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# Warden 0.9.1 The charging minotaur's bellowed
cry becomes a thunderous
crash as a pillar of ice
erupts in its path, the
ground shuddering from
the impact of horn and
frost. A large man
advances on wreckage, their armor
covered in rime, even as fire crackles
from their fist. The bloodthirsty howls of the werewolf
pack turns to confusion when the scrawny
elf that looked only to be dinner rebuffs a
massive werewolf's charge, their arms swelling
in size becoming bear-like limbs, dwarfing
the surrounding werewolves' own once impressive
claws. All around the werewolf pack can only look
on in confusion as the elf continues to grow, grabbing and flinging a yelping warewolf like a rag doll. The goblins have only a moment of glory, springing
their ambush and pouring out of the forest upon
the hapless group of humans before the plants
beneath their feat writhe to life and to their shock and
horror they find grasping vines dangling them from trees
like misbegotten ornaments, frantically trying to remember the word in common for 'surrender'. The bandit looks at his broken weapon haft in confusion, and then back up at the large woman in strange rocky armor that seems unaffected by the weapon that has just been broken against her. His confusion lasts only a moment before the earth heaves beneath him and tosses him from his feet in a violent crunching shake. 'Urk!', a crushing force explodes the air from his lungs, a heavy stone boot planted on his chest as the large jagged form looms over him. ### Primal Champions Wardens are not born of civilization and order. Though some wardens will seek to defend such things (or at least tolerate them), they are those that have harnessed primal chaotic powers. Lashing, roiling forces of untamed energy, that left unchecked would wash civilization from the face of the material plane as if it were but a temporary blip. To what end they have harnessed these powers varies. Some seek to right ancient wrongs, some seek to protect or maintain a balance which must not be upset, some seek to root out and destroy corrupting forces that would bend the powers they wield to great evil... and some wish to bend the powers they wield to their own ends, to fulfill their own desires. ### Aspects of Power The powers of a Warden are expressions of deep and primal forces. They are power given sentience and will, entropy and destruction harnessed and focused to purpose and cause. They channel their power as a conduit, bringing it to heel through force of will and inner conviction. As a blacksmith forges a lump of iron to take on the keen edge of a sword, a warden must always refine their power, tame and temper it to be a force of change rather than raw destruction. \columnbreak
### Unique Bonds Though wardens' powers can fall into broad categories, at the heart of their power is a unique bond they have with a primal force. Such forces are chaotic and bound to the soul of their wielders, and the bonds of no two wardens are exactly the same. What power they embrace and how it courses through them is a reflection of who they are. ### Chosen Powers While the situations that lead a warden to take up their mantle of powers varies widely, their powers are reflections of who they are, a synchronization that would be impossible to thrust upon those that did not choose their path. A warden may feel they had no choice but to embrace their primal powers and wield them for a cause, but at the heart of the power is a choice: a choice to fight, a choice to stand, and a choice to be a champion. > The Warden is made by KibblesTasty, and made possible by the good folks on patreon how make this possible. You can find more of my work or additional information on my website: [https://www.kthomebrew.com/](https://www.kthomebrew.com/)
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##### The Warden | Level | Proficiency
Bonus | Endurance
Dice | Primal
Manifestations | Features | |:-----:|:-----------------------:|:-------------------------:|:-------------------:|:----------| | 1st | +2 | -- | -- | Mystic Bulwark, Warden Bond | | 2nd | +2 | 3 | -- | Primal Interdiction, Endurance Dice | | 3rd | +2 | 3 | 2 | Warden Bond Feature, Primal Manifestations, Warden's Grasp | | 4th | +2 | 3 | 2 | Ability Score Improvement | | 5th | +3 | 4 | 2 | Extra Attack | | 6th | +3 | 4 | 3 | Unyielding Endurance, Primal Strike | | 7th | +3 | 4 | 3 | Warden Bond Feature | | 8th | +3 | 4 | 3 | Ability Score Improvement | | 9th | +4 | 5 | 4 | Natural Body | | 10th | +4 | 5 | 4 | Ability Score Improvement | | 11th | +4 | 5 | 4 | Evolving Power | | 12th | +4 | 5 | 5 | Ability Score Improvement | | 13th | +5 | 6 | 5 | Second Life | | 14th | +5 | 6 | 5 | Warden Bond Feature | | 15th | +5 | 6 | 6 | Mystic Interdiction, Movement Through Nature | | 16th | +5 | 6 | 6 | Ability Score Improvement | | 17th | +6 | 7 | 6 | Warden Bond Feature | | 18th | +6 | 7 | 7 | Timeless Body, Invulnerable Endurance | | 19th | +6 | 7 | 7 | Ability Score Improvement | | 20th | +6 | 7 | 7 | Primal Decree |
### Creating a Warden When creating a warden consider the factors that has lead them down their path. A mortal connected to deep primal powers isn't a common thing. Is this something your character sought out to right an ancient wrong, or something dropped in their lap they now have to deal with. How do you want to use this power, and principles will you have? ### Quick Build To make a warden quickly, first place your highest score in Strength, followed by Constitution and Wisdom. Second, choose a wilderness related background. ## Class Features As a warden, you gain the following class features #### Hit Points ___ - **Hit Dice:** 1d12 per warden level - **Hit Points at 1st Level:** 12 + your Constitution modifier - **Hit Points at Higher Levels:** 1d12 (or 7) + your Constitution modifier per warden level after 1st \columnbreak #### Proficiencies ___ - **Armor:** Light armor, medium armor, shields. - **Weapons:** Simple weapons. ___ - **Saving Throws:** Wisdom, Strength - **Skills:** Choose two from Animal Handling, Athletics, Insight, Intimidation, Investigation, Medicine, Nature, Perception, and Survival. - **Languages:** Primordial #### Equipment You start with the following equipment, in addition to the equipment granted by your background: - *(a)* scale mail or *(b)* leather armor - a simple melee weapon and a shield. - *(a)* two javelins or *(b)* two handaxes. - *(a)* a dungeoneer’s pack or *(b)* an explorer’s pack Alternatively, you may start with 5d4 × 10 gp to buy your own equipment. \pagebreak ### Mystic Bulwark When you don light or medium armor, you can enhance it with mystical defenses, integrating it with manifestations of your primal bond (for example, an Elemental Soul may manifest icy plating to reinforce it). When you do so, you can use your Wisdom modifier in place of your Dexterity modifier when calculating your AC with that armor. While you have your armor integrated with your primal power, when you take bludgeoning, piercing, or slashing damage, you can reduce the damage taken by 2. This value increases at 5th level (to 3), 9th level (to 4), and 13th level (to 5), and 17th level (to 6). > ##### Damage Reduction > Note that damage reduction is applied before damage resistance when calculating damage. ### Warden Bond You select an aspect of primal powers, gaining the ability to manifest your bond with that power. The options for Primal Bonds are listed at the end of the class. Your choice grants you features at 1st level and again at 3rd, 7th, 14th, and 17th level. ### Primal Interdiction Starting at 2nd level, nature hinders your foes with aspects of your primal power. This effect has a 5 foot radius, turning the ground within range into difficult terrain for creatures of your choice. Additionally, at the end of your turn, you can choose to recklessly defend your allies within