Warden
As his footfalls touch down upon the snow, it melts around their cloven shape. He’s lived in the frozen embrace of the north for so long, sustained by the fire burning inside of him. His spear drags along the snow beside him as his pace picks up. Dark eyes suddenly glowing with fierce amber light, he enters a full running stride. His fallen prey lay still, staining the snow in its wake. Unwanted guests will not encroach upon his territory so long as he draws breath. Thunder booms in the distance. The dark halls of this ruined castle alight with each crack of lightning.
Crouching in the corner, the diminutive goblin cowers at each bolt. The heavily armored adventurer steps through the hallway, each step like an echo to the storm outside. As he rounds the corner, the small goblin pounces onto his back, unleashing electrified energy from his fingertips that courses throughout the adventurer’s armor and brings him to his knees. The goblin cocks his fist and plunges it into a kink in the armor, knocking the man out cold.
Perched atop a rocky outcropping, a travel-worn elf gestures with her hands and summons a cloud of fog, sending it into the mountain pass with a gust of wind. Trolls have taken up residence at the narrowest part of the pass, claiming tolls from travelers. As the thick miasma envelops them, the bewildered trolls look frantically for its source. The rest of the party, awaiting this moment, descends on the trolls and carves them in twain. Their employer will be pleased.
No matter their duties, no matter their creed, a warden has honed their skill in battle and attuned to their innate elemental power into a force of nature. Each warden has a different perspective on the natural order of things, but they have in common a natural-born command of the elements and an aptitude for adventuring.
The Force of Nature
Wardens all share an innate ability to command the elements. Their durability and survival instincts lead most wardens to specialize in formal combat to augment their power. Beyond those similarities, each warden specializes in a specific area of the battlefield. One might be a stalwart defender in the vanguard, surrounded in wards of power unleashing elemental strikes. Another, a skirmisher, channeling the elements directly through their body and imposing them on their opponents. A warden finds their edge in combat through leveraging elemental power, giving them a unique place among their allies.
Creating a Warden
The most important aspect of a warden is their affinity to the natural world and how they marry it to their martial prowess. While a warden’s specific discipline is chosen at 1st level, their prime element doesn’t mature until 3rd. This prime element affects your warden’s personality and the flavor of combat, so plan by reading your features. Do you thrum with a fiery core? Are your movements as still as the snow atop a mountain? Or does the tenacity of a storm rage within you?
Also decide what motivates you. Do you see yourself taking up arms to defend your fellow adventurers? Stalwartly defending your home? Or do you set yourself out as a contract for hire—combating the enemies of your employer as long as it coincides with your own pursuits to cleanse nature?
Your duties can often conflict with the laws of civilization, and most wardens’ alignments lean toward chaotic good or neutral good. However, some are known to pursue their duties more severely, walking a fine line between good and evil.
Quick Build
You can make a warden quickly by following these suggestions. First, put your highest ability score in Strength or Dexterity to improve your martial presence. Then make Wisdom or Constitution your next highest score, depending on your place on the battlefield. Finally, choose the outlander background.


The Warden
| Level | Proficiency Bonus | Features | Power Die | Spells Known | Spell Slots | Spell Slot Level |
|---|---|---|---|---|---|---|
| 1st | +2 | Combat Discipline, Natural Awareness, Natural Power | 4(d4) | - | - | - |
| 2nd | +2 | Glamour, Source Magic | 4(d4) | 2 | 1 | 1st |
| 3rd | +2 | Prime Element | 4(d4) | 2 | 1 | 1st |
| 4th | +2 | Ability Score Improvement | 4(d4) | 2 | 1 | 1st |
| 5th | +3 | Extra Attack | 5(d6) | 3 | 2 | 2nd |
| 6th | +3 | Combat Discipline Feature | 5(d6) | 3 | 2 | 2nd |
| 7th | +3 | Prime Elemental Shield | 5(d6) | 4 | 2 | 2nd |
| 8th | +3 | Ability Score Improvement | 5(d6) | 4 | 2 | 2nd |
| 9th | +4 | — | 6(d8) | 5 | 2 | 3rd |
| 10th | +4 | Combat Discipline Feature, Nature Sense | 6(d8) | 5 | 2 | 3rd |
| 11th | +4 | Improved Natural Power | 6(d8) | 6 | 2 | 3rd |
| 12th | +4 | Ability Score Improvement | 6(d8) | 6 | 2 | 3rd |
| 13th | +5 | — | 7(d10) | 7 | 3 | 4th |
| 14th | +5 | Combat Discipline Feature | 7(d10) | 7 | 3 | 4th |
| 15th | +5 | Channel Power | 7(d10) | 8 | 3 | 4th |
| 16th | +5 | Ability Score Improvement | 7(d10) | 8 | 3 | 4th |
| 17th | +6 | — | 8(d12) | 9 | 3 | 5th |
| 18th | +6 | Improved Natural Awareness | 8(d12) | 10 | 3 | 5th |
| 19th | +6 | Ability Score Improvement | 8(d12) | 11 | 3 | 5th |
| 20th | +6 | Master of Elements | 8(d12) | 12 | 3 | 5th |
Class Features
As a Warden, you gain the following class features.
Hit Points
Hit Dice: 1d10 per warden level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per warden level after 1st
Proficiencies
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, longswords, rapiers, shortswords
Tools: None
Saving Throws: Strength, Wisdom
Skills: Choose two from Animal Handling, Athletics, Arcana, Intimidation, Investigation, Nature, Perception, and Survival
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- your choice of any two simple weapons or one martial weapon (if proficient)
- your choice of leather armor or scale mail
- your choice of a shortbow and 20 arrows or a shield
- an explorer’s pack and a component pouch
Alternatively, you may start with 5d4 × 10 gp to buy your own equipment.
