User:Leziad/Warden

From Dungeons and Dragons Wiki
Jump to: navigation, search

Warden[edit]

<-general description->.

Making a Warden[edit]

<-Strong points and weak points, and effectiveness with party members.->

Abilities: <-Description of most important attributes for this class.->

Races: <-Description of relative likelihood of various races to join this class.->

Alignment: <-Alignments allowed for this class, or write "Any"->.

Starting Gold: <-starting gold; YdZ->×10 gp (<-average starting gold. This is calculated by multiplying the number of die rolls by the die size plus one and multiplying the result by 5 [Y × (Z + 1) × 5].-> gp).

Starting Age: Moderate.

Table: The Warden

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Special Spells
Fort Ref Will 0 1st 2nd 3rd 4th
1st +0 +2 +0 +2 Natural Insight, Warden Oath, Wild Empathy 3
2nd +1 +3 +0 +3 Healing Hands, Woodland Stride 4 0
3rd +2 +3 +1 +3 Panacea (Minor), Ward 4 1
4th +3 +4 +1 +4 Warden Technique 5 2
5th +3 +4 +1 +4 Warden's Vigilance +2 5 3
6th +4 +5 +2 +5 Bonus Feat, Panacea (Moderate) 5 3 0
7th +5 +5 +2 +5 Uncanny Dodge 6 4 1
8th +6/+1 +6 +2 +6 Warden Technique 6 4 2
9th +6/+1 +6 +3 +6 Panacea (Major) 6 5 3 0
10th +7/+2 +7 +3 +7 Warden's Vigilance +3 6 5 3 1
11th +8/+3 +7 +3 +7 Relentless Watcher 6 6 4 2
12th +9/+4 +8 +4 +8 Bonus Feat, Warden Technique 6 6 4 3
13th +9/+4 +8 +4 +8 Warding Aura 6 6 5 3 0
14th +10/+5 +9 +4 +9 Improved Uncanny Dodge 6 6 5 4 1
15th +11/+6/+1 +9 +5 +9 Warden's Vigilance +4 6 6 6 4 2
16th +12/+7/+2 +10 +5 +10 Warden Technique 6 6 6 5 3
17th +12/+7/+2 +10 +5 +10 Warded Soul 6 6 6 5 3
18th +13/+8/+3 +11 +6 +11 Bonus Feat 6 6 6 6 4
19th +14/+9/+4 +11 +6 +11 Avatar's Grasp 6 6 6 6 4
20th +15/+10/+5 +12 +6 +12 Prime Warden, Warden Technique, Warden's Vigilance +5 6 6 6 6 5

Class Skills (6 + Int modifier per level, ×4 at 1st level)
Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Local) (Int), Knowledge (Geography) (Int), Knowledge (Nature) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Speak Language (None), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Rope (Dex).


Class Features[edit]

All of the following are class features of the Warden.

Weapon and Armor Proficiency: A warden is proficient with all simple weapons, the shortbow and one martial weapon of her choice. Wardens are proficient with light and medium armor as well as all shields (except tower shield).

Spells: A warden casts divine spells, which are drawn from the druid spell list. Her alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells, below. Unlike a druid, a warden does not need to prepare her spell in advance. Instead she cast directly from her spell list without preparation.

To cast a spell, the warden must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a druid’s spell is 10 + the spell level + the warden’s Wisdom modifier.

Like other spellcasters, a warden can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Druid. In addition, she receives bonus spells per day if she has a high Wisdom score. When the table indicates that the warden gets 0 spells per day of a given spell level, she gains only the bonus spells she would be entitled to based on her Wisdom score for that spell level.

Bonus Language: A warden’s bonus language options include Sylvan, the language of woodland creatures. This choice is in addition to the bonus languages available to the character because of her race.