this area at the cost of your own safety, giving attacks against you advantage, and giving attacks against allies within the effect disadvantage if you are also in range of the attack being made (or have been at any point since the start of the attacker's turn). The range of this effect increases by 5 feet at 6th level (to 10 feet), and again at 10th level (to 15 feet), 14th level (to 20 feet), and 18th level (to 25 feet). ### Endurance Dice Additionally at 2nd level, you gain access to three d12 endurance dice. You have two uses of this die, though other features may grant additional ways to use it: * Once per turn, when you take damage, you can roll an endurance die to reduce the damage taken by the amount rolled (no action required). * When you make a saving throw, you can roll an endurance die and add it to the saving throw (no action required). You can do this after you roll the save, but before you know the outcome of the save. You gain another at 5th (4 dice), 9th level (5 dice), 13th level (6 dice), and 17th level (7 dice). You regain all expended endurance dice when you complete a short or long rest. ### Primal Manifestations Starting at 3rd level, your connection to the primal forces you've bonded with develop in new ways, unique to you, that grant you new powers and abilities. You gain two such Primal Manifestations selecting from the list at the end of the class description. When you gain certain Warden levels, you gain additional manifestations of your choice, as shown on the Warden Class Table. Additionally, when you gain a level in the class, you can choose one of the manifestations you know and replace it with another manifestation that you could learn at that level. If a manifestation has a prerequisite, you must meet it to learn the manifestation. A level prerequisite refers to your level in this class. ### Warden's Grasp Starting at 3rd level, when you make an opportunity attack, you can replace the attack with a grapple check. ### Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. ### Empowered Endurance Starting at 6th level, when you roll an endurance die, you can add your Constitution modifier to the result rolled when blocking damage. Additionally, if you roll for initiative with no endurance dice remaining, you regain 1 endurance die. ### Primal Strike Starting at 6th level, your attacks from natural weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. ### Natural Body At 9th level, you sustain yourself from the forces of nature. You no longer need to eat or drink, though can if you choose. You become immune to disease. ### Evolving Power Starting at 11th level, the damage dice of all natural weapons granted by the class increases by 1 size (for example, a d6 becomes a d8). If a weapon has multiple dice, only one die increases. ### Second Life At 13th level, when you would be reduced to 0 hit points, you are instead reduced to 1 hit point, and gain temporary hit points equal to half your maximum hit points. Once this is triggered, it cannot be used again until you complete a long rest. ### Mystic Interdiction Starting at 15th level, allied creatures within range of your Primal Interdiction gain the same reduction to bludgeoning, piercing, and slashing damage from Mystic Bulwark you do. ### Movement Through Nature Additionally at 15th level, you gain your choice of a climbing speed equal to your walking speed, a swimming speed equal to your walking speed, or burrowing speed equal to half your movement speed. When you burrow, you leave behind a tunnel equal to your size. \pagebreakNum
### Timeless Body Starting at 18th level, the primal magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year. ### Invulnerable Endurance Additionally at 18th level, when you roll an Endurance Die, roll two dice and take the higher. ### Primal Decree At 20th level, you can use your primal connection with the natural powers of the world to reshape the land around you on a large scale. This can take the form of effects like *earthquake*, *tsunami*, *control weather*, or transmutation or conjuration spells from the Druid spell list that modifies the terrain (such as *wall of stone*). At the GM's discretion, this might be used to accomplish other large scale feats not listed by a spell, such as changing the course of a river, quenching a forest fire, or causing an active volcano to have a small eruption. Its range of effect should generally be contained with a 1 mile radius area when not replicating the spells listed above. Once you do so, you cannot do so again until you complete a long rest. \columnbreak
## Warden Bonds ### Elemental Soul Tapping into the endless power of the elemental planes, these wardens shroud themselves in harsh primal forces, destroying their foes with their very presence. #### Elemental Armaments Starting at 1st level, when you roll initiative, or as a bonus action at any time, you can manifest elemental weapons into your hands, causing them to burst into flames, form icy claws, lashes of lightning, or frozen shields. Select one or two of the following weapons to manifest. You can manifest the same weapon in each hand, or different weapons in each hand. The weapons last until you drop them, summon new weapons, or dismiss them as a bonus action. ##### Primal Flames You conjure flames around one of your hands. This becomes a one handed natural melee weapon that deals 1d6 fire damage on hit, and has the Light, Thrown (30/90), and Special properties. It sheds 20 feet of bright light and an additional 20 feet of dim light while manifested. **Special:** This weapon counts as a free hand for the purposes of grappling. When you succeed a grapple check with it, the target takes 1d6 fire damage. When you throw it, the flames reignite in your hand immediately. \pagebreakNum ##### Frost Shield You conjure a slab of ice. This becomes a shield you can wield in that hand. Summoning the shield in this way equips it. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time. ##### Icy Claws You conjure icy claws that grow forth from one of your hands. This becomes a one handed natural melee weapon that deals 1d6 slashing or cold damage on hit (your choice), and has the Light and Special properties. If the damage die is increased to a d8, it instead becomes 1d4 slashing and 1d4 cold damage. **Special:** This weapon counts as a free hand for the purposes of grappling. When you succeed a grapple check with it, the target takes 1d6 cold damage. ##### Lightning Lash You conjure a whip of lightning, tethered to one of your hands. This becomes a one handed natural melee weapon that deals 1d6 lightning damage on hit, and has the Reach, Light, and Special properties. It sheds 10 feet of bright light and an additional 10 feet of dim light while manifested. **Special:** If you hit a creature with this weapon as part of an opportunity attack, you can pull the creature up to 5 feet toward you. #### Elemental Manipulation You learn two cantrips of your choice from the following list: *create bonfire**, *control flame**, *light*, *lightning lure**, *produce flame*, or *shape water**. Wisdom is your casting modifier for these cantrips. #### Innate Magic Additionally when you select this bond, you gain access to several innate magical abilities by channeling the power of your primal connection. You gain the following spells at the listed levels, and can cast each spell once before without components or spell slots. Wisdom is your spellcasting modifier. Once you cast a spell, you cannot cast that spell again until you complete a long rest, or expend Endurance Dice equal to the level of the spell to cast it again. | Warden Level | Innate Spells (1/long rest each) | |:------------:|:------:| | 1 | *absorb elements** | | 3 | *entomb^K^* | | 5 | *cold snap^K^* | | 9 | *sleet storm* | | 13 | *fire cyclone^K^* | | 17 | *fire shield* | #### Elemental Interdiction Starting at 3rd