Combat Discipline
You’ve completed your training in a combat specialty of your choice, detailed at the end of the class description. Your choice of discipline grants you features at 1st level, and again at 6th, 10th, and 14th level.
Natural Awareness
The time you’ve spent in nature learning your craft and honing your skills has given you an acute sense of danger. You have advantage on Wisdom (Perception) checks while in a natural environment (such as a forest or a cave, but not a city or dungeon). Also, you can unerringly identify if environmental phenomena (such as tremors, eruptions, magma flows, thunderstorms, and similar) are natural or unnatural.
Starting at 18th level, you also gain a bonus to your initiative rolls equal to your Wisdom modifier. When you are in an entirely natural environment, you gain advantage on initiative checks.
Natural Power
All wardens draw from a well of natural power, channeling the elements into their strikes using special dice called power dice. The Warden table shows how many power dice you have, as well as what die size to roll when using them.
Elemental Infusion. As a bonus action, you can expend a power die to infuse your weapon with sheer elemental force that lasts until you finish a short or long rest, or if you aren't holding the weapon at the end of your turn. While active, attacks from this weapon deal an additional 1d4 damage. The damage type of the additional damage is acid, bludgeoning, cold, fire, lightning, or thunder (your choice). This damage is magical and increases as you gain levels as a warden, as shown in the Power Die column of the Warden table.
Primordial Strike. When you hit with a weapon attack, you can expend a power die to add the result to the attack’s damage roll. The damage type of the extra damage is acid, bludgeoning, cold, fire, lightning, or thunder (your choice.) This damage is magical.
When you finish a short rest, you regain a number of power dice equal to half your total amount (rounded down, minimum of 1). You regain all expended power dice when you finish a long rest.
Glamour
Starting at 2nd level, you can create a harmless elemental sensory effect originating from your body. For example, this may be in the form of water dripping from your hands, a fiery glow in your eyes, or your skin appearing mottled and earthen. In addition, when making a Wisdom check, you can expend a power die, rolling the die and adding the result to your ability check.
Source Magic
Also at 2nd level, you’ve unlocked your natural-born affinity with the elements in the form of spellcasting. The warden spell list is provided at the end of this section.
Spell Slots
The Warden table shows how many spell slots you have to cast your spells of 1st level and higher. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warden spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.
Additionally, once per long rest, you can meditate for 1 minute, focusing on the elemental energies within you. At the end of this minute, you regain all expended warden spell slots.
For example, when you are 5th level, you have two 2nd-level spell slots. To cast the 1st-level spell thunderwave, you must spend one of those slots, and you cast it as a 2nd-level spell.
Spells Known of 1st Level and Higher
At 2nd level, you know two 1st-level spells of your choice from the warden spell list.
The Spells Known column of the Warden table shows when you learn more warden spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what’s shown in the table’s Slot Level column for your level. When you reach 9th level, for example, you learn a new warden spell, which can be of 1st, 2nd, or 3rd level.
Additionally, when you gain a level in this class, you can choose one of your warden spells you know and replace it with another spell from the warden spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability
Wisdom is your spellcasting ability for your warden spells, so you use your Wisdom whenever a spell references your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a warden spell you cast and when making an attack roll with one.
Spell Save DC
Spell attack modifier
Prime Element
At 3rd level, your application of your elemental abilities encourages a specialized path. You gain one of the following features of your choice, which also determines the benefit you gain at 7th level.
Earthen Bulwark
You learn the fling*, sculpt earth*, and stonefist* cantrips.
Whenever you use your Natural Power feature to deal extra bludgeoning damage, the target must succeed on a Strength saving throw equal to your warden spell save DC, or become grappled by the ground around it. The target can use an action to attempt to break free by repeating this saving throw, breaking free on a successful save. A creature that is currently flying or is otherwise not within 5 feet of the ground automatically succeeds on this saving throw.
Additionally, when a creature moves within 5 feet of you, you can use your reaction to expend a power die and attempt to shove them away. Make a Strength (Athletics) check contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check, adding the result of your power die to your roll. If you win the contest, you push the target back 10 feet and its movement becomes 0 until the end of its turn.
Flaming Bravery
You learn the braise*, fire bolt, and produce flame cantrips.
Whenever you use your Natural Power feature to deal extra fire damage, the target takes that same amount of extra damage at the start of its next turn.
Additionally, when a creature makes an attack roll against you, you can use your reaction and expend a power die to add the number rolled to your AC. You can choose to do this after the creature has rolled to attack, but before the DM says whether the attack hits or misses. If you choose to expend this die and the attack misses, the attacking creature takes fire damage equal to your Wisdom modifier + the result of your power die.
Putrid Corrosion
You learn the acid splash, fumigate*, and poison spray cantrips.
Whenever you use your Natural Power feature to deal extra acid damage, the target can’t add its Strength or Dexterity modifier to weapon damage rolls it makes until the end of its next turn.
Additionally, when you cast a spell that causes a creature to make a saving throw, you can expend a power die and add a corrosive element to that spell. If a creature fails its saving throw against your spell, your corrosive magic begins to permeate its body. At the beginning of each of its turns, the creature must make a Constitution saving throw against your warden spell save DC. On a failed save, the creature takes acid damage equal to the result of your power die. On a successful save, or after 1 minute, the effect ends.
Stoic Chill
You learn the freezing rain*, glacial slide*, and ray of frost cantrips.
Whenever you use your Natural Power feature to deal extra cold damage, the target has disadvantage on the next weapon attack it makes before the start of your next turn.
Additionally, when you make a saving throw, you can use your reaction and expend a power die to add the result to your save. You can choose to do this after you have rolled the saving throw, but before the DM says whether the roll succeeds or fails. If you succeed on the saving throw, all surfaces in a 10-foot radius of you become covered in enchanted ice, which is difficult terrain. When the ice forms, any creature (other than you) in the area must succeed on a Dexterity saving throw against your warden spell save DC, or fall prone. This effect lasts until the start of your next turn.
