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Warden
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The Warden
# Warden Where many see Wardens in the same light as other magic users, this could not be further from the truth. Wardens use magical energy to shape the world around them. This may be for attack, defense or any other reason. ### Raw Magic Unlike the controlled harnessing of magic by other spell casters, Wardens deal with raw magical energy. This is commonly used to warp the world around them to their own design. This is not limited to purely material objects, but some Wardens are able to affect peoples minds. However, regardless of their speciality, all Wardens follow one rule: Matter cannot be created or destroyed, only changed.
Due to their unusual skills in shaping magic, Wardens cannot use normal arcane foci. Instead, they harness magic through runic Brands either burnt into their skin, worn on clothing or Branded into objects. These Brands eminate magic constantly, and can actually protect the user from magical attack.
### Magic Within and Without Wardens also use their brands to channel raw magic into themselves, improving their physical attributes. These are stored internally as Loci, and Wardens are trained to be able to harness each one individually. ### Despised Art Many other magic users hate Wardens. Some see it as an abomination of the natural order of magic. Others see it as a cheat to gaining arcane power, in a similar way to warlocks except without the caviat of binding yourself to another. Others worry about the cracks in reality that surround many Warden. Whatever their reasons, fews would welcome Wardens as true magic users. ### Creating a Warden When you create a Warden, contemplate why did you become an Warden? Do you fight for others, or yourself? How has this affected your relationship with those close? ### Quick Build To quickly make an Warden, make Intellegence your highest ability score. Next make Dexterity or Constitution your second highest ability score. Lastly take the Nomad background.
|Level|Prof. Bonus|Signs Known|Amp. Points|Ritual Level|Features| |:---:|:---------:|:---------:|:---------:|:----------:|:-------| | 1|+2| 2|0|1st|Enchanted Brands, Esoteric Arts, Unarmoured Defence| | 2|+2| 2|0|1st|Locanomancy| | 3|+2| 2|0|2nd|Esoteric Order| | 4|+2| 2|0|2nd|Ability Score Improvement| | 5|+3| 3|2|3rd|Twin Signs, Master of Glyphs| | 6|+3| 3|2|3rd|Brand of Torrents| | 7|+3| 3|3|4th|Esoteric Order Feature| | 8|+3| 3|3|4th|Ability Score Improvement| | 9|+4| 3|4|5th|Heightened Locanomancy| |10|+4| 3|4|5th|Esoteric Order Feature| |11|+4| 4|5|6th|Improved Kinesics| |12|+4| 4|5|6th|Ability Score Improvement| |13|+5| 4|6|7th|Enchanted Surge, Scholar of Symbols| |14|+5| 4|6|7th|Esoteric Order Feature| |15|+5| 4|7|8th|Reality Disruption| |16|+5| 4|7|8th|Ability Score Improvement| |17|+6| 5|8|9th|Superior Locanomancy| |18|+6| 5|8|9th|Corporal Fury| |19|+6| 5|9|9th|Ability Score Improvement| |20|+6| 5|9|9th|Master of Esoteric Lore|
## Class Features As an Warden, you gain the following class features. #### Hit Points **Hit Dice**: 1d8 per Warden level
**Hit Points at 1st Level:** 8 + Constitution modifier
**Hit Points at Higher Levels:** 1d8 (or 5) + your constitution modifier per Warden level after 1st \pagebreak #### Proficiencies **Armour:** None
**Weapons:** Daggers, darts, slings, quarterstaffs, light crossbows
**Tools:** Alchemists Tools, Calligrapher's Supplies
**Saving Throws:** Intellegence, Dexterity
**Skills:** Choose two from Acrobatics, Athletics, Arcana, Insight, Perception, Persuasion, Religion #### Equipment You start with the following equipment, in addition to the equipment granted by your background: * (a) a quarterstaff or (b) a dagger * (a) a scholar's pack or (b) an explorer's pack * Wardens Tome * Alchemist Tools * Calligrapher's Supplies #### Multiclass Requirements To multiclass, you must have at least 13 in Intelligence.
Profiencies gained:
* **Armor:** None * **Weapons:** None * **Tools:** Alchemist Tools, Calligrapher's Supplies ### Enchanted Brands *1st Level Warden Feature*
You learn to speak, read, and write Giant, or another language that the DM chooses that is used in arcane runes.
