. If your DM chooses to allow non-Night Elves to take levels in this subclass, ask that you gain proficiency in moonswords and moonglaives when you take this subclass. These weapons have the following statistics:
Name Cost Damage Weight Properties Kaldorei Moonsword 15 gp 1d8 slashing 4 lb. Versatile (2d6) Kaldorei Moonglaive 20 gp 1d6 slashing 3 lb. Finesse, Light
Thrown (range 20/60)