Unrelenting Storm
You learn the douse*, shocking grasp, and storm orb* cantrips. Whenever you use your Natural Power feature to deal extra lightning or thunder damage, and the target moves willingly before the start of your next turn, you can reroll your power die, and the target takes lightning or thunder damage (your choice) equal to the result + your Wisdom modifier.
Additionally, when you make an attack roll with a weapon attack, you can expend a power die and add that number to your attack roll. You can make this choice after you see the roll, but before the DM says whether the attack hits or misses. If the attack hits, all other creatures within 5 feet of you or the target of your attack must make a Constitution saving throw against your warden spell save DC, being knocked back 5 feet on a failed save.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Prime Elemental Shield
At 7th level, you can use your reaction to produce one of the following effects, determined by the Prime Element option you chose at 3rd level.
Earthen Bulwark. As a reaction to a creature making a ranged attack against you or causing you to make a Dexterity saving throw, you can kick up a cloud of dust and rocks, imposing disadvantage on its attack or granting advantage on your saving throw.
Flaming Bravery. Your body flares with fiery energy when others assault you. You can use your reaction to grant yourself advantage on a saving throw or ability check made to resist being grappled, knocked prone, or moved against your will.
Putrid Corrosion. As a reaction to a creature hitting you with a melee attack using a metal weapon, you can weaken that weapon. Any time that weapon is used to make an attack before the end of your next turn, that attack is made with disadvantage and can’t benefit from advantage from any source.
Stoic Chill. As a reaction to a creature hitting you with a melee weapon attack, you can create a thick barrier of ice between you and the weapon, reducing the damage dealt by the attack by an amount equal to your Wisdom modifier.
Unrelenting Storm. As a reaction to a creature hitting you or an ally within 5 feet of you with a ranged weapon attack, you can create a buffet of air that dampens the impact of the projectile, reducing the damage dealt by the attack by an amount equal to your Wisdom modifier.
Nature Sense
Beginning at 10th level, you can channel nature to extend your senses. You can spend 1 minute touching a natural surface and focusing on it, after which you shift your perspective as if your senses were originating from any point of your choice on that surface within 100 feet of you. You can maintain this vantage point for up to 10 minutes if you don’t move, and can choose to end it at any time (no action required). You are blinded and deafened to your own senses for the duration.
Improved Natural Power
Starting at 11th level, your natural well of magical power surges more readily. Once on each of your turns when you deal damage to a creature with a weapon attack or warden cantrip, you can deal an extra 2d8 damage. The damage type of the extra damage is acid, bludgeoning, cold, fire, lightning, or thunder (your choice).
Channel Power
Starting at 15th level, your natural power can fuel your spellcasting directly, or vice versa. As a bonus action, you can sacrifice four power dice to regain a single spell slot, or you can sacrifice a spell slot to regain a number of power dice equal to the slot's level. Once you use this feature, you can’t do so again until you finish a long rest.
Master of Elements
At 20th level, your mastery of the elements has granted you access to a form of pure power. As an action, you unleash a torrent of magical energy in a 30-foot radius centered on you. This area becomes infused with primal magic and takes on an appearance based on your prime element. For 1 minute, you gain the following benefits:
-
While you are within this area, whenever you expend a power die, the number of power dice you have available does not decrease.
-
You have resistance to bludgeoning, acid, cold, fire, lightning, and thunder damage.
-
As an action, you can have the area itself come alive and attack. Make a single weapon attack against any number of creatures within the area, dealing damage against each creature you hit.
Once you use this feature, you can’t do so again until you finish a long rest.
Combat Disciplines
All wardens are masters of combat and raw magic. Their strength comes from their ability to harmonize both. To do so, each warden focuses on a single area of combat to excel in, learning spellcasting techniques that best complement it. Your choice of discipline may define your role as an adventurer, but as a warden, you will always be in tune with the thrum of nature.
Guardian
Your training has focused on utilizing martial weapons to combat your foes and defend nature. By specializing in weaponry, you’ve sharpened the edge of your resolve and found balance between nature and steel.
Discipline Spells
You learn an additional spell when you reach certain levels as a warden, as shown in the Guardian Spells table. The spell counts as a warden spell for you, but it doesn’t count against the number of warden spells you know.
Guardian Spells
| Warden Level | Spells |
|---|---|
| 2nd | nature's brand* |
| 5th | enlarge/reduce |
| 9th | manifest elements* |
| 13th | stoneskin |
Combat Training
Beginning when you choose this discipline at 1st level, you’ve trained in a variety of styles suited to your tastes and the needs of the situation. You gain proficiency in all martial weapons and heavy armor. In addition, choose one of the following fighting style options. You can’t take the same fighting style option more than once, even if you get to choose again.
Archery. You gain a +2 bonus to attack rolls you make with ranged weapons.
Blind Fighting. Being unable to see a creature doesn't impose disadvantage on your attack rolls against it, provided the creature isn't hidden from you.
Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Interception. When a creature you can see hits a target that is within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
Great Weapon Fighting. When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding in two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Protection. When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
Elemental Assault. When you're not wearing heavy armor and you are engaged in two-weapon fighting, you can activate your Elemental Infusion feature without using your bonus action, as long as you use your bonus action to make the second attack. You can add your ability modifier to the damage of the second attack.
Strength of the Elements
Starting at 6th level, when you would normally roll a power die to deal extra damage to a creature, you can choose to treat a roll of anything less than its highest result as its highest result.
You can do this a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a short or long rest.