Unlike other magic users, Wardens harness raw magic through Brands. These can be imprinted into the skin, drawn in an Wardens Tome or added to any worn item, like clothing or a charm. Wardens can only use Brands that are on their skin, on their person or in their hand. You start off with two Brands; the Brand of Tides, which allows you to use Arcane Signs and the Brand of Defence, which grants the Unarmoured Defence Feature. If you loose a Brand, you can spend 2 hours per Brand to get a new one. As it takes time to learn how to use Brands, if a creature was to pick up an object with another creatures Brands, after harmonising themselves to it for a day, they can use any Brand on it that they themselves could already use. ### Esoteric Arts *1st Level Warden Feature*
You know a number of signs shown in the Signs Known column in the Warden table. You may change your known signs at the end of a long rest. You can only use the Level 1 (normal) effect of the sign. To use a Sign, you must have: * a Brand of Tides * a free hand to use a sign, or be holding an object with a Brand of Tides * the ability to move your free hand * not be wearing any armour you are not proficient with. Any mention of a Solid Object includes, but is not limited to, walls, floors, ceilings and pillars. To create something out of a Solid Object, there must be enough matter in the Solid Object to become it. Matter cannot be created from nothing. What counts as a Solid Object is at DM's discression. If the sign requires touching the Solid Object, this can include standing on a Solid Object, or touching anywhere on the floor, etc. You can think of the esoteric magic requiring a solid circuit to travel through. The saving throw DC is calculated as follows:
**Sign Ability Modifier = your intelligence modifier**
**Sign Save DC = 8 + your proficiency bonus + your intelligence modifier**
**Sign Attack Modifier = your proficiency bonus + your intelligence modifier**
You may also cast any spells as a ritual, as long as you use the spell they are written in your Wardens Tome. You have a number of ritual spell equal to your proficiency modifier in your Wardens Tome. The highest level spells that you can learn and cast are in the Ritual Level column in the Warden table.
To cast a ritual, you must be able to draw the related spell rune into the ground, wall, etc., by any means, such as using your Calligrapher's Supplies.
For all spells, your spell ability modifier is your intelligence modifier, your spell save DC is the same as your Sign Save DC, and your spell attack modifier is the same as your Sign Attack Modifier. ### Unarmoured Defence *1st Level Warden Feature*
Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Intelligence modifier. ### Loci *2nd Level Warden Feature*
You gain a Brand of Lakes, which allows you to use this Feature. You have a number of Loci Points equal to your proficiency bonus. You regain all Loci Points at the end of a long rest.
At the end of a long rest or short rest, you may choose one Locus to be Harnessed. As a bonus action, you can spend a Loci Point to change the Harnessed locus, and check the effect below. You can only harness one Locus at a time. * **Orange (Sun):** Add 1d4 to any wisdom checks and wisdom saving throws. * **Blue (Water):** Add 1d4 to any charisma checks and charisma saving throws. * **Purple (Moon):** Add 1d4 to any intelligence checks and intelligence saving throws. * **Green (Earth):** Add 1d4 to any constitution saving throws and death saving throws. * **Red (Flame):** Add 1d4 to any strength checks and strength saving throws. * **Yellow (Air):** Add 1d4 to any dexterity checks and dexterity saving throws. \pagebreak Magic users within 10ft may detect the Locus being used with a DC 20 Arcana check or DC 15 if they also use Loci. If passed, they see an aura of the associated colour around you. If a creature or object that you can see within 30ft forces a saving throw, you see a coloured aura of the loci associated with the saving throw surrounding them. This does not work if the ability is actively hidden. ### Esoteric Order *3rd Level Warden Feature*
You can choose what Esoteric Order you follow the teachings of. You gain additional features at level 6, level 10 and level 14. > ### Warden’s Tome > You can store ritual spells in your Warden’s Tome. >
> Copying a Spell into the Book. When you find a ritual spell of 1st level or higher, you can add it to your Warden’s tome if it is of a spell level you can cast and if you can spare the time to decipher and copy it. >
>Copying a spell into your tome involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the wizard who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your tome using your own notation. >
>For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can cast the spell as a ritual. >
>Replacing the Book. You can copy a spell from your own Warden’s tome into another book- for example, if you want to make a backup copy of your Warden’s tome. This is just like copying a new spell into your Warden’s tome, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level of the copied spell. >
