Warden Expanded Options
The following are expanded options for Kibbles' Warden. Content in this document is in playtesting stages, or is experimental content. As such, it should be subject to additional scrutiny if balance is high priority, and in particular should be generally understood to be less tested, particularly around multiclassing or optimization tricks.
Subclasses
Sunwatcher
Drawing power from the highest primal authority, you embody the radiance of the sun. The sun burns away all that lurks in the darkness, while brings the relief of morning light to those that seek it. Ever vigilant, these Wardens weave fire and radiance to destroy their enemies and empower their allies.
Solar Fragment
Starting at 1st level, you can cast the light spell. Wisdom is your spellcasting modifier for it. If you cast light on a simple melee weapon you are wielding, the spell lasts as long as the weapon remains in your possession, and the weapon deals fire or radiant damage (your choice) instead of its normal damage type. The damage of a weapon under this effect is increased by Warden abilities that increase the damage of your natural weapons.
Radiant Blast
At 1st level, you gain the ability to gather and release fiery radiant power from your hands. Radiant blasts are a ranged natural weapon attack with a normal range of 60 feet, and a long range of 120 feet, that deal 1d6 radiant or fire damage (your choice). If the damage die increases to 1d8 (through Warden featuress that increase the damage of your natural weapons), the damage becomes 1d4 fire damage and 1d4 radiant damage. You can use your Strength or Wisdom (your choice) in place of your Dexterity for the attack and damage rolls of this ability.
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 | heroism |
| 3 | guiding bolt |
| 5 | blazing beaconK |
| 9 | daylight |
| 13 | brilliant bladeK |
| 17 | heavenly rayK |
Solar Flare
At 3rd level, when you spend an Endurance Die to block damage, you can cause a brilliant flare of blinding light, targeting either the creature that caused the damage or all creatures in your Primal Interdiction range. Targets must make a Constitution saving throw with a DC of 8 + your Constitution modifier + your proficiency bonus, or become blinded until the start of their next turn. If a target is invisible, it is revealed until the start of the next turn.
Radiant Aura
Your Primal Interdiction is filled with bright light, and it casts dim light for an additional radius equal to the radius of your Primal Interdiction. This light is difficult to quench, and counts as a spell equal to half your Warden level (rounded down) for the purposes of countering magical darkness. You can dim or extinguish this light at any time, no action required.
Creatures inside your Primal Interdiction remain comfortably warm, ignoring the effects of cold weather, or heat caused by the sun (though other sources of heat may still cause discomfort, such as lava). You and all friendly creatures within range of Primal Interdiction can apply the damage reduction of your Mystic Bulwark to cold and necrotic damage.
Empowering Presence
Starting at 7th level, when expend an Endurance Die to boost a saving throw against a spell, all allies within your Primal Interdiction that make a saving throw against the same spell before the start of your next turn can add the same Endurance Die to their saving throw.
Transcendent Passage
Starting at 14th level, as a bonus action, you can transform into a swirling burst of radiant sun light, traveling up to 60 feet in a straight line. You can pass through creatures and objects, but are blocked by obstructions that completely block light (such as solid walls). This movement does not provoke attacks of opportunity.
Hostile creatures of your choice in your path must make a Dexterity saving throw. On failure, they take 2d6 fire damage, 2d6 radiant damage, and are blinded until the start of your next turn. On a success, they take half as much damage and are not blinded. Allied creatures of your choice in your path gain 4d6 temporary hit points.
Once you use this ability, you cannot use it again until you complete a short long rest.
Solar Avatar
Starting at 17th level, you can call upon the power of the sun to embody its power for 1 minute. For the duration, you gain the following benefits:
- You shed bright light for 60 feet, and dim light for additional 60 feet. The bright light is sunlight.
- Creatures in the bright light you shed have disadvantage on saving throws against your Warden abilities and spells.
- When you make a Radiant Blast, you can shoot a beam of energy instead of an attack, forcing all creatures in a 60 foot line to make a Dexterity saving throw against 8 + your attack modifier + your proficiency bonus, taking damage equal to your Radiant Blast damage on failure, or half as much on a success.
- When you deal radiant damage against a target, you imbue the target with a radiant illumination, granting advantage to the next attack against that target before the start of your next turn.
Once you use this ability, you cannot use it again until you complete a long rest.
Supplemental Spells
Blazing Beacon
2nd-level evocation
- Classes: Cleric, Paladin, Warlock
- Casting Time: 1 Action
- Range: Self
- Components: V, S
- Duration: Concentration, Up to 1 minute
You are bathed in holy light, shedding bright light up to 30 feet and dim light for additional 30 feet.
Any creature targets you with an attack roll or spell that requires them to see you must make a Constitution saving throw. On failure, they are blinded until the start of their next turn. A creature with darkvision makes this roll with disadvantage. A creature without eyes automatically passes their saving throw.
Brilliant Blade
3rd-level evocation
- Classes: Cleric, Paladin
- Casting Time: 1 bonus action
- Range: Self (20 foot radius)
- Components: V, S, M (a melee weapon worth at least 1 sp)
- Duration: Duration
You brandish the weapon used in this spell's casting, holding it aloft as it flashes with brilliant light. All creatures within 20 feet of you must make a Constitution saving throw. On failure, they are blinded until the end of your next turn. On success, they are blinded until the end of your current turn.
Heavenly Ray
4th-level evocation (divine)
- Classes: Cleric
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Concentration, up to 1 minute
A golden pillar of celestial radiance shines down in a 10-foot radius, 60-foot-high cylinder centered on a point within range. Until the spell ends, bright light fills the cylinder, and sheds dim light for 10 feet in all directions from it.
When a creature enters the spell's area for the first time on a turn or starts its turn there, the celestial radiance infuses its body with positive energy. If the creature is not an undead or construct, it regains 2d8 hit points and 2d8 temporary hit points. If the creature is a construct, the light has no effect, and if the creature is undead, it instead takes 2d8 radiant damage.
Any subsequent time a creature gains hit points from this spell after the first, they cannot gain hit points above half their maximum hit points, but still gain the temporary hit points.
On each of your turns after you cast this spell, you can use a bonus action to move the beam up to 60 feet in any direction.
Hostile Healing
This spell does not allow you to pick who gains the healing effect of it. Place it wisely or you can risk enemies taking advantage of your generosity.