Shielding Aura
Starting at 10th level, if you or a creature you can see within 30 feet of you takes acid, fire, cold, lightning, or thunder damage, you can use your reaction to reduce the damage to that creature by half.
Nature’s Fury
At 14th level, your mastery of combat enables you to tap into your elemental affinity and strike true. When you make a weapon attack, you can expend a power die to grant yourself advantage on that attack. For each d20 that is part of the attack roll that would hit the creature, you roll that power die, dealing extra damage equal to the result. The damage type of this extra damage is acid, bludgeoning, cold, fire, lightning, or thunder (your choice.)
Fanatic
You’ve decided that weapons are a hindrance and only serve to block your connection to nature. The raw connection of your body is all you need to wield your power freely.
Discipline Spells
You learn an additional spell when you reach certain levels as a warden, as shown in the Fanatic Spells table. The spell counts as a warden spell for you, but it doesn’t count against the number of warden spells you know.
Fanatic Spells
| Warden Level | Spells |
|---|---|
| 2nd | reflect elements* |
| 5th | downdrop* |
| 9th | haste |
| 13th | fire shield |
Pugilist
At 1st level, you’ve forgone all need for weapons, focusing your training on turning your body into its own force of nature. You gain the following benefits:
-
You can roll a d6 in place of the normal damage of your unarmed strikes. This die changes as you gain warden levels, as shown in the Power Die column of the Warden table. At 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
-
When you aren't wearing armor, your AC is 12 + your Wisdom modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.
-
You can use Wisdom instead of Strength or Dexterity for the attack and damage rolls of your unarmed strikes.
-
When you take the Attack action to make an unarmed strike, you can make another unarmed strike as a bonus action.
Precise Power
Starting at 6th level, your discipline and patience enable you to strike at the most opportune moment, exploiting weaknesses in your opponent’s defenses. When you expend a power die to deal extra damage to a creature with an unarmed strike, you can roll the power die an extra time and add its result to the damage.
You can do this a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Extension Stance
Beginning at 10th level, you blend your martial skill with the elements, extending your range of influence. Your reach with unarmed strikes increases to 15 feet when both your hands are empty. When you are grappling a single creature, as long as it remains within reach, you do not need to use your hands to maintain the grapple, instead binding it with raw elemental power.
When you cast a spell with a range of touch, for you, it has a range of 15 feet.
Exploding Elements
Starting at 14th level, the elements coursing through you can be expelled as an explosive burst. When you expend a power die to deal extra damage on an attack, you can choose to have that damage dealt to all creatures of your choice within 20 feet of your target.
Sage
You’ve always had a profound connection to elemental power, and dedicate yourself entirely to honing your innate abilities. Compared to other wardens, your ability to command spells is unmatched.
Discipline Spells
You learn an additional spell when you reach certain levels as a warden, as shown in the Sage Spells table. The spell counts as a warden spell for you, but it doesn’t count against the number of warden spells you know.
Sage Spells
| Warden Level | Spells |
|---|---|
| 2nd | faerie fire |
| 5th | moonbeam |
| 9th | protection from energy |
| 13th | polymorph |
Innate Potential
When you choose this discipline at 1st level, you can harness magic more readily than other wardens. On your next turn after dealing extra damage on a weapon attack with your Primordial Strike feature by expending a Power Die, you can cast one of the following spells without expending a spell slot or requiring components: burning hands, dripping fangs*, entangle, entomb*, or thunderwave. Wisdom is your spellcasting modifier for these spells.
Elemental Strikes
Beginning at 6th level, when you use an action to cast a spell granted by your Innate Potential feature, you can make one weapon attack as a bonus action.
Primal Dance
Beginning at 10th level, you’ve learned to predict the movements of your enemies through sensing disturbances in the air around you. As a reaction when a hostile creature moves within 15 feet of you, you can move up to your speed without provoking opportunity attacks.
Duality
Starting at 14th level, the ease with which you manifest magic has allowed you time to master another element. Choose a second prime element from the Prime Element class feature. You gain the benefits of both elements, and when a feature produces an effect based on the element you’ve chosen, you can pick which of those elements to manifest.
Dragon Guard
The Dragon Guard is a unique group of wardens who spend their lives dedicated to the protection and cultivation of draconic ideals and culture. In their eyes, dragons are a physical manifestation of the same power that innately courses through a warden, and they wield it to honor their revered dragons.
Dragon Guard Spells
You learn an additional spell when you reach certain levels as a warden, as shown in the Dragon Guard Spells table. The spell counts as a warden spell for you, but it doesn’t count against the number of warden spells you know.
Dragon Guard Spells
| Warden Level | Spells |
|---|---|
| 2nd | command |
| 5th | dragon's breath |
| 9th | fear |
| 13th | polymorph |
Draconic Influence
At 1st level, your latent natural power and the influence of dragons unlocks power tied to a specific breed of dragon. Choose one of the following dragon types. You gain proficiency in the skill associated with that dragon type (if you aren’t already proficient). The damage type associated with each dragon determines the effects of features you gain at 10th and 14th level.
| Dragon | Skill | Damage Type |
|---|---|---|
| Black | Dexterity (Stealth) | Acid |
| Blue | Charisma (Deception) | Lightning |
| Brass | Charisma (Persuasion) | Fire |
| Bronze | Wisdom (Insight) | Lightning |
| Copper | Charisma (Performance) | Acid |
| Gold | Wisdom (Insight) | Fire |
| Green | Charisma (Deception) | Poison |
| Red | Charisma (Intimidation) | Fire |
| Silver | Intelligence (History) | Cold |
| White | Wisdom (Survival) | Cold |
Dragon Shot
Beginning at 1st level, when you take the Attack action on your turn, you can expel a blast of energy from your mouth as part of the same action. This is a ranged spell attack with a range of 60 feet that ignores half cover and uses your power die as its damage die. The damage dealt is of the type associated with your draconic influence. You are proficient with this attack, and it uses your Wisdom modifier for attack and damage rolls.