A druid also knows Druidic, a secret language known only to druids, which she learns upon becoming a 1st-level druid. Druidic is a free language for a druid; that is, she knows it in addition to her regular allotment of languages and it doesn’t take up a language slot. Wardens are forbidden to teach this language to nondruids and nonwardens.

Druidic has its own alphabet.

Code of Conduct: Wardens swear an oath to protect nature, many of them are put in charge of a specific area. A warden must respect nature, natural life and nature spirits. She must seek to purge corrupted spirits, aberration and undead, or at least to contain them. She must protect people and communities from frenzied animals and magical beasts. However she must enforce those agreements with violence if all else fails. She must not profit from the exploitation of the natural world, and is encouraged to seek vengeance or reparation for damage caused by greedy exploitation. Finally a warden is forbidden from teaching druidic to nondruid and nonwarden.

If a warden grossly violates her code of conduct, she loses her spellcasting, warden's oath and all supernatural ability granted by her warden levels until she atone. The warden may be farsighted and establish agreements or commit minor offenses to her oath, as long as she does so with the intent to preserve the sanctity of the natural world. For example a warden can allow a force that she cannot stop, or require their help, to exploit a forest with the promise that more land will be spared or that the forest will be replanted. The warden must use whatever means she can muster, including violence, to enforce the terms of her agreements. Another example would be a warden allowing a village to increase the volume of their hunt for a holiday feast, in exchange for their help later.

A warden must also select a single taboo from the list below. If she breaks her taboo she loses spell slots as if she had taken a negative level.

  • The warden must forswear to use metal armor and shields (as a druid).
  • The warden cannot refuse a fey or other nature's spirit’s request for aid unless it will interfere with his existing duties, or he believes the creature seeks to directly oppose her other aims and goals.
  • The warden must attempt to calm or nonviolently subdue hostile animals and magical beasts before resorting to violence. She may strike first only to save a life, and must attempt to deal nonlethal damage when she does so.
  • The warden must live a simple ascetic lifestyle. She must eat her food uncooked, sleep outside and avoid other luxuries of civilization.

Natural Insight (Ex): A warden gains half her class level as a bonus on Knowledge (nature) and Survival checks. A warden may track as if she had the Track feat.

Warden's Oath: A warden draws great determination from the oath she swore, and her resolve is focused. At 1st level a warden selects an oath from the list below, once this choice is made it cannot be changed.

Oath of Cooperation (Ex): A warden who took this oath gain an animal companion as a Druid or her level. The warden add half her class as a bonus on Ride checks when riding her animal companion.

Oath of Mysticism (Ex): A warden who took this oath gain Spell Focus as a bonus feat. At 6th level and each 4 levels thereafter the DC of all of her spells increases by 1.

Oath of Nurturing (Ex): A warden who took this oath heals an additional 1d6 points of damage with any of her magical healing effect, this increase by +1d6 at 6th level, 12th level and 18th level. Additionally the warden gain half her level as a bonus on Heal checks and Profession (Midwife) checks.

Oath of Protection (Ex): A warden who took this oath gain Combat Reflexes as a bonus feat, and she uses her Wisdom instead of her Dexterity to determine the number of extra attacks of opportunity she can take with the feat. While in natural terrain or within the area of her ward she gains an extra 5-ft. of reach.

Oath of Purification (Ex): A warden who took this oath is proficient at destruction smite corrupted animals and spirits of various kinds. The warden gains a +2 bonus on attack against aberration, evil-aligned fey, evil-aligned magical beast and undead and deal an extra 1d6 damage when successfully striking them. She also gain a +2 bonus on saving throws against the ability of those creatures. At 6th level and each 4 levels thereafter the extra damage increases by 1d6.

Wild Empathy (Ex): This functions as the Druid ability of the same name, using the warden's class level as her effective druid level.