>If you lose your tome, you can use the same procedure to transcribe the spells that you have prepared into a new Warden’s tome. Filling out the remainder of your tome requires you to find new spells to do so, as normal. For this reason, many wizards keep backup Warden’s tomes in a safe place. \columnbreak >The Book's Appearance. Your Warden’s tome is a unique compilation of spells, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that you received as a gift from your master, a finely bound gilt-edged tome you found in an ancient library or even a loose collection of notes scrounged together after you lost your previous tome in a mishap. ### Ability Score Improvement *4th Level Warden Feature*
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. ### Twin Signs *5th Level Warden Feature*
If you use an action to use a sign, you can do a second sign as part of the same action. This can be the same sign or a different one, and can target a different creature if appropriate. Both signs must say they use your action. ### Master of Glyphs *5th Level Warden Feature*
You may add the spell Glyph of Warding to your Wardens Tome, and it gains the Ritual tag. You also gain 3 3rd or lower level spells that can only be used as Spell Glyphs. These cannot change. ### Brand of Torrents *6th Level Warden Feature*
You gain a Brand of Torrents, allowing raw magic to surge through it. You have a number of amplification points shown in the Warden table. You regain all amplification points at the end of a long rest. If you use a sign, you may spend 1 amplification point to add 1 to the level of the Sign. If your Sign requires a hit roll or a saving throw, you wait to see if the sign is successful before spending your amplification points. You must have a Brand of Torrents, and you can do this once per turn, unless the hit roll was a critical hit or the saving throw was a natural 1, when you can spend 1 amplification point to use the next level up for that sign.
In addition, if you fail a skill check or saving throw that you gain a bonus to due to the Locanomancy Feature, you may spend 1 amplification point to roll the skill check or saving throw again, and pick the highest result. \pagebreak ### Heightened Locanomancy *9th Level Warden Feature*
When you take damage or fail a saving throw or skill check, you may use your reaction to change your harnessed Locus. In addition, your Loci have improved effects. You gain these in addition to any other effects granted by your Loci. * **Orange (Sun):** You gain 60ft of darkvision, or double your darkvision if you already have it. * **Blue (Water):** You have immunity to the charmed condition. * **Purple (Moon):** If you take damage from a magical source, you may decrease 3 from each type of damage taken. * **Green (Earth):** Once per long rest, if you are reduced to 0 hit points and have this Loci harnessed, you may instead fall to 1 hit point. * **Red (Flame):** Anytime you deal any damage with Signs, you may deal an additional d6 fire damage. * **Yellow (Air):** You may increase your walking speed by 10ft, and triple your long jump and high jump distances. ### Improved Kinesics *11th Level Warden Feature*
Your Brand of Tides is improved, allowing the Wardens to control greater flows of magic. You may always add 1 to the level of any Sign you use. ### Enchanted Surge *13th Level Warden Feature*
Your Brand of Torrents is further developed, temporarily increasing the surges of magic. Once per short rest, when you spend amplification points on a sign, you may spend 1 extra amplification point to add an additional 1 to the level of the Sign. ### Scholar of Symbols *13th Level Warden Feature*
You may add the spell Symbol to your Wardens Tome, and it gains the Ritual tag. ### Reality Disruption *15th Level Warden Feature*
Your Brands affect the flow of magic, to distort the reality around you. This has a number of effects. * You add 2 to all saving throws against magic. * If you make a saving throw that would cause you to take half damage on a success, you take no damage instead of half. * If a creature rolls a natural 20 on any hit rolls against you, it counts as a hit but does not have any additional effects.
* *Optional:* In addition, if you fail a saving throw with a natural 1, it counts as a fail but does not have any additional effects. ### Superior Locanomancy *17th Level Warden Feature*
When you harness a Loci, it has the following effects. These are not in addition to previous effects, but are improvements. * **Orange (Sun):** Add 1d6 to any wisdom checks and wisdom saving throws. You gain 60ft of both darkvision and blindsight, or double your darkvision and/or blindsight if you already have it. * **Blue (Water):** Add 1d6 to any charisma checks and charisma saving throws. You have immunity to the charmed condition as well as psychic and force damage. * **Purple (Moon):** Add 1d6 to any intelligence checks and intelligence saving throws. If you take damage from a magical source, you may decrease 6 from each type of damage taken. * **Green (Earth):** Add 1d6 to any constitution saving throws and death saving throws. Once per long rest, if you are reduced to 0 hit points and have this Loci harnessed, you may instead set your hit points set to half of your maximum instead. * **Red (Flame):** Add 1d6 to any strength checks and strength saving throws. Anytime you deal any damage with Signs, you may deal an additional d12 fire damage. * **Yellow (Air):** Add 1d6 to any dexterity checks and dexterity saving throws. You may increase your walking speed by 20ft, and gain a fly speed equal to your walking speed.