Form of the Dragon
Starting at 6th level, your draconic influence can manifest itself as physical adaptations. As an action, you can expend two power dice to manifest this power. For the next minute, you gain the following benefits:
-
Your face morphs into the muzzle of a giant lizard, granting you a bite attack. This is a natural weapon that uses your power die as its damage die and deals piercing damage. If you hit with this attack, you can use a bonus action to attempt to grapple the target with your mouth. As long as a creature remains grappled this way, you can use a bonus action to deal piercing damage equal to your power die.
-
You sprout webbed, bat-like wings from your back, granting you a flying speed of 10 feet. In addition, when a creature that you can see makes a ranged attack against you, you can use your reaction to buffet the air with your wings, imposing disadvantage on the attack roll.
-
When you use your Dragon Shot feature, roll your power die and add the result to the damage dealt.
Draconic Warding
Starting at 10th level, your draconic influence has mottled your skin, which takes on the hue of your influence and becomes leather-like. You have resistance to the damage type associated with your draconic influence. If you already have resistance to this damage type, instead, damage you take of the type associated with your draconic influence is reduced by an amount equal to your Wisdom modifier (a minimum of 1).
Fury of Dragons
At 14th level, your draconic influence has taken a deep hold of you, granting you a significant portion of the power of a dragon. You gain the feature below associated with your chosen draconic influence.
Black Dragon. When dealing damage to a creature that is surprised, your weapon damage die and any power dice you expend on that attack deal maximum damage.
Blue Dragon. When attacking a creature that is 20 or more feet above or below you, you deal extra damage equal to your power die.
Brass Dragon. As a bonus action, you can expel a breath of knockout gas. Each creature within a 15-foot cone must succeed on a Constitution saving throw against your warden spell save DC or become incapacitated until the start of its next turn.
Bronze Dragon. As a bonus action, you can expel a breath of repulsive gas. Each creature within a 15-foot cone must succeed on a Constitution saving throw against your warden spell save DC or be compelled to immediately move up to half its movement away from you.
Copper Dragon. As a bonus action, you can expel a breath of heavy gas. Each creature within a 15-foot cone must succeed on a Constitution saving throw against your warden spell save DC or be unable to take the Dash or Disengage actions until the end of its next turn.
Gold Dragon. As a bonus action, you can expel a breath of dry, hot air. Each creature within a 15-foot cone must make a Constitution saving throw against your warden spell save DC. On a failed saving throw, it only deals half damage with weapon attacks that use Strength or Dexterity until the end of its next turn.
Green Dragon. As an action, you can study the movements and patterns of a single creature. You can expend a power die and add the result to all attack rolls you make against that creature until the end of your next turn.
Red Dragon. When dealing fire damage to a creature, you can expend a power die and add twice the result to the damage.
Silver Dragon. As a bonus action, you can expel a breath of intoxicating gas. Each creature within a 15-foot cone must succeed on a Constitution saving throw against your warden spell save DC or become charmed by you until the end of its next turn.
White Dragon. When dealing cold damage to a creature, you can expend a power die and add twice the result to the damage.
Warden Spell list
1st Level
- absorb elements
- burning hands
- chromatic orb
- color spray
- create or destroy water
- detect poison and disease
- earth tremor
- ensnaring strike
- entangle
- entomb*
- featherfall
- fog cloud
- ice knife
- searing smite
- sleep
- thunderwave
2nd Level
- acid rain*
- air kick*
- armor of ice*
- blinding spit*
- chilling breeze*
- continual flame
- earthbind
- heat metal
- invisibility
- levitate
- locate animals or plants
- maximilian's earthen grasp
- melf's acid arrow
- shatter
- sleeting slice*
- spike growth
- thunderous charge*
3rd Level
- call lightning
- create food and water
- daylight
- elemental weapon
- erupting earth
- fireball
- flame arrows
- lightning arrow
- meld into stone
- plant growth
- protection from energy
- sleet storm
- speak with plants
- thunder step
- tidal wave
4th Level
- control water
- dominate beast
- fire shield
- guardian of nature
- stone shape
- toxin well*
- wall of fire
5th Level
- cloudkill
- commune with nature
- cone of cold
- control winds
- flame strike
- lightning recoil*
- tree stride
- wall of stone
Spells marked with a * appear in the following appendix
Multiclassing
If your group uses the optional rule on multiclassing, here’s what you need to know if you choose warden as one of your classes.
Ability Score Minimum. As a multiclass character, you must have a Strength or Dexterity score of 13 or higher, as well as a Wisdom score of 13 or higher, to take a level in this class, or to take a level in another class if you are already a warden.
Proficiencies Gained. If warden isn’t your initial class, here are the proficiencies you gain when you take your first level as a warden: light armor, medium armor, simple weapons.
Pact and Source Magic. If you gain the Pact Magic feature from another class, your levels in that class combine with your warden class level to determine what level your spell slots are. Your number of spell slots is equal to the number of slots you would receive in the higher of the two classes, as indicated in the Pact and Source Magic Spell Slots table. For example, if you are a 14th-level warden and 6th-level warlock, you are a 15th-level pact caster and you have three spell slots that are 5th level.
Pact and Source magic spell slots
| Class Level | Slot Level |
|---|---|
| 1st-2nd | 1st |
| 3rd-4th | 2nd |
| 5th-6th | 3rd |
| 7th–8th | 4th |
| 9th–20th | 5th |
Appendix - Spells
Acid Rain
2nd-level transmutation
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S, M (a vial of acid)
- Duration: Concentration, up to 10 minutes
- Classes: Bard, druid, warden, wizard
An acrid cloud appears in the shape of a cylinder that is 10 feet tall with a 15-foot radius, centered on a point you can see 100 feet directly above you. The spell fails if you can’t see a point in the air where the cloud could appear (for example, if you are in a room that can’t accommodate the cloud).