Healing Hands (Su): A warden of 2nd level can mend wounds with a touch. As a standard action, a warden can heal 1d6 points of damage to a single creature she can touch, she may use this ability on herself of her animal companion (if any) as a swift action instead. At 4th level and each 2 levels thereafter, a warden's healing hands heal an additional 1d6 points of damage. The warden can use this ability a number of times per day equal to 3 + her Wisdom modifier.

Woodland Strike (Ex): Starting at 2nd level, a warden may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect her.

Panacea (Su): A 3rd level warden is able to alleviate negative conditions on any creatures she heals with her healing hand. When a warden uses healing hands on a creature, she can choose a single condition. If the creature has that condition and it is removed. A warden can only choose a condition in the minor list at first, at 6th level she may also select from the moderate list and from the major list at 9th level.

Minor Conditions: Shaken, sickened,

Moderate Conditions: Confused, dazed, frightened, staggered .

Greater Conditions: Cowering, nauseated, panicked, stunned.

Ward (Su): A 3rd level warden can declare an area under her protection, marking it as its ward. As a standard action, a warden can declare a 20-ft.-radius area as her ward; at least one square of the area must be adjacent to her. If the area of her ward is mostly natural terrain, the radius of her ward is doubled. A warden can dismiss her claim on a ward as a free action, otherwise an area remains a ward for 1 hour per class level or until another ward is declared.

As a swift action, a warden can declare a single creature within her ward to be a trespasser. A trespasser cannot use the tumble skill to avoid provoking an attack of opportunity from the warden. The warden may declare any creature that enters her ward or attacks a creature within her ward a trespasser as an immediate action. A creature is trespasser as long as it is on a square covered by the ward and for 1 round thereafter.

At 6th level and each 3 levels thereafter, the radius of her ward increases by 10 feet. She may always decide to declare a ward smaller than the allowed area if she wishes. A warden may use this ability twice per day, and additional time per day 5th level and odd levels thereafter.

Ancient Technique: At 4th level and each 4 levels thereafter, the warden learns one of her forebears’ techniques passed from warden to warden for generation. A warden must meet all prerequisites of the technique she wishes to choose, and she cannot select a technique multiple times unless specified otherwise.

Aura of Preservation (Su): A warden with technique is able to preserve herself and all objects close to her, all of her possessions and all objects within 30 feet of her are affected as if an Unguent of Timelessness had been applied to them, but only while they are in the area. This effect does not end if the warden dies, preserving her body and everything close by. Furthermore the warden become immune to effects which artificially ages her or cause her to decay.

Camouflage (Ex): A warden with technique can use the Hide skill in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment. A warden must be 12th level to select this technique.

Cryptic Advice (Ex): A warden with this technique can use Aid Another as a move action. If she is on natural terrain she shares her Warden's Vigilance bonus with all allies within 30 feet of her. This includes the bonus to attack and damage against the warden’s ward trespasser.

Distrustful Protector (Ex): When a warden with this technique declares a ward, all hostile creatures within the area are automatically declared trespassers.

Favored Terrain (Ex): This ability functions as the ranger ability of the same name. You use your warden level as your effective ranger level for the purpose of determining the bonus granted by this ability. Unlike the ranger you only gain a single favored terrain.

Hunter's Bond (Ex): A warden with this technique gains an animal companion as a ranger of her class level. This technique is not available to a warden who took the oath of cooperation.

Mystic Tradition (Ex): A warden with this technique picks one 1st-level spell, one 2nd-level spell, one 3rd-level spell, and one 4th-level spell from the bard, cleric, or ranger spell lists. Add these spells to your warden spell list as warden spells of the appropriate level. Once chosen, these spells cannot be changed.

Natural Ward (Su): When a warden with this technique declare a ward. She may have it be treated as natural terrain as the welcome to the jungle spell. This effect last only as long as the ward is in existence. This does not affect a warden's Warding Aura, only declared ward. A warden must be 8th level to select this technique.

Owl Sight (Ex): A warden with technique gains low-light vision, darkvision 30 feet and a +4 bonus on Spot checks at night.. If she already had low-light vision she gains superior low-light vision instead, and if she already had darkvision its range increases by 30 feet.