level, your Primal Interdiction becomes a buffeting maelstrom of elemental power when you manifest an Elemental Weapon. The difficult terrain of your Primal Interdiction affects flying creatures within range, and you can select one of the following effects. * **Creeping Frost:** Creatures that start their turn within the area of your Primal Interdiction have their movement speed reduced by 10 feet. * **Blazing Pyre:** Fire burns fiercely around you, creatures of your choice that start their turn within the area of your Primal Interdiction take 1d6 fire damage. * **Charged Field:** Creatures of your choice take 1d4 lightning damage for each 5 feet they move within the area of your Primal Interdiction. The damage of the Blazing Pyre and Charged Field effects increases by one additional die of damage at 11th level. #### Elemental Reflection Additionally at 3rd level, when you expend an Endurance die to block the damage of a melee weapon attack, the attacker takes cold, fire or lightning damage equal to the damage blocked. #### Elemental Body Starting at 7th level, your Mystic Bulwark damage reduction applies to all sources of damage (rather than just bludgeoning, piercing, and slashing damage). #### Primal State Additionally at 7th level, you can expend one Endurance Die to cast *become fire^K^*, *become water^K^*, or *become wind^K^*. #### Elemental Form Starting at 14th level, you can cast *form of fire^K^*, *form of ice^K^*, or *form of wind^K^* without expending a spell slot. When you cast the spell this way, you can cast the spell as a bonus action, and it does not require concentration. Once per turn during the transformation, you can use the action it grants in place of an attack made as part of the Attack action. Once you cast the ability in this way, you cannot do so again until you complete a long rest. You can use it again before completing a long rest by expending 3 endurance dice. #### Paraelemental Interdiction Additionally at 14th level, when you activate your Elemental Interdiction, you can select two options, activating both effects. #### Cataclysm Unleashed Starting at 17th level, when you use your Elemental Form ability, you can instead cast *form of the elements^K^*, and are no longer limited to using the action they grant in place of an attack once per turn, as long as you use two different actions granted by the different forms. While in this form, the damage dice of your Elemental Weapons and Elemental Interdiction effects are doubled. Once you do this, you cannot do so until you complete a long rest. \pagebreakNum
### Beasthide Tapping into the primal ferocity of beasts, Beasthide wardens are capable of fighting with a primal ferocity. They specialize in unleashing terrible wrath on any that would attack them or their companions. #### Bestial Claws Starting at 1st level, when you roll initiative or as a bonus action at any time, you can manifest one or both of your arms into clawed natural weapons. You cannot wield weapons or shields in hands that you have morphed, but they can be used to grapple creatures. While you are grappling a creature with a claw, that claw can only attack that creature. The claws last until you dismiss them as a bonus action. ##### Bestial Claws A vicious set of claws extending from one of
your hands. This becomes a natural one
handed melee weapon that deals 1d8
slashing damage on hit, and has the
Light and Special properties. **Special:** This weapon counts as a
free hand for the purposes of grappling.
When you succeed a grapple check with it,
the target takes 1d6 slashing damage. #### Bond of the Wild You gain proficiency in Animal Handling. If you already have proficiency in Animal Handling, you gain expertise in the Animal Handling skill, allowing you to add twice your proficiency bonus to checks made with it. #### Innate Magic Additionally when you select this bond, you gain access to several innate magical abilities by channeling the power of your primal connection. You gain the following spells at the listed levels, and can cast each spell once before without components or spell slots. Wisdom is your spellcasting modifier for these spells. Once you cast a spell, you cannot cast that spell again until you complete a long rest, or expend Endurance Dice equal to the level of the spell to cast it again. | Warden Level | Innate Spells (1/long rest each) | |:------------:|:------:| | 1 | *speak with animals* | | 3 | *animal messenger*| | 5 | *alter self* | | 9 | *enlarge/reduce* | | 13 | *mutate^K^* | 17 | *polymorph* | #### Ruthless Interdiction Starting at 3rd level, you have advantage on the first attack roll or grapple check you make against a creature that attacked anyone inside the range of your Primal Interdiction (including yourself) since the end of your last turn. #### Enduring Ferocity Additionally at 3rd level, when you roll an Endurance Die, you can also add the die to the next damage roll or Strength (Athletics) check you make before the end of your next turn. \columnbreak
#### Path of Survival Starting at 7th level, you gain proficiency in your choice of Constitution or Dexterity saving throws. #### Vicious Endurance Starting at 14th level, your attacks with natural weapons score a critical hit on a roll of 19 or 20. When you score a critical hit with your natural weapons, you regain 1 expended endurance die. #### Focused Transformation Additionally at 14th level, while you are concentrating on an innate spell granted by this subclass, your concentration can’t be broken as a result of taking damage. #### Gigantification Starting at 17th level, as a bonus action or when you manifest your bestial claws, you can unleash the bestial power within swelling to massive size. You become Large or Huge (your choice) for 1 minute. Upon transforming, you gain temporary hit points equal to half of your maximum hit points. For the duration of your transformation, you gain the following benefits: * Your natural weapons deal an additional die of damage. * You have advantage on all grappling checks against creatures smaller than you. * Your reach increases by 5 feet with all weapons. \pagebreakNum
* Your movement speed increases by 20 feet. * The distance you can long or high jump with a running start is doubled. * You have advantage on Strength and Constitution saving throws. Additionally while in this form, when you make an attack, you can throw medium or small objects or creatures you are holding with a range of 50/100 feet. You have proficiency with this attack, regardless of what you are throwing. On hit, both the target and the thrown creature or object takes 4d6 + your Strength modifier damage. On miss, only the thrown creature or object takes the damage (this damage is taken in place of any falling damage, unless they also fall vertical distance as part of this movement, such as being thrown off a wall or cliff). Once you use this feature, you cannot use it again until you complete a long rest. ### Elderheart Rooted in the ancient growth of the world, these wardens are linked to a primordial untamed aspect of the world. Their vines lash and bind, inexorably dragging their enemies to the conclusion of their place in the natural cycle of life and death. #### Lashing Vines Starting at 1st level, when you roll initiative, or as a bonus action at any time, you can manifest lashing vines to wield as natural weapons. You can manifest them in one or both hands. The vines last until you dismiss them as a bonus action. ##### Lashing Vine A natural one handed melee weapon. Deals 1d6 slashing damage on hit, and has the Light, Reach, and Special Properties. **Special:** This weapon has the following benefits: * When you hit a creature with this weapon, you can attempt to initiate a grapple against that creature as a bonus action. * You can make a grapple check with this weapon targeting a Large or smaller creature you are currently grappling with