Magic users within 10ft may detect the Locus being used with a DC 25 Arcana check or DC 20 if they also use Loci. If passed, they see an aura of the associated colour around you. If a creature or object that you can see within 30ft forces a saving throw, you see a coloured aura of the loci associated with the saving throw surrounding them. This does not work if the ability is actively hidden. ### Corporal Fury *18th Level Warden Feature*
If you spend your action to use a Sign, you may use an additional Sign as a bonus action. This can be the same sign or a different one, and can target a different creature if appropriate. ### Master of Esoteric Lore *20th Level Warden Feature*
As long as you have a Brand of Torrents, twice per short rest, when you spend amplification points on a sign, you may spend 1 extra amplification point to add an additional 1 to the level of the Sign. In addition, you gain resistance to all spells and magical damage. \pagebreak ## Arcane Signs ### Sign of Alchemy **Level 1 (Normal):** Wardens can change the property of matter. As an action, you can touch a non-magical object to change its composition, with a size no greater than 1ft x 1ft x 1ft. The new shape must have the same mass, so may change in size. The new composition can be stone, iron, gold, silver or copper. The object degrades after an hour into worthless dust. If the object is larger, only the cubed area is affected. The object cannot be worn or carried by an unwilling creature.
**Level 2 (Empowered):** The size of the area is 2ft x 2ft x 2ft. The object cannot be worn or carried by an unwilling creature.
**Level 3 (Suffused):** The size of the area is 5ft x 5ft x 5ft. The object cannot be worn or carried by an unwilling creature.
**Level 4 (Unbound):** The size of the area is 10ft x 10ft x 10ft. The object can be worn or carried by an unwilling creature. ### Sign of Annihilation **Level 1 (Normal):** Destructive energies ignite from your hands, seeking to deconstruct a creature within 5ft. As an action, make a melee Sign attack against the target. On a hit, the target takes 1d12 force damage.
**Level 2 (Empowered):** On a hit, the target takes 2d12 force damage.
**Level 3 (Suffused):** On a hit, the target takes 3d12 force damage.
**Level 4 (Unbound):** On a hit, the target takes 4d12 force damage. ### Sign of Cajolery **Level 1 (Normal):** The Warden is able to warp others perspective using raw magic, turning enemies into allies. As an action, you may choose a creature within 15ft that has not been affected by this sign in the last 24hrs. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, any charisma checks against the target are done at advantage for the next 1 hour. The creature doesnt know it was affected.
**Level 2 (Empowered):** If it fails the saving throw, any charisma checks against the target are done at advantage for the next 1 hour and it makes all attacks next turn at disadvantage. The creature doesnt know it was affected.
**Level 3 (Suffused):** If it fails the saving throw, it is charmed by you for 10 minutes or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the effect ends, the creature knows it was charmed by you. \columnbreak **Level 4 (Unbound):** If it fails the saving throw, it is charmed by you until for 10 minutes or until you or your companions do anything harmful to it, or you ask it to do something that will harm it. The charmed creature regards you as its master, so will attempt to complete any action that would not harm it. When the effect ends, the creature knows it was charmed by you. ### Sign of Castigation **Level 1 (Normal):** The solid object erupts at a creature within 60ft. As an action, make a ranged Sign attack against the target. That target must be within 10ft of a Solid Object that you yourself are touching. On a hit, the target takes 1d10 force damage.
**Level 2 (Empowered):** On a hit, the target takes 2d10 force damage.
**Level 3 (Suffused):** On a hit, the target takes 3d10 force damage.
**Level 4 (Unbound):** On a hit, the target takes 4d10 force damage ### Sign of Concussion **Level 1 (Normal):** A pulse of energy shoots out of your hand, knocking you opponent back. As an action, you can force a creature smaller than Huge to make a constitution saving throw against your Stance DC. On a fail, the creature is knocked prone.
