SIGNING IN

Životy

Kostky životů 1d10 za úroveň

Odbornosti

WIS , STR

Warden

Úroveň Bonus odbornosti Vlastnosti Cantrips Known
1 + 2 Primal Transformation (1/rest) 0
2 + 2 Primal Transformation (1/rest) 3
3 + 2 Primal Transformation (1/rest) 3
4 + 2 Primal Transformation (1/rest) 3
5 + 3 Primal Transformation (1/rest) 3
6 + 3 Primal Transformation (1/rest) 3
7 + 3 Primal Transformation (1/rest) 3
8 + 3 Primal Transformation (1/rest) 3
9 + 4 Primal Transformation (1/rest) 3
10 + 4 Primal Transformation (1/rest) 4
11 + 4 Primal Transformation (1/rest) 4
12 + 4 Primal Transformation (1/rest) 4
13 + 5 Primal Transformation (1/rest) 4
14 + 5 Primal Transformation (1/rest) 4
15 + 5 Primal Transformation (1/rest) 4
16 + 5 Primal Transformation (1/rest) 4
17 + 6 Primal Transformation (1/rest) 4
18 + 6 Primal Transformation (1/rest) 4
19 + 6 Primal Transformation (1/rest) 4
20 + 6 Primal Transformation (1/rest) 4

Spell Slots per Spell Level

Úroveň Bonus odbornosti Vlastnosti 1st 2nd 3rd 4th 5th
1 + 2 Primal Transformation (1/rest) 0 0 0 0 0
2 + 2 Primal Transformation (1/rest) 2 0 0 0 0
3 + 2 Primal Transformation (1/rest) 3 0 0 0 0
4 + 2 Primal Transformation (1/rest) 3 0 0 0 0
5 + 3 Primal Transformation (1/rest) 4 2 0 0 0
6 + 3 Primal Transformation (1/rest) 4 2 0 0 0
7 + 3 Primal Transformation (1/rest) 4 3 0 0 0
8 + 3 Primal Transformation (1/rest) 4 3 0 0 0
9 + 4 Primal Transformation (1/rest) 4 3 2 0 0
10 + 4 Primal Transformation (1/rest) 4 3 2 0 0
11 + 4 Primal Transformation (1/rest) 4 3 3 0 0
12 + 4 Primal Transformation (1/rest) 4 3 3 0 0
13 + 5 Primal Transformation (1/rest) 4 3 3 1 0
14 + 5 Primal Transformation (1/rest) 4 3 3 1 0
15 + 5 Primal Transformation (1/rest) 4 3 3 2 0
16 + 5 Primal Transformation (1/rest) 4 3 3 2 0
17 + 6 Primal Transformation (1/rest) 4 3 3 3 1
18 + 6 Primal Transformation (1/rest) 4 3 3 3 1
19 + 6 Primal Transformation (1/rest) 4 3 3 3 2
20 + 6 Primal Transformation (1/rest) 4 3 3 3 2