it. On success, the creature is restrained while grappled by it. * You can grapple creatures with this weapon with a reach equal to the weapon's reach. If a creature more than 5 feet away from you is grappled or restrained by you with this weapon their movement is not reduced to zero, but they can only move toward you. Once they are within 5 feet of you, their movement speed becomes zero. * You can attempt to grapple creatures up to two sizes larger than you when initiating a grapple with this weapon, but creatures two sizes larger than you have their movement speed reduced by half, rather than reduced to zero. If they move out of range of your grapple, you can choose to release them or be pulled along with their movement. #### Eyes of Nature You gain advantage on Survival or Nature checks that involve plants (to identify them, to tell if they are edible, or track things that have passed through them). \columnbreak #### Innate Magic Additionally when you select this bond, you gain access to several innate magical abilities by channeling the power of your primal connection. You gain the following spells at the listed levels, and can cast each spell once before without components or spell slots. Wisdom is your spellcasting modifier for these spells. Once you cast a spell, you cannot cast that spell again until you complete a long rest, or expend Endurance Dice equal to the level of the spell to cast it again. | Warden Level | Innate Spells (1/long rest each) | |:------------:|:------:| | 1 | *grasping roots^K^* | | 3 | *entangle* | | 5 | *speak with plants* | | 9 | *plant growth* | | 13 | *summon plant^K^* | 17 | *carnivorous garden^K^* | \pagebreakNum
#### Body of Thorns Starting at 3rd level, when hit by a melee attack, the attacker takes piercing damage equal to the damage reduction of Mystic Bulwark. #### Spiked Interdiction Additionally at 3rd level, the difficult terrain caused by your Primal Interdiction becomes overgrown with spiky thorns. Creatures of your choice take 1d4 piercing damage for each 5 feet travel within your Primal Interdiction. This effect is suspending until the end of your turn if you move. This damage increases to 2d4 piercing damage at 11th level. #### Hardened Core Starting at 7th level, you gain a +1 bonus to Armor Class, and any critical hit against you becomes a normal hit. #### Primeval Guardian Starting at 14th level, as a bonus action you can take root, merging with the ground into wrathful treant. While rooted, your movement speed is reduced to zero. When you do so, you can choose to grow one size larger (up to a maximum of Large), your reach increases by 5 feet, you are immune to effects that would move you, the prone condition, and have advantage on Strength ability checks and saving throws. Creatures two sizes larger than you that you are grappling can no longer drag you, meaning they cannot leave your reach without breaking the grapple. You can end your tree form at any time as an action. #### Arboreal Shelter Additionally at 14th level, you no longer need to be in range of an attack to impose disadvantage on it with Primal Interdiction, as long as the target of the attack is within
range of Primal Interdiction. #### New Growth Starting at 17th level, as an action, you can cause
a tree to sprout from the ground at a point within
30 feet of you that morphs into a tree-like-clone
of you. It shares all of your statistics and abilities,
and is under your control,
but has its own actions
and acts immediately
after you in initiative. It has hit points
equal to half your
maximum hit points.
It is in Tree Form, and
cannot end the effect
of that ability. It lasts
for 1 minute, or until it is
reduced to 0 hit points. If you die while it
exists, you become the tree clone, after
which you can end the Tree Form as
normal. Once you use this feature, you cannot
use it again until you complete a long rest. \columnbreak ### Stoneblood The enduring blood of the world flows through you, empowering you with inhuman durability, and mastery over the powers of stone and earth. Empowered with unbreakable resilience and steps that cause the very ground to tremble. #### Stone Fists Starting at 1st level, when you roll initiative or as a bonus action at any time, you can transform one or both arms into durable forms of living stone. You cannot wield weapons or shields in hands that you have turned to stone, but they can be used to grapple creatures. While you are grappling a creature with your stone fists, that fist can only attack that creature. The stone form lasts until you dismiss them as a bonus action. ##### Stone Fist A hardened limb of stone. This becomes a natural one handed melee weapon that deals 1d6 bludgeoning damage on hit, and has the Light and Special properties. **Special:** You gain +1 to your AC while wielding one of these weapons in each hand. #### Empowered Earth You gain the *stone forming^K^*, *magic stone**, and *mold earth** cantrips. When you use stone forming, you can meld any one handed weapon created with with your Stone Fists, giving you proficiency in that weapon and replacing Stone Fist's Special Property bonus with the created weapon's damage dice, damage type, and any properties (beside thrown). \pagebreakNum #### Innate Magic Additionally when you select this bond, you gain access to several innate magical abilities by channeling the power of your primal connection. You gain the following spells at the listed levels, and can cast each spell once before without components or spell slots. Wisdom is your spellcasting modifier for these spells. Once you cast a spell, you cannot cast that spell again until you complete a long rest, or expend Endurance Dice equal to the level of the spell to cast it again. | Warden Level | Innate Spells (1/long rest each) | |:------------:|:------:| | 1 | *create pit^K^* | | 3 | *earth ripple^K^* | | 5 | *become stone^K^* | | 9 | *quicksand^K^* | | 13 | *stone coffin^K^* | | 17 | *orbital stones^K^* | #### Seismic Backlash Starting at 3rd level, each time you roll an Endurance die, you store the die in a special pool of charged power for 1 minute. You can have a number of charges stored equal to your Proficiency bonus. As a bonus action on your turn, you can unleash all of this stored power in an explosive tremor, rolling all the stored dice and expending them. All creatures of your choice within the radius of your Primal Interdiction feature must make a Strength saving throw with a DC of 8 + your Strength or Wisdom modifier (your choice) + your Proficiency bonus. On a failed save, they take damage equal to the amount rolled and fall prone. On a successful save, they take half as much damage and do not fall prone. #### Gravitational Pull Additionally at 3rd level, when you take the Attack action on your turn, you can replace one of your attacks with a surge of gravitational force. A Large or smaller creature of your choice within 60 feet of you must make a Strength saving throw with a DC of 8 + your Strength modifier + your proficiency bonus. On failure, they are pulled 10 feet toward or knocked prone (your choice). #### Resilient Blood Starting at 7th level, when you become bloodied (meaning you current hit points are less than half your maximum hit points), the damage reduction granted by your Mystic Bulwark is doubled for a number of rounds equal to your proficiency bonus. Once triggered, you cannot trigger this effect again for 1 minute. Additionally, you have resistance to damage from effects that cause you to bleed. #### World Breaker Starting at 14th level, you can cast *fissure^K^* without expending a spell slot. Once you do so, you cannot do so again until you complete a long rest. You can use it again early by expending 5 or more charges of Seismic Backlash, casting *fissure^K^* in place of unleashing the normal effect. Spending additional charges increases the level of it is cast by 1 level per