**Level 2 (Empowered):** On a fail, the creature is knocked prone, and is blinded until the end of its next turn.
**Level 3 (Suffused):** On a fail, the creature is knocked prone, and is stunned until the end of its next turn.
**Level 4 (Unbound):** On a fail, the creature is knocked prone, and is both stunned and paralysed until the end of your next turn. ### Sign of Shaping **Normal** Wardens can mold reality to their will. As an action, you can touch a nonmagical object that is not worn or carried by an unwilling creature to change its shape, with a size no greater than 1ft x 1ft x 1ft. The new shape must have the same mass and composition as the previous shape. If the object is larger, only the cubed area is affected. The object cannot be made from metal or stone.
**Level 2 (Empowered):** The size of the area is 2ft x 2ft x 2ft. The object cannot be made from metal or stone.
**Level 3 (Suffused):** The size of the area is 2ft x 2ft x 2ft. The object can be made from metal or stone.
**Level 4 (Unbound):** The size of the area is 5ft x 5ft x 5ft. The object cannot be made from metal or stone, but can be held or worn by an unwilling creature, as long as the object would not cause damage to them. \pagebreak ### Sign of Guarding **Level 1 (Normal):** In a split second, the Warden can create a wall to protect themselves. As a reaction to taking damage from a successful hit roll, you can increase your AC by 2 this turn, potentially turning a hit into a miss, as long as you are touching a Solid Object (including standing on it).
**Level 2 (Empowered):** As a reaction to taking damage from a successful hit roll, you can increase your AC by 4 this turn, potentially turning a hit into a miss, as long as you are touching a Solid Object (including standing on it).
**Level 3 (Suffused):** As a reaction to taking damage from a successful hit roll, you can increase your AC by 6 this turn, potentially turning a hit into a miss, as long as you are touching a Solid Object (including standing on it).
**Level 4 (Unbound):** As a reaction to taking damage from a successful hit roll, you can increase your AC by 8 this turn, potentially turning a hit into a miss, as long as you are touching a Solid Object (including standing on it). ### Sign of Rupture **Level 1 (Normal):** As an action, you can summon a pillar of material within 5ft of you from a Solid Object you are touching, which itself is a Solid Object. You can have a number of pillars up equal to your half your proficiency bonus rounding up, and you can collapse a pillar into rubble at any time. The pillar can be summoned in any orientation. If a creature would be moved by it, they may make a dexterity saving throw, and if they pass, they make the minimum movement necessary to get out of the path of it. The pillar can take any form you wish. You cannot use the pillar to attack a creature, or destroy objects. This pillar is up to 5ft by 5ft by 10ft, AC 15 with 5 HP. The pillar can hold up to 500lbs.
**Level 2 (Empowered):** This pillar is up to 5ft by 10ft by 20ft, AC 15 with 10 HP. The pillar can hold up to 2000lbs
**Level 3 (Suffused):** This pillar is up to 10ft by 10ft by 30ft, AC 15 with 20 HP. The pillar can hold up to 5000lbs
**Level 4 (Unbound):** This pillar is up to 10ft by 15ft by 40ft, AC 15 with 30 HP. The pillar can hold up to 15000lbs ### Sign of Shifting **Level 1 (Normal):** Many Wardens prefer to keep a distance from their enemies. As a reaction to a creature moving within 5ft of you, or as an action, you can move 10ft in any direction without provoking opportunity attacks.
**Level 2 (Empowered):** As a reaction to a creature moving within 5ft of you, or as an action, you can move 20ft in any direction without provoking opportunity attacks.
**Level 3 (Suffused):** As a reaction to a creature moving within 5ft of you, or as an action, you can move 30ft in any direction without provoking opportunity attacks.
**Level 4 (Unbound):** As a reaction to a creature moving within 5ft of you, or as an action, you can move 40ft in any direction without provoking opportunity attacks. \columnbreak ### Sign of Warding **Level 1 (Normal):** To protect themselves from harm, the Warden bends reality. As a reaction to making a saving throw but before knowning if you succeed, you can increase your saving throw by 2.
**Level 2 (Empowered):** As a reaction, you can increase your saving throw by 4.
**Level 3 (Suffused):** As a reaction, you can increase your saving throw by 6.
**Level 4 (Unbound):** As a reaction, you can increase your saving throw by 8. ### Sign of Witchbane **Level 1 (Normal):** By sending a ripple through magic, the Warden can halt spells. As a reaction to a creature making a cantrip, you can force them to make a constitution saving throw. On a fail, the creature’s spell fails and has no effect.