Kouzla třídy

elemental blast|zorindis booming blade|scag gust|xge Blade Ward lightning lure|scag Shocking Grasp thunderclap|xge Acid Splash magic stone|xge mold earth|xge control flames|xge Fire Bolt green-flame blade|scag Produce Flame frostbite|xge Ray of Frost shape water|xge Elemental Attunement Thorn Whip Feather Fall Fog Cloud Jump Thunderwave zephyr strike|xge catapult|xge earth tremor|xge Burning Hands Faerie Fire Armor of Agathys Create or Destroy Water Cure Wounds Healing Word ice knife|xge absorb elements|xge Chromatic Orb Detect Evil and Good wild cunning (ua)|uastarterspells Entangle Hail of Thorns Gust of Wind Levitate Mirror Image Shatter skywrite|xge tornado|zorindis warding wind|xge dust devil|xge earthbind|xge maximilian's earthen grasp|xge Pass Without Trace aganazzar's scorcher|xge Flame Blade Heat Metal Scorching Ray healing spirit|xge Lesser Restoration Misty Step snilloc's snowball swarm|xge dragon's breath|xge Enhance Ability Flaming Sphere locate elementals|zorindis Melf's Acid Arrow Spike Growth wind step|zorindis rejuveneation shield|zorindis Call Lightning Fly Haste Lightning Arrow thunder step|xge Wind Wall Meld into Stone Melf's Minute Meteors Slow wall of sand|xge erupting earth|xge life transference|xge Daylight Fireball flame arrows|xge Sleet Storm tidal wave|xge wall of water|xge Water Breathing Water Walk Conjure Animals Elemental Weapon Magic Circle Protection from Energy Freedom of Movement storm sphere|xge Stone Shape Stoneskin vitriolic sphere|xge Fire Shield Wall of Fire Control Water Ice Storm watery sphere|xge Banishment Conjure Minor Elementals elemental bane|xge control winds|xge Dimension Door Grasping Vine guardian of nature|xge ice tomb|zorindis Polymorph Destructive Wave steel wind strike|xge Passwall transmute rock|xge Wall of Stone Flame Strike immolation|xge Cone of Cold Greater Restoration maelstrom|xge Mass Cure Wounds Commune with Nature Conjure Elemental Contact Other Plane Planar Binding Reincarnate Awaken Commune With Nature Control Winds wrath of nature|xge Tree Stride blade ward|xphb shocking grasp|xphb acid splash|xphb fire bolt|xphb produce flame|xphb ray of frost|xphb thorn whip|xphb feather fall|xphb fog cloud|xphb jump|xphb thunderwave|xphb burning hands|xphb faerie fire|xphb armor of agathys|xphb create or destroy water|xphb cure wounds|xphb healing word|xphb chromatic orb|xphb detect evil and good|xphb entangle|xphb hail of thorns|xphb gust of wind|xphb levitate|xphb mirror image|xphb shatter|xphb pass without trace|xphb flame blade|xphb heat metal|xphb scorching ray|xphb lesser restoration|xphb misty step|xphb enhance ability|xphb flaming sphere|xphb melf's acid arrow|xphb spike growth|xphb call lightning|xphb fly|xphb haste|xphb lightning arrow|xphb wind wall|xphb meld into stone|xphb slow|xphb daylight|xphb fireball|xphb sleet storm|xphb water breathing|xphb water walk|xphb conjure animals|xphb elemental weapon|xphb magic circle|xphb protection from energy|xphb freedom of movement|xphb stone shape|xphb stoneskin|xphb fire shield|xphb wall of fire|xphb control water|xphb ice storm|xphb banishment|xphb conjure minor elementals|xphb dimension door|xphb grasping vine|xphb polymorph|xphb destructive wave|xphb passwall|xphb wall of stone|xphb flame strike|xphb cone of cold|xphb greater restoration|xphb mass cure wounds|xphb commune with nature|xphb conjure elemental|xphb contact other plane|xphb planar binding|xphb reincarnate|xphb awaken|xphb commune with nature|xphb tree stride|xphb

Vlastnosti třídy

Úroveň 1

Primal Transformation (1/rest)

Úroveň 10

Primal Elemental Transformation.

Úroveň 11

Primal Calling feature

Úroveň 12

Ability Score Improvement

Úroveň 14

Primal Weapon Improvement

Úroveň 15

Primal Calling feature

Úroveň 16

Ability Score Improvement

Úroveň 18

Primal Transformation Improvement (3/rest)

Úroveň 19

Ability Score Improvement

Úroveň 2

Font of Life
Spellcasting

Úroveň 20

True Nature's Wrath

Úroveň 3

Mark of the Nature's Wrath
Primal Calling

Úroveň 4

Ability Score Improvement

Úroveň 5

Primal Weapon

Úroveň 6

Primal Transformation Improvement (2/rest)

Úroveň 7

Primal Calling feature

Úroveň 8

Ability Score Improvement

Vývoj triků

Úroveň 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Známé triky 0 3 3 3 3 3 3 3 3 4 4 4 4 4 4 4 4 4 4 4

Odbornosti

Armor

light

medium

Weapons

simple

martial

Skills

Počáteční vybavení

(a) scalemail (non metal subclasses) or (b) Leather armor
(a) Two martial weapon with (and a quiver with 20 ammunitions is needed)
(a) Two simple weapons or (b) a simple weapon and a shield.
A warden focus (check druidic focus)
Alternativně můžete začít s: 4d4×10|5d4 × 10|Starting Gold

Vlastnosti třídy

Primal Transformation (1/rest) (Level 1)

At 1st level, you learn how to assume a form of primal power to enhance your abilities.

As a bonus action you can transform yourself for 1 minute or until you are incapacitated. At your option, you also gain minor physical attributes that are reminiscent of your transformation, for example, if you learn the Storm´s Hurricane transformation your eyes can change color to a blue lightning color or you can have some sparking energy cracking around you and so.

When you get this feature you learn one of the following transformations.

Form of Storm's Hurricane.