additional charge spent. #### Stone Sense Additionally at 14th level, you gain tremorsense with a range equal to your Primal Interdiction. #### Primordial Avatar Starting at 17th level, as an action you draw on the strength of the world beneath your feet to become an embodiment of its power for 1 minute. If you start your turn in contact with the ground you gain the following benefits: * You have advantage on Strength checks and saving throws. * You regain hit points equal to your Warden level. * Creatures lose their flying speed in range of your Primal Interdiction. * If you are targeted by a magic missile, a line spell, or a spell that requires a ranged attack roll, roll a d6. On a 4-5 you are unaffected. On a 6, you are unaffected and the effect is reflected back at the caster as though it originated from you, turning the cast into the target. * You add a bonus die to your Seismic Reverberation pool. Once you use this feature, you cannot use it again until you complete a long rest. \pagebreakNum ### Primal Manifestations **Balanced Assault** You gain the Two Weapon Fighting Style. *Two-Weapon Fighting:* When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. ___ **Create Barrier** When you take the attack action on your turn, you can replace one of your attacks with manifesting an elemental barrier in an unoccupied space on the ground within 30 feet of you. This elemental barrier forms out of nearby materials (such as dirt, wood, or stone), and cannot be formed in the absence of natural materials. The barrier roughly blocks a 5 foot cube of space, and has an AC of 15, and hit points equal to 10 + your Warden level. You can have a number of these created equal to your Proficiency modifier. When creating a new one beyond your limit, the oldest previously created one crumbles. Based on your subclass, you may be able to create other kinds of barriers: * *Ice Barrier* *(Prerequisite: Elemental Soul subclass)*. The barrier does not require any nearby natural materials to form from, and deals 1d6 cold damage to any creature that attacks it. * *Tree Barrier* *(Prerequisite: Elderheart subclass)*. The barrier does not require any nearby natural materials to form from, has hit points equal to 10 + twice your Warden level, and can form up to 20 feet tall. * *Stone Barrier* *(Prerequisite: Stoneblood subclass)*. The barrier has an AC equal to your AC (unless it is already higher). You can create a total number of barriers equal to your Warden level before you must complete a short or long rest before making more. ___ **Gift of Life** As an action, you can expend an Endurance Die to heal a creature you touch for 1 hit point and give them a number of temporary hit points equal to a roll of your Endurance die + your Wisdom modifier. ___ **Guided Wrath** When you make an attack with a natural weapon granted by this class, you can use your Wisdom modifier, instead of Strength or Dexterity, for the attack and damage rolls. Base on your subclass, you may gain additional benefits: * *Living Weapons* *(Prerequisite: Elderheart Subclass)*. You can use your Wisdom modifier, instead of your Strength, to initiate and maintain grapple checks made with your lashing vines. ___ **Engulfing Vines** *(Prerequisite: Elderheart subclass)* You can grapple a number of creatures with your Lashing Vines equal to your Wisdom modifier. If you are grappling the maximum number of creatures with it, you can only attack creatures you are grappling with. At the start of your turn, you can pull any creature grappled by your Lashing Vines 5 feet towards you. ___ **Mystic Deflection** Your AC is increased by 1 while you are wearing light or medium armor. ___ **Mystic Reinforcement** The damage reduction granted by Mystic Bulwark increases by 1. ___ **Primal Intuition** You gain a blindsight of 10 feet. ___ **Protective Interdiction** If a creature within range of your Primal Interdiction takes nonmagical bludgeoning, piercing, or slashing damage, you can use your reaction to reduce the damage taken by twice the damage reduction of your Mystic Bulwark. ___ **Reliable Endurance** When you roll an Endurance die, you can replace the d12 with 3d4. ___ **Unrelenting Onslaught** If you cast a spell as an action, you can make a single weapon attack with a natural weapon as a bonus action. **Well of Fortitude** When you complete a short rest, you can roll 1 hit die for free without expending it. You can do this a number of times equal to your proficiency modifier before you need to complete a long rest to do so again, but not more than once per short rest. ___ **Sacrificing Stance** *Prerequisite: 6th level* When you roll a saving throw against an area of effect spell or magical effect that does damage, you can roll your save with disadvantage taking the brunt of the effect to give allied creatures in the area of your Primal Interdiction resistance to the damage taken from the effect. ___ **Savage Weapons** *Prerequisite: 6th level* The damage dice of all natural weapons granted by the class increases by 1 size (for example, a d6 becomes a d8). If a weapon has multiple dice, only one die increases. ___ **Devouring Earth** *Prerequisite: 9th level* You can cast *quick sand^K^* without expending a spell slot. Once you do so, you cannot do so again until you complete a long rest. ___ **Falling Sky** *Prerequisite: 9th level* You can cast *sleet storm* without expending a spell slot. Once you do so, you cannot do so again until you complete a long rest. ___ **One With Stone** *Prerequisite: 9th level* You can cast *meld into stone* without expending a spell slot. Once you do so, you cannot do so again until you complete a long rest. ___ **Arise Stone** *Prerequisite: 12th level* You can cast *wall of stone* without expending a spell slot. Once you do so, you cannot do so again until you complete a long rest. ___ **Crushing Grip** *Prerequisite: 12th level* At the start of your turn, you deal 2d6 bludgeoning damage to all creatures you are grappling. ___ **Revitalizing Endurance** *Prerequisite: 12th level* When you start your turn with 0 hit points, you can expend an Endurance die, rolling it and regaining hit points equal to the number rolled. \pagebreakNum ___ **Unlimited Endurance** *Prerequisite: 12th level* You gain an additional Endurance die. ___ **Arise Thorns** *Prerequisite: 16th level, Elderheart subclass* You can cast *wall of thorns* without expending a spell slot. Once you do so, you cannot do so again until you complete a long rest. ___ **Arise Ice** *Prerequisite: 16th level, Elemental Soul subclass* You can cast *wall of ice* without expending a spell slot. Once you do so, you cannot do so again until you complete a long rest ___ **Immortal Body** *Prerequisite: 16th level* If you start your turn with less than half your hit points, you regain 1d6 hit points. You don't gain this benefit if you have 0 hit points. \columnbreak ## Warden Feats Here's some Warden Feats. These are obviously placeholders. ### Be A Better Warden *Prerequisite: Warden* You learn one additional Primal Manifestation > ##### Further Reading > * Consider [Active Martial Feats](https://www.gmbinder.com/share/-MyR8wuxORp8fOzxMp3S). Many of those pair nicely with Warden. And other martials. They've tested extremely well so far. > * Consider Skill Expert/Prodigy to cheese Expertise in Athletics. It's extremely powerful. > * Taking a Fighting Style to get Interception is a fairly viable route as well if you want to double down on defensive options. ## Warden Items Here's some Warden Items. These are obviously placeholders. Give this when you give +1 weapons in playtesting. ### Natural Weapon +1 *Trinket, Uncommon* This is a thing that gives natural weapons a +1 to attack and damage rolls. ### Other Items * Wardens love defensive items. Any +1 armor, Rings/Cloaks of Protection. Proceed with Caution. * Wardens are a d12 class, so they love Periapt of Wound