**Level 2 (Empowered):** As a reaction to a creature casting a spell, you can force them to make a constitution saving throw. They gain +2 to the roll for every level above 1 that the spell was cast. On a fail, the creature’s spell fails and has no effect.
**Level 3 (Suffused):** As a reaction to a creature casting a spell, you can force them to make a constitution saving throw. They gain +2 to the roll for every level above 4 that the spell was cast. On a fail, the creature’s spell fails and has no effect.
**Level 4 (Unbound):** As a reaction to a creature casting a spell, you can force them to make a constitution saving throw. They gain +2 to the roll for every level above 6 that the spell was cast. On a fail, the creature’s spell fails and has no effect. ### Sign of Vanquishing **Level 1 (Normal):** The ground erupts around you, impaling your enemies. As an action, you may force any creatures within 5ft to make a dexterity saving throw. Targets must be within 10ft of the same Solid Object that you are touching. On a fail, the target takes 1d8 force damage.
**Level 2 (Empowered):** On a fail, the target takes 2d8 force damage.
**Level 3 (Suffused):** On a fail, the target takes 3d8 force damage.
**Level 4 (Unbound):** On a fail, the target takes 4d8 force damage. \pagebreak ## Esoteric Orders ## Order of Transportation ### Transportation Rune *3rd Level Order of Transportation Feature*
As a bonus action, you may make a Transportation Rune upon the ground. If you, or any creature moves over the rune, you may choose to teleport them to any other Transportation Rune within 100ft, and you can let them choose which. You can have a number of active Transportation Runes equal to your proficiency modifier. Any additional Transportation Runes made will destroy the oldest one. A Transportation Rune can be destroyed at any time, as long as you are within 5ft of it. ### Transportation Brand *3rd Level Order of Transportation Feature*
You gain a Brand of Transportation. While you have it, as a bonus action, you may teleport to any Transportation Rune within 100ft, but cannot teleport again this turn. ### Sign of Transportation *6th Level Order of Transportation Feature*
If you a Brand of Transportation, you may use the Sign of Transportation. You know this in addition to any Signs you know.
**Level 1 (Normal):** As an action, you can touch a creature, and they must make a dexterity save. They can choose to fail. On a fail, they count as being over Transportation Rune.
**Level 2 (Empowered):** The creature is affected by a -2 modifier to their dexterity save.
**Level 3 (Suffused):** The creature is affected by a -4 modifier to their dexterity save.
**Level 4 (Unbound):** The creature is affected by a -6 modifier to their dexterity save. ### Greater Transportation *10th Level Order of Transportation Feature*
Your Transportation Runes, Transportation Brand and Sign of Transportation may teleport creatures to another Rune within 200ft. In addition, you can cast Transportation Circle as a ritual without spell slots, as long as you turn one of your Transportation Runes into the Teleportation Circle. ### Transportation Vortex *14th Level Order of Transportation Feature*
When a creature uses a Transportation Rune, Transportation Brand or Sign of Transportation, you may choose to make a Vortex. If you do, any creatures of your choice within 10ft of the Rune being teleported to, potentially including the creature being teleported, must make a constitution saving throw or take 2d8 force damage, and half the damage on a success. \columnbreak ## Order of War ### Warrior's Brand *3rd Level Order of War Feature*
You gain a Warrior's Brand. While you have a Warrior's Brand, as a bonus action, you choose a creature you can see within 10 feet of you as your Foe. You gain advantage on attack rolls against the creature for 1 minute or until it drops to 0 hit points or falls unconscious. Once you use this feature, you can't use it again until you finish a long rest. ### Sign of Slaying *3rd Level Order of War Feature*
You gain proficiency with all martial and simple weapons, light and medium armour, and shields. If you a Warrior's Brand, you may use the Sign of Slaying. You know this in addition to any Signs you know. While holding a melee weapon, you do not need a free hand to use Signs, but you still need to be able to move that hand.
**Level 1 (Normal):** You may make a melee weapon attack, you can use your Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls. If you are holding two light weapons, you may count this as an attack action in regards to two weapon fighting.