You assume the guardian form of the Storm's Hurricane. While you are in this form, you gain 10 feet bonus to your movement speed. Also, weapon attacks and spells you made deal extra lightning damage equal to your Wisdom modifier.

Form of the Flametongue.

You assume the guardian form of the Flametongue. While you are in this form, any enemy that starts its turn adjacent to you takes fire damage equal to your Wisdom modifier. Also, spells you made deal extra lightning damage equal to your Wisdom modifier.

Form of Stone Herald.

You assume the guardian form of the Stone Herald. You gain a +1 bonus to AC and advantage to strength (athletics) checks. Also, when you enter this form you get an earth shield granting temporary hit points equal to your Wisdom modifier plus your level.

Form of Waterflow.

You gain swim speed equal to your walking speed and you can breathe under water. Also, as a bonus action, you can touch a creature other than yourself, and grant it your Wisdom modifier as temporary hit points.

You can't use this feature again until you finish a short or long rest.

Font of Life (Level 2)

At 2nd level, you learn how to gain some of the nature's resiliance. At the start of the Warden turn, she can reroll a saving throw against any one ongoing effect with advantage, such as a hold person spell. If the saving throw is successful, the effect ends before the warden suffers any effects.

You can't use this feature again until you finish a short or long rest.

Spellcasting (Level 2)

By 2nd level, the Warden use her connection with primal spirits to produce magic as spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the warden spell list.

Cantrips

At 2nd level, you know three cantrips of your choice from the warden spell list. You learn additional warden cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warden table.

Preparing and Casting Spells

The Warden table shows how many spell slots you have to cast your spells. To cast one of your warden spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of warden spells that are available for you to cast, choosing from the warden spell list. When you do so, choose a number of warden spells equal to your Wisdom modifier + half your warden level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 5th-level warden, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 14, your list of prepared spells can include four spells of 1st or 2nd-level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of warden spells requires time spent in commining and meditation: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Wisdom is your spellcasting ability for your warden spells, sicne the power of your spells comes from communing with elemental spirits. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a warden spell you cast and when making an attack roll with one.

Spell

Spell

Spellcasting Focus

You can use a druid focus (found in chapter 5) as a spellcasting focus for your warden spells.

Mark of the Nature's Wrath (Level 3)

At 3rd level, you gain the ability to impose the wrath oft he nature on your enemies. When you damage an enemy with an attack or a cantrip spell, you can mark the creatures you affect until the end of your next turn. This effect ends early if you are incapacitated or you die.

Once on each of your turns when you hit a marked creature with a weapon attack, you can cause the attack to deal an extra 1d6 bonus damage as acid, cold, fire, lightning or thunder damage, your choice.

Unleashed Wrath

When a marked creature attacks another creature other than yourself, you can use your reaction to gain advantage in the first attack you made until the end of your next turn to that creature.

You can use the Unleashed Wrath a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Primal Calling (Level 3)

At 3rd level, you choose one aspect of primal calling you feel an affinity from.

Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level. Those features include Primal Calling spells.

Primar Calling Spells

Each guardian calling has a list of associated spells. You gain access to these spells at the levels specified in the Primal Calling description. Once you gain access to a Primal Calling spell, you always have it prepared. Primal Calling spells don't count against the number of spells you can prepare each day.

If you gain a Primal Calling spell that doesn't appear on the Warden spell list, the spell is nonetheless a warden spell for you.

Ability Score Improvement (Level 4)

When you reach 4th 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.

If your DM allows the use of feats, you may instead take a feat.

Primal Weapon (Level 5)

From 5th level, when you use the Attack Action, you can use your bonus action to cast cantrip spell that has a casting time of one action.

If you have the Extra Attack feature, you can do only one attack with your attack action when using this feature.

Primal Transformation Improvement (2/rest) (Level 6)

At 6th level, you learn one extra Primal Transformation. Also, you can transform one extra time between rest. Although you can only use one transformations at the at time. You can spend one of the uses to change to another transformation.

Primal Calling feature (Level 7)

At 7th level, you gain a feature granted to you by your Primal Calling.

Ability Score Improvement (Level 8)

When you reach 8th 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.

If your DM allows the use of feats, you may instead take a feat.

Primal Elemental Transformation. (Level 10)

From 10th level, when you use your primal transformation, you get the benefits of the following investiture spells for the duration of the transformation, although you don't need concentration to maintain these benefits.

Form of Storm's Hurricane.

Investiture of Wind

Form of the Flametongue.