Closure. And unlike last time I made a tank class with Fleshsmith, this doesn't even break them. You're welcome. * Wardens are moderately MAD. They won't turn down a Belt of Dwarvenkind or any nice stat boosting item. * Any item that lets them get bigger. Proceed at your own risk if you don't want dragons grappled. \pagebreakNum ### Changelog v0.8 #### Manifestations - Protective Indirection changed, no longer intercepts attacks, but allows you to reduce damage from them using your reaction. #### Stoneblood - Gravitational Pull added as a new 3rd level ability. - Resilient Blood changed (now temporarily doubles Mystic Bulwark damage reduction when you are reduced to half hit points). ### Changelog v0.9.1 #### Elemental Soul - Icy Claws reduced to 1d6 slashing *or* cold (from 1d4 slashing *and* cold). They become 1d4 slashing and 1d4 cold if they would otherwise become a d8 (meaning they gain 1.5 damage instead of 1, but that's fine as they know start somewhat under the curve). #### Beasthide - Ruthless Interdiction now grants advantage on the first grapple check or attack roll made against a creature that attacked someone inside the primal interdiction, rather than all attack rolls or grapple checks against them. #### Elderheart - You can now only restrain creatures that are Large or smaller with your vines. You can still grapple larger creatures. - Engulfing Vines removed, and added as an Elderheart specific manifestation. - Spiked Interdiction now deals damage to creatures that are moved within your area (like spike growth), but is suspended if you move, so you cannot just drag people around to deal damage (which is why it previously worked only on willing movement). #### Stoneblood - Stone Fist now only grants +1 AC when you wielding one in each hand (reducing the AC of them by -1 effective). \columnbreak ### License This class will be eventually converted to OGL, but for the moment is under the Fan Content Policy. > ##### Fan Content Policy > > This work is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC. ### Art Credit All art is copyright KibblesTasty. - Class image - Trung Tin Shinji - Elemental Soul - Azid Faizi - Beasthide - Trung Tin Shinji - Elderheart - Trung Tin Shinji ### Playtesting This class has been played by more 12 people over 28 characters, primarily in levels 1-7, but has been played at all levels, including several tests at 20th level. This class is effective - they are very good at what they do. It is durable, good at grappling, and has a wide range of control options. They are imposing in the battlefield, and can amplify the power of the allies, particularly allies that benefit from enemies being locked down. #### Game Role A Warden is a tank and controller. This means that while the damage is moderate, they are good at pulling enemies into fights they will inevitable lose. If the enemy is hitting the Warden, the enemy is likely in trouble unless the Warden is severely outclassed, but a Wardens durability is not unlimited. Bigger hits will overwhelm their Mystic Bulwark, and their Endurance Dice are a limited resource that will exhaust quickly. #### GM Tips If you are having an unusual amount of trouble with Wardens, giving enemy bruisers proficiency in Athletics occasionally can slow down a Warden's quest to grapple and prone all the enemies. Given more fragile enemies better mobility tools, and particularly teleporting abilities, can keep them out of reach of certain doom of the Warden longer. \pagebreakNum
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\pagebreakNum ## Spells #### Become Fire *2nd-level transmutation* ___ - **Classes:** Druid, Sorcerer, Warlock, Wizard - **Casting Time:** 1 bonus action - **Range:** Self - **Components:** V, S - **Duration:** 1 round ___ You become a burst of elemental flames. Until the start of your next turn, you gain the following benefits: * You are resistant to fire damage and to bludgeoning, piercing, and slashing damage from nonmagical attacks. * You can move through the space of other creatures and ignore difficult terrain. The first time you enter the space of another creature on a turn, it takes 1d6 fire damage. * Once during your turn when you roll fire damage, you can maximize the value of one die of fire damage. #### Become Stone *2nd-level transmutation* ___ - **Classes:** Druid, Sorcerer, Warlock, Wizard - **Casting Time:** 1 bonus action - **Range:** Self - **Components:** V, S - **Duration:** 1 round ___ You solidify into a stone. Until the start of your next turn, you are petrified. Your AC becomes 20 and you gain 10 temporary hit points. Any remaining temporary hit points fade when the spell ends. #### Become Water *2nd-level transmutation* ___ - **Classes:** Druid, Sorcerer, Warlock, Wizard - **Casting Time:** 1 bonus action - **Range:** Self - **Components:** V, S - **Duration:** 1 round ___ You become a burst of elemental water. Until the start of your next turn, you gain the following benefits: * You are resistant to bludgeoning, piercing, and slashing damage from nonmagical attacks. * You can move through the space of other creatures and ignore difficult terrain; the first time you move through a Large or smaller creature on a turn, it must pass a Strength saving throw or be knocked prone. #### Become Wind *2nd-level transmutation* ___ - **Classes:** Druid, Sorcerer, Warlock, Wizard - **Casting Time:** 1 bonus action - **Range:** Self - **Components:** V, S - **Duration:** 1 round ___ You become a burst of elemental wind until the start of the next turn. You gain resistance to lightning damage and bludgeoning, piercing, and slashing damage from nonmagical attacks. Additionally; you gain flying speed of 30 feet, can move through the space of other creatures, and ignore difficult terrain, but will fall at the start of your next turn if not held aloft. #### Carnivorous Garden *4th-level trasmutation* ___ - **Classes:** Druid - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S, M (a dried carnivorous plant) - **Duration:** Concentration, up to 1 minute ___ Targeting four unoccupied spaces that you can see within range, rooted carnivorous plants erupt from the ground, filling a 5-foot cube each. The ground within 5 feet of them becomes difficult terrain. When the plants appear, they each attack a creature of your choice within 5 feet of them. Each plant makes a melee spell attack, dealing 2d8 piercing damage on hit. Make a separate attack roll for each plant. If a creature ends their turn within 5 feet of one or more of the carnivorous plants, the plants automatically attack that creature unless you use your reaction to prevent them from doing so. The plants use your spell attack modifier, and deal 2d8 piercing damage on hit. The plants have AC 14 and 30 hit points, and have vulnerability to fire and slashing damage. Each plant regains all its hit points at the start of your turn if it has at least 1 hit point. A plant dies if it is reduced to zero hit points. When the spell ends, the plants wither and die leaving behind difficult terrain unless they were killed be fire damage. ***At Higher Levels.