**Level 2 (Empowered):** On a hit, the target takes an additional 1d12 force damage.
**Level 3 (Suffused):** On a hit, the target takes an additional 2d12 force damage.
**Level 4 (Unbound):** On a hit, the target takes an additional 3d12 force damage ### Edge of the Blade *6th Level Order of War Feature*
* If you use the Sign of Slaying, you may add your Strength, or Dexterity if using a finesse weapon, to the damage roll. * If you use either the Sign of Guarding or Sign of Warding, you may also subtract the weapons damage dice from any damage taken until your next turn. ### Improved Warriors Brand *10th Level Order of War Feature*
While you have a Warrior's Brand, you may reroll any damage rolls of 1 or 2 for Signs of Slaying, but you must keep the second result. In addition, you may change the damage dealt by the damage type dealt by the Sign of Slaying to one of the following: Cold, Fire, Necrotic, Radiant, Bludgeoning or Lightning. This lasts until you finish either a long or short rest. ### Wrath of the Warrior *14th Level Order of War Feature*
If you roll a Critical hit with a Sign of Slaying or kill an enemy with a Sign of Slaying, you may make a additional Sign of Slaying this turn. This can only be used once per turn. \pagebreak ## Order of Calefaction ### Temperature Control *3rd Level Order of Calefaction Feature*
You can choose to use one Calefaction. Each Calefaction is associated with one damage type, a physical form and each has an alchemical compound associated with it. The alchemical compounds may vary between worlds, but here are some examples. They are not often the forms found on the street, but more commonly purer, or refined in some way.
|Calefaction|Damage Type|Physical Form|Alchemical Compound| |---|------------|-------------|-------------------| |Flame|Fire|Fire|Ethanol| |Ice|Cold|Water/ Ice|Salt|
### Calefaction Brand *3rd Level Order of Calefaction Feature*
You gain an Calefaction Brand. If you have an Calefaction Brand, are within 10ft of the non magical Physical Form of the Calefaction, or the target is, and use a Sign, you can theme the effect around your chosen Calefaction. * Any damage done from Signs can be replaced with the associated damage type. * Solid Objects may be anything made from the Physical Form, regardless of its size. If you use a Sign of Castigation, the damage can only be changed if the Solid Object is made from the Physical Form. * You may move over anything non magical made out of an Physical Form of your chosen Calefaction as if it was a Solid Object. E.g. you can walk on fire without taking damage. However, this you cannot use this to move vertically, unless by using the Sign of Rupture or Sign of Shifting. However, using this feature uses concentration, as if you were casting a spell. * The DM has discression on how this works. \columnbreak ### Sign of Calefaction *3rd Level Order of Calefaction Feature*
If you a Calefaction Brand, you may use the Sign of Calefaction. **Level 1 (Normal):** You harness a Calefaction to attack a creature within 60ft. You or the target must be within 10ft of the non magical Physical Form of the Calefaction. As an action, make a ranged Sign attack against the target, or a Sign melee attack if they are within 5ft. On a hit, the target takes 1d12 of the damage type associated with your Calefaction.
**Level 2 (Empowered):** On a hit, the target takes 2d12 of the damage type associated with your Calefaction.
**Level 3 (Suffused):** On a hit, the target takes 3d12 of the damage type associated with your Calefaction.
**Level 4 (Unbound):** On a hit, the target takes 4d12 of the damage type associated with your Calefaction. ### Alchemical Storage *6th Level Order of Calefaction Feature*
You can store a number of units of the alchemical compounds associated with your Calefaction equal to your proficiency modifier. If you deal damage with a sign that is the type associated with your Calefaction or use the Calefaction's Physical Form as the Solid Object for a sign, you may use 1 of those compounds. If you do, you may add 2 to the level of the Sign. This can only be used once per short rest, and you cannot spend any amplification points this turn. If you run out of the alchemical compound, you must buy more. Each alchemical compound costs 50gp, but can vary world to world. ### Superior Alchemy *10th Level Order of Calefaction Feature*
Your proficiency bonus is now doubled for any ability check you make that uses your proficiency with the Alchemist's Tools. In addition, you gain one of the following benefits depending on your chosen Calefaction. * Fire: You may add your proficiency bonus to any damage from Signs and gain +5ft Movement speed. * Water: You gain temporary hitpoints equal to your Warden Level at the end of either a short or long rest. \pagebreak ### Master of the Calefaction *14th Level Order of Calefaction Feature*
* If you deal any damage of a type associated with your sign, you may reroll one damage dice. * You gain resistance to the damage type associated with your Calefaction * As a bonus action, you can turn an alchemical compound within 5ft into a Mote of Calefaction. This floats around you for the next hour or until you dismiss it and can act as the associated Calefaction's physical form. You may spend the Mote instead of an amplification point at any time, and can act as the Calefaction's Physical Form if you do so. ## Order of Life ### Rune of Life *3rd Level Order of Life Feature*
As a bonus action, you may make a Rune of Life on the floor. You may grant any creature within 10ft of the Rune a number of temporary hitpoints equal to you Warden Level. While the Rune of Life is within 30ft of you, as a bonus action, you may grant any creature within 10ft of the Rune a number of temporary hitpoints equal to you Warden Level. The rune lasts 1 minute, and you must finish either a short or long rest before creating another Rune of Life. ### Healers Brand *3rd Level Order of Life Feature*
You gain a Healers Brand. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your proficicency bonus x5. If you have a Healers Brand, as an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool. Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of your Healers Brand, expending hit points separately for each one. This feature has no effect on undead and constructs. ### Healing Touch *6th Level Order of Life Feature*
When using your Healers Brand, you may spend 1 amplification point to end one condition affecting the target. The condition can be blinded, charmed, deafened, paralyzed, petrified, or poisoned. \columnbreak ### Sign of Refreshing *6th Level Order of Life Feature*
If you a Healers Brand, you may use the Sign of Refreshing. You know this in addition to any Signs you know.