When you cast the spell, it pours acidic rain on the area beneath it. Each creature below the cloud must make a Dexterity saving throw, taking 2d12 acid damage on a failed save, or half as much damage on a successful one. On each of your turns after you cast this spell, you can use an action to expel acidic rain in this way again, and you can use a bonus action to move the cloud up to 15 feet.
If you are outdoors in rainy conditions when you cast this spell, the natural rain weakens the effect of the acid but spreads it over a larger radius. The cloud has a radius of 30 feet, but the spell’s damage decreases by 1d12.
At Higher Levels. When you cast this spell using a spell slot of 3rd or higher level, the damage increases by 1d12 for each slot level above 2nd.
Air Kick
2nd-level evocation
- Casting Time: 1 action
- Range: Self (15-foot line)
- Components: S
- Duration: Instantaneous
- Classes: Druid, Ranger, Sorcerer, Wizard
You kick a blast of air 15 feet long and 5 feet wide from you in a direction you choose. Each creature in the line must make a Strength saving throw. On a failed save, a creature takes 2d8 thunder damage and is knocked prone if it is Large or smaller. On a successful save, a creature takes half as much damage and isn't knocked prone.
The blast disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
Armor of Ice
2nd-level abjuration
- Casting Time: 1 action
- Range: Self
- Components: V, S
- Duration: 10 minutes
- Classes: Druid, Sorcerer, Warden
Your body becomes encased in a thick layer of ice, with fractal protrusions that extend outwards and end in sharp spikes. Until the spell ends, your AC can’t be less than 15, regardless of what kind of armor you are wearing, and your speed is reduced by 10 feet. Whenever a creature within 5 feet of you hits you with a melee attack, it takes 1d4 piercing and 1d4 cold damage.
You can end this spell early as a bonus action.
Blinding Spit
2nd-level evocation
- Casting Time: 1 action
- Range: 15 feet
- Components: V
- Duration: Instantaneous
- Classes: Druid, Ranger, Sorcerer, Warden, Warlock, Wizard
You spit a glob of yellow acid into the eyes (or nearest equivalent) of a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d4 acid damage and is blinded until the end of its next turn.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2d4 for each slot level above 2nd.
Braise
Evocation cantrip
- Casting Time: 1 action
- Range: 5 feet
- Components: V, S
- Duration: Instantaneous
- Classes: Sorcerer, Warden, Wizard
A spark ignites as you snap your fingers, turning your empty fist into a blaze of flame. Make a melee spell attack against a creature within range. If the attack hits, the creature takes 1d8 fire damage. If the target is wearing metal armor, it instead takes 1d12 fire damage.
The spell’s damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).
Chilling Breeze
2nd-level evocation
- Casting Time: 1 action
- Range: Self (15-foot line)
- Components: V, S, M (a penguin's feather)
- Duration: Concentration, up to 1 minute
- Classes: Druid, Sorcerer, Warden, Wizard
You cast forth a gentle breeze of freezing air in a line 15 feet long and 5 feet wide in a direction you choose. Each creature in the line must make a Constitution saving throw. A creature that fails the saving throw takes 3d12 cold damage and is chilled for the spell's duration, as ice freezes their feet to the ground.
A chilled creature has its speed reduced to 0, and disadvantage on attack rolls. A chilled creature can make a Strength check as an action against your spell save DC, freeing itself on a success. The spell ends if there are no chilled creatures.
A creature resistant to cold damage has advantage on the saving throw, and a creature immune to cold damage automatically succeeds.
Douse
Transmutation cantrip
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S
- Duration: Instantaneous
- Classes: Druid, Sorcerer, Warden, Wizard
A spout of water erupts from your outstretched hand, dousing a creature you can see within range in water. Make a ranged spell attack. On hit, the target takes 1d10 cold damage. If you are outdoors in stormy conditions when you cast this spell, the spell acts as a grounding rod for the storm, dealing 1d4 extra lightning damage.
The spell’s damage increases by one die when you reach 5th level (2d10 and 2d4), 11th level (3d10 and 3d4), and 17th level (4d10 and 4d4).
Downdrop
2nd-level transmutation
- Casting Time: 1 reaction, which you take when a flying creature moves within the spell’s range.
- Range: 30 feet
- Components: V, S, M (a small ball of lead)
- Duration: Concentration, up to 1 minute
- Classes: Bard, Druid, Sorcerer, Warden (Fanatic), Wizard
You whisper a command word into a ball of lead and it launches itself toward a flying foe. The flying creature must make a Dexterity saving throw. On a failed save, the lead embeds itself in the creature’s body, forcing it to the ground and reducing its flying speed to 0 for the duration.
Dripping Fangs
1st-level transmutation
- Casting Time: 1 action
- Range: Touch
- Components: V
- Duration: Instantaneous
- Classes: Druid, Sorcerer, Warden
You unleash a bestial roar as your mouth sprouts fangs dripping in corrosive saliva. Make a melee spell attack against a creature you can reach. On a hit, the target takes 4d6 acid damage. If the target is restrained or grappled, it takes an extra 2d6 damage.
At Higher Levels. When you cast this spell using a spell slot of 2nd or higher level, the damage increases by 2d6 for each slot level above 1st.
Entomb
1st-level evocation
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (an ounce of water or ice)
- Duration: Concentration, up to 1 minute
- Classes: Bard, Druid, Sorcerer, Warden (Sage)
You place the water to your lips and blow gently toward a creature within range. The target must succeed on a Strength saving throw or gain one level of entombment. The table below describes the effect at each level.
| Level | Effect |
|---|---|
| 1 | Speed halved |
| 2 | Speed reduced to 0 |
| 3+ | Incapacitated |
While you maintain concentration on this spell, you can use an action to attempt to deepen the freeze. Each time you do, the target must succeed on another Strength saving throw or gain one level of entombment.