Steadfast Convictions (Ex): A warden with this technique gain DR 1/- and the benefits of Diehard as long as she is on natural terrain or within the area of her ward. If she already had Diehard, she extends her negative hit point range before she dies by her Wisdom bonus. The damage reduction granted by this technique increases by 1 at 8th level and each 4 levels thereafter.

Quick Declaration (Ex): A warden with this technique can halve the size of her ward to declare it as a move action. A warden must be 8th level to select this technique.

Shortcut Acuity (Ex): A warden with this technique is able to travel overland at twice the normal speed, and apply this benefit to up to two creatures per class level which accompany her. The warden’s base land speed also increases by 10 feet.

Spirit Talker (Ex): A warden with technique gains a familiar as a wizard of her level.

Swift Declaration (Ex): A warden with this technique can declare a normal-sized ward as a move action, or halve its size to declare it a swift action. This technique requires and overwrite Quick Declaration.

Vengeful Vow (Ex): A warden with this technique applies her bonus to damage rolls granted by vow of purification against her ward's trespassers. This technique is only available to a warden who took the oath of purification.

Way of the Bow (Ex): A warden with this technique gain either [[SRD:Point Blank Shot|Point Blank Shot[[, Precise Shot or Weapon Focus (any bow) as a bonus feat.

Warden's Vigilance (Ex): A 5th level warden gain a +2 bonus on initiative checks, listen checks, search checks and spot check while on or surrounded by natural terrain. A warden also gains a +2 bonus on attack and damage rolls against her ward's trespassers. At 9th level and each 4 levels thereafter these bonuses increase by +1.

Bonus Feat (Ex): At 6th level and each 6 levels thereafter, a warden gain a single [Fighter] feat as a bonus feat. She must meet the prerequisites of the feat as normal.

Uncanny Dodge (Ex): At 7th level, a warden retains her Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, she still loses his Dexterity bonus to AC if immobilized. If a warden already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead

Relentless Watcher (Ex): A warden of 11th level is constantly vigilant and aware of danger, to the point of near precognition. A warden may always act in surprise rounds and does not take any penalty on Listen check for being asleep.

Warding Aura (Ex): At 13th level a warden that has no active ward counts all squares within 15 feet of her as her active ward. This effect is suppressed when the warden establish a ward, and immediately resume when the ward is dismissed.

Improved Uncanny Dodge (Ex): At 14th level and higher, a warden can no longer be flanked. This defense denies a rogue the ability to sneak attack the warden by flanking him, unless the attacker has at least four more rogue levels than the target has warden levels. If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character.

Sheltered Soul (Ex): A 17th level warden's soul is protected by nature, and is quickly retrieved by the spirits or deities of nature upon her death. The warden become immune to soul-removing and possession effect (such as magic jar or trap the soul). If the warden is slain, she can be brought to life with no level loss.

Avatar's Grasp (Su): A 19th level warden has partially embodied nature, infusing her very hands with it powers. Any weapon she wield gain one of the following special qualities: [[SRD:Disruption|Disruption, Icy Burst, Flaming Burst or Soaking Burst. This is in addition with any enhancements already on the weapon, although it does not stack with the same enhancement and the weapon must be able to receive the chosen enhancement. As a free action, the warden may change which enhancement she grants as part of Avatar's Grasp.

Prime Warden (Ex): A 20th level warden is a steadfast protector of nature, seasoned by her experience and tenacity. The warden may select a second Warden's Oath, gaining all benefits it provides. Finally while on natural terrain she automatically roll a 20 on her initiative checks.

Ex-Warden[edit]

<-Describe what happens when a character violates the alignment restrictions or any other class restrictions. If there are no behavior or alignment restrictions, delete this section.->



Back to Main Page3.5e HomebrewClassesBase Classes