**Level 1 (Normal):** You steal the life force of a creature within 5ft, refreshing your Healer's Brand. As an action, make a melee Sign attack against the target. For every point of damage done, your pool of hit points for your Healer's Brand Feature increases by 1, but cannot increase over the maximum or you can heal the same number of hitpoints to yourself. On a hit, the target takes 1d10 force damage.
**Level 2 (Empowered):** On a hit, the target takes 2d10 force damage.
**Level 3 (Suffused):** On a hit, the target takes 3d10 force damage.
**Level 4 (Unbound):** On a hit, the target takes 4d10 force damage. ### Improved Rune of Life *10th Level Order of Life Feature*
Your Rune of Life can affect creatures within 30ft, and can be created twice per long rest. ### Self Sustaining Rune *14th Level Order of Life Feature*
After the Rune of Life is created, if a creature of a CR rating 1 or over dies within 30ft of it since it was last used, you can automatically grant temporary hitpoints at the start of your turn, instead of using a bonus action. ## Order of Hex ### Wardens Spell Book *2nd Level Order of Hex Feature*
If you find wizard spells of a level equal to or less than your Ritual Level, you can copy them into your Wardens Tome as if they were ritual spells.
You gain a number of wizard spells as shown in the table below. |Order of Hex Level|No. of Spells Known| |:----------------:|:------------------| | 2nd|1| | 6th|2| |10th|3| |14th|4| \pagebreak ### Mage's Brand *2nd Level Order of Hex Feature*
You gain a Mage's Brand. While you have it, you gain a number of Hex Points equal to your Warden level. To cast a spell from your Wardens Tome, you must spend the number of Hex Points equal to the spell level. This spell is cast without vocal, material or somatic components, but as part of the spell, you must draw the rune of the spell on the floor, wall, etc. This spell cannot have a gold cost. If that spell requires concentration, it loses it and lasts for its entire duration, as long as you have not cast another spell requiring concentration. You regain all Hex Points at the end of a long rest. \pagebreak ## Magic Items ### Branding Iron of Power *Rod, uncommon (+1), rare (+2), or very rare (+3)*
As an action, you can gain a Brand of Power. If you do so, the Branding Iron of Power becomes a regular branding iron. If you attune to the Brand of Power, you gain a bonus to sign attack rolls and to the saving throw DCs of your sign. This bonus is determined by the rod's rarity. If you gain any additional Brands of Power, you can choose which bonus you get. ### Ritualistic Calligraphers Tools *Wondrous item, uncommon*
While you have these, you can decrease the time taken to cast rituals by half. ### Greater Ritualistic Calligraphers Tools *Wondrous item (requires attunement), very rare*
While you have these, you can cast Ritual spells without the 10 minute casting time increase for casting it as a ritual spell. \pagebreak
Reality is what you make it
The Warden is an entirely new class based on a selection of spell-like abilities that warp the world around them. While it is still in playtesting and development stage, I have found it to be reasonably balanced thus far, and will update it as necessary with more playtesting. Art by Microsoft Designer Thank you to Lastar for proofreading and suggestions. Also, thank you to FellstarDM for the front page and back page.
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