*** When you cast this spell using a spell slot of 5th level or higher, you can summon 1 additional carnivorous plant for each slot level above 4th. #### Cold Snap *2nd-level evocation* ___ - **Classes:** Sorcerer, Wizard - **Casting Time:** 1 action - **Range:** 90 ft (5 ft radius) - **Components:** S - **Duration:** Instantaneous ___ With a snap of your fingers a swirling burst of freezing wind erupts at a point you choose within range. Each creature in a 5-foot-radius sphere centered on that point must make a Constitution saving throw. On a failed save, a creature takes 3d8 cold damage and becomes stuck in the ice, reducing their movement speed by 10 feet until the start of your next turn. On a success, the target takes half as much damage and is not stuck in ice. The ground in the area is covered with slick ice and snow, making it difficult terrain until the start of your next turn. ***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. \pagebreakNum #### Create Pit *1st-level transmutation* ___ - **Classes:** Druid, Sorcerer, Wizard - **Casting Time:** 1 action - **Range:** 60 feet (5 ft radius) - **Components:** V, S - **Duration:** Instantaneous ___ You choose a point on the ground in an area of dirt or natural stone you can see. The ground buckles and a 5-foot radius, 10-foot deep pit opens around that point. If the surface is not large enough to contain the pit, the spell fails. Creatures in the area must make a Dexterity saving throw. On success, they can move 5 feet outside the radius of the spell. Creatures that fail their saving throw fall to the bottom of the bit (taking 1d6 bludgeoning damage and falling prone). The sides of the pit are rough, and can be climbed. The pit remains until filled. If a creature saves, but cannot move 5 feet, they fall prone, hanging from the edge of the pit, and cannot stand until they move out of the pit area or fall into it. ***At Higher Levels.*** When you cast this spell using a spell slot of 2nd level or higher, the pit is 5-feet deeper for each slot level about 1st (to a maximum of 20 feet deep). > ##### Limitations > The spell fails if the pit would breach another opening (such as a room or cavern below) as that would be failing to contain the pit. The GM has wide discretion on what surfaces would qualify for this spell. #### Earth Ripple *2nd-level transmutation* ___ - **Classes:** Druid, Occultist, Sorcerer, Wizard - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S - **Duration:** Instantaneous ___ You cause the earth to deform and ripple, a target creature must make a Dexterity saving throw or suffer one of the following effects (your choice): * It is pulled into the earth, taking 1d8 bludgeoning damage and reducing its movement speed to zero until a creature spends an action to dig it free. * It is slammed 5 feet in a direction of your choice by a wave of earth, taking 2d8 bludgeoning damage and being knocked prone. * It is impaled by a spike of earth, taking 4d8 piercing damage. #### Entomb *1st-level transmutation* ___ - **Classes:** Wizard - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S - **Duration:** Concentration, up to 1 minute ___ You attempt to encase a Medium or smaller creature you can see within ice. The creature must make a Strength saving throw or become restrained by ice for the duration. At the end of each of its turns, the target takes 1d8 cold damage and can make another Strength saving throw. On success, the spell ends on the target. If the creature takes more than 5 fire or bludgeoning damage from a single damage roll while restrained, the ice breaks and the target is freed, ending the spell for the target. ***At Higher Levels.*** When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. #### Fire Cyclone *3rd-level conjuration* ___ - **Classes:** Druid, Sorcerer, Wizard - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S, M (a pinch of ashes from a forest fire) - **Duration:** Concentration, up to a 1 minute ___ Targeting a point you can see, you cause a cyclone made of whipping flames with a radius of 5 feet and height of 30 feet to form. When a creature starts its turn inside the cyclone's radius or enters it for the first time during a turn, it must make a Strength saving throw. On a failed saving throw, it takes 3d6 fire damage and, if it is entirely inside the cyclone's area, it's also flung 15 feet upwards and lands 15 feet in a randomly determined horizontal direction. On a successful save, the creature takes half as much damage and is not flung. When a creature is not entirely inside the cyclone's radius but within 30 feet of its center at the start of its turn, it still feels the intense draw of the raging cyclone, and must spend 2 feet (or 3 feet if it is flying) of movement for every 1 foot it moves away from the cyclone. If a creature starts its turn outside of the cyclone's radius but within 10 feet of its center, it must make a Strength saving throw or be pulled 5 feet toward the center of it. ***At Higher Levels.*** At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 and the height of the cyclone as well as the distance a creature is thrown upward increases by 5 feet for each level above 3rd. #### Form of Fire *6th-level transmutation* ___ - **Classes:** Druid, Sorcerer, Warlock, Wizard - **Casting Time:** 1 action - **Range:** Self - **Components:** V, S - **Duration:** Concentration, up to 10 minutes ___ You become elemental fire, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Until the spell ends, you gain the following benefits: * You are immune to fire damage. * You can move through the space of other creatures and ignore difficult terrain. The first time on your turn you enter the space of another creature, it takes 1d6 fire damage. * If a creature within 5 feet hits you with a melee attack, it takes 1d6 fire damage. \pagebreakNum * You can use your action to create a line of fire 30 feet long and 5 feet wide extending from you in a direction of your choice. Each creature in the line must make a Dexterity saving throw. A creature takes 6d6 fire damage on a failed save, or half as much damage on a successful one. * During your turn, if you roll fire damage, you can maximize one die of the fire damage dealt. #### Form of Ice *6th-level transmutation* ___ - **Classes:** Druid, Sorcerer, Warlock, Wizard - **Casting Time:** 1 action - **Range:** Self - **Components:** V, S - **Duration:** Concentration, up to 10 minutes ___ You freeze over, taking on a form of elemental ice. Until the spell ends, you gain the following benefits: * You are immune to cold damage. * You can move across difficult terrain created by ice or snow without spending extra movement. * The ground in a 10-foot radius around you is icy and is difficult terrain for creatures other than you. The radius moves with you. * You can use your action to create a 30-foot cone of freezing wind extending from your outstretched hand in a direction you choose. Each creature in the cone must make a Constitution saving throw. A creature takes 4d8 cold damage on a failed save, or half as much damage on a successful one. A creature that fails its save against this effect has its speed halved until the start of your next turn. * During your turn, if you roll cold damage, you gain temporary hit points equal to one die rolled (your choice). #### Form of Wind *6th-level transmutation* ___ - **Classes:** Druid, Sorcerer, Warlock, Wizard - **Casting Time:** 1 action - **Range:** Self - **Components:** V, S - **Duration:** Concentration, up to 10 minutes ___ You become a gust of elemental wind. Until the spell ends, you gain the following benefits: * You have a flying speed of 60 feet. * You can move through and occupy the space of other creatures, and you ignore difficult terrain. * You are invisible. * You can use your action to unleash a powerful blast of wind in a 30 foot cone. Each creature in the cone must make a Strength saving throw. A creature takes 4d8 bludgeoning damage is knocked 15 feet away from you on a failed save, or takes half as much damage and isn't knocked backward on a successful one. \columnbreak #### Form of the Elements *9th-level transmutation* ___ - **Classes:** Druid, Sorcerer, Warlock, Wizard - **Casting Time:** 1 action - **Range:** Self - **Components:** V, S - **Duration:** Concentration, up to 10 minutes ___ For the duration of the spell, you gain the benefits of the *form of fire, form of ice, form of stone, form of water, and form of wind* spells. #### Grasping Roots *1st-level transmutation* ___ - **Classes:** Druid, Ranger - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V, S - **Duration:** Instantaneous ___ A twisting burst of roots launch from your hand, reaching to grab a Large or smaller target. The target must make a Strength saving throw. On success, the target is moved 5 feet in a direction of your choice. On a failure, the target is moved 20 feet in a direction of your choice. A creature can choose to fail this save. ***At Higher Levels.