When a creature takes damage while incapacitated by this spell, the ice around them shatters, dealing an extra 6d6 cold damage to the creature and reducing its entombment level to 0, ending the spell immediately.
As an action on the creature’s turn, it can attempt to shake free of the effect by making a Strength saving throw. On a successful save, it loses a level of entombment. If the creature ever has no levels of entombment, the spell immediately ends.
Fling
Enchantment cantrip
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (a piece of rock)
- Duration: Instantaneous
- Classes: Bard, Druid, Sorcerer, Warden, Wizard
You enchant a small piece of rock and fling it at a creature you can see within range. Make a ranged spell attack against the target. On a hit, the target takes 1d6 bludgeoning damage. In addition, this infuriating act causes the creature to become enraged by you until the start of your next turn; a creature that is immune to charm ignores this effect.
The target’s first attack roll against you while enraged has advantage. If this enraged attack misses, you can use your reaction to make an opportunity attack against the creature.
This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Freezing Rain
Conjuration cantrip
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S
- Duration: Instantaneous
- Classes: Druid, Sorcerer, Warden
A dark cloud forms above a creature you can see within range, dousing them with ice cold rain. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage and can’t use a bonus action until the end of its next turn.
This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Fumigate
Conjuration cantrip
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S
- Duration: Concentration, up to 1 minute
- Classes: Druid, Sorcerer, Warden, Warlock, Wizard
A cloud of noxious gas forms in a 5-foot-radius sphere centered on a point of your choice within range. Any creature that starts its turn within this gas must make a Constitution saving throw, taking 1d10 poison damage on a failed save. A creature that both starts and ends a turn within the area of the gas must make a Constitution saving throw or become poisoned for 1 minute. A creature poisoned this way can repeat the saving throw at the end of each of its turns, ending the effect early on a successful one.
On each of your following turns, you can use a bonus action to move this cloud 5 feet. The distance you can move the cloud increases by 5 feet when you reach 5th level (10 feet), 11th level (15 feet), and 17th level (20 feet).
Glacial Slide
Transmutation cantrip
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S
- Duration: Instantaneous
- Classes: Druid, Warden
A wave of cold air washes over a point on the ground that you can see within range, creating slick ice. Every creature within 5 feet of this point must succeed on a Dexterity saving throw or be knocked prone.
Grasping Earth
2nd-level conjuration
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S
- Duration: Concentration, up to 1 minute
- Classes: Druid, Ranger, Sorcerer, Warden (Guardian)
A point on the ground within range becomes enchanted with conjuration magic, and subtly shifts and swirls. If a creature moves within 5 feet of this point, you can use your reaction to cause the ground to reach up and pull them into it. The target must make a Strength saving throw, and makes this save with disadvantage if it was directly on top of the point the spell originated. On a failed save, the creature is restrained and takes 2d8 bludgeoning damage.
At the start of each of its turns, the creature can make another Strength saving throw to break free of the earth’s grasp, ending the spell early on a success.
On your turn, you can use an action to pull a restrained creature further in. The target takes another 2d8 bludgeoning damage.
Lightning Recoil
5th-level evocation
- Casting Time: 1 action
- Range: Self
- Components: V, S
- Duration: Concentration, up to 1 minute
- Classes: Druid, Sorcerer, Warden, Wizard
A cloud forms above you, striking you with harmless lightning that builds up a charge within your body. Each creature who starts its turn within 5 feet of you, or moves to within 5 feet of you for the first time on its turn, must make a Constitution saving throw. On a failed save, it takes 5d10 lightning damage and is stunned until the end of its turn. On a successful save, it becomes immune to this effect for 1 minute.
Manifest Elements
5th-level evocation
- Casting Time: 1 action
- Range: Self
- Components: V, S
- Duration: Concentration, up to 1 hour
- Classes: Ranger, Sorcerer, Warden (Guardian)
You begin to radiate the power of the elements. Choose one damage type: acid, cold, fire, lightning, or thunder. For the duration, the first weapon attack you make on each turn deals an extra 1d8 of that damage type. In addition, if you score a critical hit, you apply one of the following effects depending on the damage type chosen.
Acid. One piece of nonmagical metal equipment that the target is wearing or wielding immediately corrodes and falls apart, rendering it useless.
Cold. The target becomes frozen to the core, and is incapacitated until the end of its next turn.
Fire. A blast of heat erupts from the target, dealing 2d8 fire damage to up to two other creatures of your choice within 10 feet of it.
Lightning. Choose one creature wearing metal within 20 feet of the target. The lightning arcs to them, causing this creature to take lightning damage equal to the lightning damage dealt to the original target.
Thunder. As your attack hits, a powerful sonic boom erupts from the target that can be heard by any creature within 300 feet. The target and all creatures within 10 feet of it (excluding you) are knocked prone.
Nature’s Brand
1st-level evocation
- Casting Time: 1 bonus action
- Range: Self
- Components: V, S
- Duration: Concentration, up to 1 minute
- Classes: Warden (Guardian)
You coat your weapon in magical light. The next time you hit a creature with a weapon attack during the duration, the attack deals an extra 1d6 acid, cold, fire, lightning, or thunder damage (your choice) and the target must make a Wisdom saving throw. On a failed save, the target is branded by that energy. For the duration, whenever the branded creature takes damage of that type, it takes 1d6 extra damage and can make an additional Wisdom saving throw, ending the spell on a success. If the target or a creature within 5 feet of it uses its action to rub off the brand, the spell ends early.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial extra damage dealt by the attack increases by 1d6 for each slot level above 1st.