Investiture of Flame

Form of Stone Herald.

Investiture of Stone

Form of Waterflow.

Investiture of Ice

Primal Calling feature (Level 11)

At 11th level, you gain a feature granted to you by your Primal Calling.

Ability Score Improvement (Level 12)

When you reach 12th 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.

If your DM allows the use of feats, you may instead take a feat.

Primal Weapon Improvement (Level 14)

From 14th Level, your primordial weapon works with any spell with a casting time of one action.

You can use this feature to control an ongoing damaging spell as the call lightning spell that requires an action to control instead of casting a new spell.

Primal Calling feature (Level 15)

At 15th level, you gain a feature granted to you by your Primal Calling.

Ability Score Improvement (Level 16)

When you reach 16th 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.

If your DM allows the use of feats, you may instead take a feat.

Primal Transformation Improvement (3/rest) (Level 18)

At 18th level, you learn one extra Primal Transformation. Also, you can transform one extra time between rest.

Ability Score Improvement (Level 19)

When you reach 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.

If your DM allows the use of feats, you may instead take a feat.

True Nature's Wrath (Level 20)

At 20th level, the Mark of the Nature's Wrath became more powerful.

You can place you mark with any spell that deals damage.

Podtřídy

Earth Shaker Calling
Zorindis
Stormheart Calling
Zorindis
Sunflare Calling
Zorindis

Vlastnosti podtřídy

Earth Shaker Calling

Earth Shaker Calling (Level 3)

Primal Calling Spells

You gain primal calling spells at the Warden level listed

Shake te Earth

From 3rd Level, when you cast a spell that deals bludgeoning damage, you can put prone every creature at 10 feet from you. Creatures in the area must make a Dexterity saving throw or fall prone, marked enemies have disadvantage on the save.

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Sunder Armor (Level 7)

From 7th level, enemies you mark with your Mark of the Nature's Wrath, have minus 1 to their Armor Class.

Earthglide (Level 11)

From 11th level, you gain burrow speed equal to your movement speed and you can burrow through nonmagical, unworked earth and stone. While doing so, you don't disturb the material you moves through.

Earthquake (Level 15)

From 15th level, you learn how to make the earth really shake. You can cast the Earthquake spell. You can use this once, you must finish a long rest to use it again.

Stormheart Calling

Stormheart Calling (Level 3)

Primal Calling Spells

You gain primal calling spells at the Warden level listed

Storm Lightning Arc

From 3rd Level, when you cast a spell that deals thunder or lightning damage, you can send a sparking thundering energy to all marked enemies dealing an extra damage equal to your Wisdom modifier plus half your level.

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Storm Embrace (Level 7)

From 7th level, you gain resistance to Thunder and Lightning damage.

Storm Shift (Level 11)

At 11th level, you gain the ability to shift as a lightning in a storm. When you spend a 1st or higher spell slot level to use a spell that deals thunder or lightning damage, before or after the spell effect is done, you can teleport yourself to an unoccupied space within the spell range to up to your movement speed.

Flaying wind (Level 15)

From 15th level, you gain Fly speed equal to your land speed.

Sunflare Calling

Sunflare Calling (Level 3)

Primal Calling Spells

You gain primal calling spells at the Warden level listed

Sun's Flame

When you choose this Primal Calling at 3rd level, if you know the Elemental Blast cantrip the spell can deal radiant damage as well.

Your extra damage from your Mark of the Nature's Wrath can deal radiant damage as well.

Guiding Light

From 3rd Level, when you cast a spell that deals fire or radiant damage, you can briefly guide your allies attacks against the marked enemies. Attacks made to the marked creatures have advantage until the end of your next turn.

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Flame Embrace (Level 7)

From 7th level, you gain resistance to Fire and Radiant damage.

Light Spirit (Level 11)

From 11th level, you gain Darkvision of 60 feet, if you already have darkvision the range increase in 60 feet. Also, you can use your bonus action to emit sunlight within 30 ft. of you, you can put if off whenever you want, no action needed.

Sunburn (Level 15)

From 15th level, your spells inflict a sunburn to your enemies. Enemies that fail a saving throw or are hit with one spell attack from a 1st level or higher spells you cast, that deals fire or radiant damage, start to burn taking 1d6 of the spell damage for a number of rounds equal to your Wisdom modifier.

Those enemies can use an action to make a Constitution saving throw to resist the sunburn versus your spell DC, on a success the sunburn end. An enemy can have only one sunburn effect on itself at the same time.