*** When you cast this spell using a spell slot of 2nd level or higher, you move a creature an additional 5 feet for each slot level above 1st. #### Mutate *3rd-level transmutation* ___ - **Classes:** Druid, Occutlist, Sorcerer, Warlock, Wizard - **Casting Time:** 1 action - **Range:** Self - **Components:** V, S, M (something from an extinct animal) - **Duration:** Concentration, up to 10 minutes You manipulate the nature of your body with magic temporarily giving it new properties. You can select three of the following properties: * Your body becomes malleable and amorphous. You have advantage on saves and checks against grapples and the restrained condition, you do not suffer disadvantage from squeezing into smaller spaces, and you can squeeze through openings two sizes smaller than you. * You grow one additional appendage. This appendage serves as an arm and a hand, though it can take the shape of an arm, tentacle, or similar appendage. * You extend the length of your limbs, increasing the reach on melee attacks, touch spells, and object interactions by 5 feet. * Your flesh hardens, your base AC becomes 14 + your dexterity modifier if it is not already higher. * You grow more resilient, adapting against one external threat. You gain advantage on one type of saving throw of your choice. * You adapt your body to an aquatic environment, sprouting gills and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed. \pagebreakNum * Your body grows ablative armor. You gain temporary hit points equal to your spellcasting ability modifier at the start of each of your turns. * You can grow one size larger or smaller. * You sprout wings. You gain a flying speed of 30 feet. * You grow a natural weapon; this weapon can have the statistics of any martial melee weapon without the thrown property, and takes on a form vaguely reminiscent of it. You have proficiency with this weapon, and are considered to be holding it. You can use your spellcasting modifier in place of your Strength or Dexterity modifier for attack and damage rolls with this natural weapon. The natural weapon is magic and you have a +1 bonus to the attack and damage rolls you make using it. For the duration of the spell, you can use an action to change one or all of the properties, losing the benefits of your previously selected properties and gaining the benefits of the new selected properties. ***At Higher Levels.*** When you cast this spell using a spell slot of 4th or higher, you can select one additional property from the list of options, with one additional property per spell level above 3rd. #### Orbital Stones *4th-level transmutation* ___ - **Classes:** Druid, Sorcerer, Wizard - **Casting Time:** 1 action - **Range:** Self - **Components:** V, S - **Duration:** Concentration, up to 1 minute ___ You lift three inanimate Small or Medium sized rocks or similar objects from within 10 feet of you, causing them to defy gravity and slowly circle you. With all three stones orbiting, you have three quarters cover. With at least one stone remaining, you have half cover. As a bonus action while at least one stone remains in orbit, you can magically fling a stone at target within 60 feet. Make a ranged spell attack roll. On hit, the target takes 3d10 bludgeoning damage and is knocked backward 5 feet. #### Quick Sand *3rd-level transmutation* ___ - **Classes:** Druid, Occultist, Sorcerer, Wizard - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S, M (a pinch of sand) - **Duration:** Concentration, up to 1 minute ___ You cause the ground in a 20-foot radius centered on a point you can see to turn to quicksand for the duration of the spell. A creature moving through or out of the area must spend 4 feet of movement for every 1 foot it moves. A creature that ends their turn must make a Strength saving throw. On failure, they fall prone. \columnbreak #### Stone Coffin *4th-level transmutation* ___ - **Classes:** Druid, Occultist, Sorcerer, Wizard - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S - **Duration:** Concentration, up to 1 minute ___ You cause a surge of stone to attempt to engulf a Large or smaller creature in stone. The target must make a Dexterity saving throw. On a failure, they become restrained and blinded in the stone coffin. A creature can choose to fail their save. While trapped within the coffin, they have total cover against all sources. The coffin has an AC of 15 and 50 hit points, and resistance to all damage beside bludgeoning and thunder damage. When the spell ends or the coffin is reduced to 0 hit points, it crumbles to fragments and the creature within is no longer restrained and blinded. For the duration of the spell you can use your bonus action to attempt to crush a creature encased in the coffin, dealing 1d10 bludgeoning damage. ***At Higher Levels.*** When you cast this spell using a spell slot of 5th level or higher, the stone coffin gains 10 additional hit points for each level above 5th. #### Summon Plant *3rd-level conjuration* ___ - **Classes:** Druid, Ranger - **Casting Time:** 1 action - **Range:** 90 feet - **Components:** V, S, M (a carved wooden figurine worth at least 300 gp) - **Duration:** Concentration, up to 1 hour ___ You call forth a magical plant. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Plant Spirit stat block. When you cast the spell, choose Dryad, Shambling Mound, or Treant. The creature resembles the creature of your choice, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends. The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger. ***At Higher Levels.*** When you cast this spell using a spell slot of 4th level or higher, use the higher level wherever the spell's level appears in the stat block. \pagebreakNum ___ > ## Plant Spirit >*Large (Medium for Dryad) plant, unaligned* > ___ > - **Armor Class** 12 + the level of the spell (natural armor) > - **Hit Points** 35 + 10 for each spell level above 3rd > - **Speed** 20 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|16 (+3)|8 (-1)|14 (+2)|10 (+0)|16 (+3)|10 (+0)| >___ > - **Damage Vulnerabilities** fire > - **Damage Resistances** bludgeoning > - **Senses** darkvision 60 ft., blindsight 60 ft. (Shambling Mound only), passive Perception 10 > - **Languages** Sylvan, understand the languages you speak > - **Challenge** — > ___ > ***Engulf (Shambling Mound Only).*** If the plant hits a target that is grappling, that target becomes restrained until the grapple ends. > > ***Tree Stride (Dryad Only).*** Once on its turn, the plant can use 10 feet of its movement to step magically into one living tree within its reach and emerge from a second living tree within 60 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be large or larger. > > ### Actions > ***Multiattack.*** The plant makes a number of attacks equal to half this spell's level (rounded down). > > ***Entangling Slam (Treant or Shambling Mound Only).*** Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d10 + 3 + the spell's level bludgeoning damage and the target is grappled (escape DC is your spell save DC). Until this grapple ends, plant can't use this attack on another target > > ***Vine Lash (Treant or Dryad Only).*** *Melee Weapon Attack:* your spell attack modifier to hit, reach 15 ft., one target. *Hit:* 1d8 + 3 + the spell's level slashing damage and the target is grappled (escape DC is your spell save DC). Until this grapple ends, plant can't use this attack on another target > ##### Note: Vulnerable Limbs! > As per Sage Jeremy, a creature you are grappling can attack you regardless if you are in its normal attack range by attacking the limb grappling you.