Reflect Elements
1st-level abjuration
- Casting Time: 1 reaction, which you take when you take acid, cold, fire, lightning, or thunder damage.
- Range: Special
- Components: V, S
- Duration: Instantaneous
- Classes: Sorcerer, Warden (Fanatic), Wizard
As your body absorbs the damage from the attack, you metabolize the energy and sling it back at your attacker. Make a ranged spell attack against the target. On a hit, it takes damage equal to the triggering damage plus an extra 1d8 of the same type.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage dealt by the attack increases by 1d8 for each slot level above 1st.
Sculpt Earth
Transmutation cantrip
- Casting Time: 1 action or a reaction (which you take in response to a ranged attack you can see being made against you)
- Range: 30 feet
- Components: S
- Duration: 1 hour or instantaneous (see below)
- Classes: Druid, Warden
You can shift and shape loose dirt and rocks within range to create an inanimate object on the ground no larger than a 5-foot cube. This object can be any shape or design. Any attack made against it automatically hits, causing it to fall apart.
If you cast this spell as a reaction, the object is hastily sculpted, and provides half cover against the triggering attack. Whether the attack hits or misses, the object crumbles immediately after.
Sleeting Slice
2nd-level conjuration
- Casting Time: 1 action
- Range: Self
- Components: V, S
- Duration: Concentration, up to 1 minute
- Classes: Druid, Ranger, Sorcerer, Warden
You extract water from the air, forming a blade of snow and ice frozen to your hand. When you cast this spell, and then as an action on each of your turns until the spell ends, you can use this weapon to make a melee spell attack against a creature within 5 feet. On a hit, the blade shatters, your concentration ends, and the target takes 1d6 slashing and 2d6 cold damage. In addition, each creature within 5 feet of the target (excluding you) must succeed on a Dexterity saving throw or take 1d6 piercing and 2d6 cold damage.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the cold damage dealt by the initial attack and by the shards increases by 1d6 each.
Stonefist
Evocation cantrip
- Casting Time: 1 action
- Range: 5 feet
- Components: V, S
- Duration: Instantaneous
- Classes: Druid, Warden
Debris from the air gathers around your empty fist, forming a stone block. Make a melee spell attack against a creature within range. On a hit, the target takes 1d8 bludgeoning damage, and if the target is your size or smaller, you push it up to 10 feet away from you.
This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Storm Orb
Conjuration cantrip
- Casting Time: 1 action
- Range: Self
- Components: V, S
- Duration: Concentration, up to 1 minute
- Classes: Druid, Sorcerer, Warden, Warlock, Wizard
An ominous storm cloud materializes above your head. The first time a creature deals damage to you with a melee attack, you can use your reaction to deal 1d8 lightning damage to that creature, and the spell ends.
This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Thunderous Charge
2nd-level evocation
- Casting Time: 1 action
- Range: Self
- Components: V, S
- Duration: Instantaneous
- Classes: Ranger, Sorcerer, Warden
A crackle of energy sparks around your feet as you step forward, transforming you into a bolt of lightning. You launch in a straight line up to 20 feet in a direction you choose. If your trajectory would cause you to enter a space occupied by a creature or solid object, you ricochet off of it rather than moving through its space, and can choose another direction to use your remaining movement granted by this spell. The first time you ricochet off a creature during this movement, it must make a Strength saving throw, and on a failed save, takes 2d6 thunder damage and is knocked prone.
At the end of your movement, a sudden boom of energy causes a sonic wave to propagate in a 15-foot cone in the direction you were last traveling, originating from in front of you. Each creature within this area must succeed on a Constitution saving throw or become deafened and pushed 10 feet away from you.
At Higher Levels. When you cast this spell using a slot of 3rd level or higher, the distance you can travel increases by 10 feet for each slot level above 2nd.
Toxin Well
4th-level transmutation
- Casting Time: 1 action
- Range: Touch
- Components: V, S, M (a vial of poison)
- Duration: 1 hour
- Classes: Bard, Sorcerer, Warden, Wizard
You touch a body of water no greater than 120 gallons, causing it to become toxic and take on an oily, murky haze as you infuse it with magical poison for the duration. This water can be used on its own, or can be mixed with other fluids (such as potions) in equal parts; the other fluid keeps its original properties, and is additionally poisoned according to the effects of this spell. The poisoned fluid affects targets in the following ways.
Contact. When a creature starts its turn with any part of its body, such as a limb or appendage, in contact with the water, it must succeed on a Constitution saving throw or become poisoned for 1 minute.
Dip. If you submerge an object, such as a weapon or piece of cloth, in this liquid, it becomes infused with the magic toxin. Any creature touched with the toxin-infused surface within the next round must succeed on a Constitution saving throw or become poisoned until the end of its next turn.
Drink. When a creature drinks this water, it immediately becomes poisoned and must make a Constitution saving throw, taking 5d6 poison damage on a failed save or half as much damage on a successful one.
Steam. If at least 10 gallons of this water are vaporized, such as by being brought to a boil, the steam lingers as a poisonous cloud for the duration. The size of the cloud is a cylinder, 5 feet tall and with a 5-foot radius, centered above the original source. When a creature starts its turn in contact with this cloud, it must make a Constitution saving throw. On a failed save, the creature spends its action that turn retching and reeling. Creatures that don’t need to breathe or are immune to poison automatically succeed on this saving throw. A moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round.
Credits
- Original creator is Vorpal Dice Press and /u/GenuineBelieverer
Disclaimer
This is all personal work I do for myself and my players - these are not meant to be published, or used for monetary gain - Everything is for the tables I play and DM at. If I haven't credited someone, or have miscredited someone, please message me at drogn#0797, so I can correct my mistake.