Životy
Odbornosti
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
Vlastnosti třídy
Úroveň 1
Úroveň 10
Úroveň 11
Úroveň 12
Úroveň 14
Úroveň 15
Úroveň 16
Úroveň 18
Úroveň 19
Úroveň 2
Úroveň 20
Úroveň 3
Úroveň 4
Úroveň 5
Úroveň 6
Úroveň 7
Úroveň 8
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
light
medium
simple
martial
Počáteční vybavení
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.
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.
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
Vlastnosti podtřídy
Earth Shaker Calling
Earth Shaker Calling (Level 3)
Primal Calling Spells
You gain primal calling spells at the Warden level listed
| Warden Level | Spells |
|---|---|
3rd | |
5th | |
9th | |
13th | |
17th |
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
| Warden Level | Spells |
|---|---|
3rd | |
5th | |
9th | |
13th | |
17th |
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
| Warden Level | Spells |
|---|---|
3rd | |
5th | |
9th | |
13th | |
17th |
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.