Trefferpunkte
Übungen
Klasseneigenschaften
Stufe 1
Stufe 10
Stufe 11
Stufe 12
Stufe 13
Stufe 14
Stufe 15
Stufe 16
Stufe 17
Stufe 18
Stufe 19
Stufe 2
Stufe 20
Stufe 3
Stufe 4
Stufe 5
Stufe 6
Stufe 7
Stufe 8
Stufe 9
Übungen
light
medium
shield
simple
martial
Startausrüstung
Klasseneigenschaften
Sentinel's Stand (Level 1)
Wardens are towers that cannot easily be felled. At 1st level, choose one of the following features.
Armor Proficiency
You gain proficiency with heavy armor.
Primal Toughness
Your hit point maximum increases by 1 + your Constitution modifier, and it increases by 1 every time you gain a level in this class.
Stalwart Spirit
You gain proficiency in one saving throw of your choice.
Warden's Grasp (Level 1)
At 1st level, as a bonus action, you can use the force of your daunting presence to ensnare nearby enemies into combat. Until the beginning of your next turn, you can't move, and each Large or smaller creature you choose within 5 feet can't willingly move away from you unless it first takes the Disengage action.
Fighting Style (Level 2)
At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
Crippling
When you hit a creature with a melee weapon attack, its speed is reduced by 10 feet, to a minimum of 0, until the end of its next turn, and it can't take the Dash action until the end of its turn.
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.
Protection
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a weapon or shield.
Titan Fighting
You gain a +2 bonus to melee weapon attack rolls you make against Large or larger creatures.
Warden's Mark (Level 2)
At 2nd level, you can use your bonus action to mark a creature you can see within 30 feet. While a marked creature is within 5 feet of you, it has disadvantage on any attack roll that doesn't target you. The mark lasts for 1 minute, or until you mark another creature, become incapacitated, or die.
Champion's Call (Level 3)
By the time you reach 3rd level, you feel the inexorable pull of an important duty or task that you assume as your own. No outside force compels your choice or enforces your conduct; if you fail in your charge, you alone are responsible.
Your choice grants you features at 3rd level and again at 6th, 13th, and 20th level.
Warden's Resolve (Level 3)
Starting at 3rd level, whenever your hit points are less than half your maximum, you have resistance to bludgeoning, piercing, and slashing damage.
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.
Font of Life (Level 4)
By 4th level, you can use your action to end either one disease or one condition afflicting you. The condition can be blinded, charmed, deafened, frightened, paralyzed, or poisoned. You can use this action even if the condition you end would otherwise prevent it. Once you use this ability, you must finish a short or long rest before you can use it again.
Extra Attack (Level 5)
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Call Feature (Level 6)
At 6th level, you gain a feature granted by your Champion's Call.
Sentinel's Step (Level 7)
Wardens are faultless trackers, which can navigate hazardous terrain with ease. At 7th level, select one of the following features.
Earthstrength
You possess the might of the earth itself. Your carrying capacity doubles, and you have advantage on ability checks and saving throws against being pushed against your will or knocked prone.
Thundering Charge
On your first round of combat, your speed increases by 30 feet and you have advantage on the first melee weapon attack you make.
Wildblood
Your reflexes have been honed by the perils of nature. You can't be surprised while you are conscious. Additionally, you have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores.
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.
Undying (Level 9)
At 9th level, when you are reduced to 0 hit points and are not killed outright, you can choose to drop to 1 hit point instead. Once you use this ability, you can't use it again until you finish a long rest.
Interrupt (Level 10)
Starting at 10th level, as a reaction when a creature within 5 feet of you makes a melee attack against you, you can punctuate its strikes. After that attack, the creature can make one fewer attack than normal on this turn.
Mark Improvement (Level 11)
At 11th level, whenever you take the Attack action on your turn, you can make an additional attack against a creature you have marked.
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.
Call Feature (Level 13)
At 13th level, you gain a feature granted by your Champion's Call.
Grasp Improvement (Level 14)
At 14th level, the range of your Warden Grasp ability increases to 10 feet.
Font of Life Improvement (Level 15)
At 15th level, once per day when you use your Font of Life ability, your hit points are also restored to half your maximum, if they were lower.
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.
Resolve Improvement (Level 17)
Starting at 17th level, when your hit points are less than half your maximum, you have resistance to all damage except psychic.
Sentinel's Soul (Level 18)
Wardens are unshakable guardians that cannot be bowed. At 18th level, choose one of the following features:
Ageless Guardian
You are immune to poison and disease, no longer need food or water, suffer none of the frailty of old age, and can't be aged magically. You can still die of old age, however.
Additionally, you have advantage on Dexterity saving throws.
Eyes of the Mountain
You gain tremorsense with a range of 15 feet, and can detect the presence of hidden or invisible creatures within 30 feet.
Additionally, you have advantage on Constitution saving throws.
Impenetrable Mind
Your thoughts can't be read, and you can't be charmed or frightened.
Additionally, you have advantage on Wisdom saving throws.
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.
Call Feature (Level 20)
At 20th level, you gain a feature granted by your Champion's Call.
Multiklassen
Multiklassen-Voraussetzungen
{"str":13}
Erworbene Übungen
Unterklassen
Unterklassen-Eigenschaften
Bloodwrath Guardian
Bloodwrath Guardian (Level 3)
The primal power you wield has formed an intrinsic bond with the creatures of the wild, and you have taken up the task of defending them. Because you share in the beast's ferocity, tenacity, and animal instinct, you can summon a beast's primal strength from within yourself, and slay your enemies in an animalistic trance.
While entranced, you can sense a connection to a greater being, the Primal Beast, the first predator, from which all hunters are descended. As your commitment to defending the wilds from corruption grows, you grow closer to the Primal Beast, until you can at last adopt its ancient form yourself, and allow it to hunt once again.
Feral Trance
Starting when you hear this call at 3rd level, you can fall into a primal battle trance as a bonus action. While in your trance, you gain the following benefits:
You have advantage on Strength checks and Strength saving throws.
Your base movement speed increases by 10 feet.
You have advantage on all melee weapon attack rolls using Strength against a creature you have marked.
Attacks against you have advantage.
Your trance lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your trance on your turn as a bonus action.
Once you use this ability, you can't use it again until you finish a short or long rest.
Predator's Scent (Level 6)
By 6th level, you hunt like an animal. A creature you have marked can remain marked for up to 24 hours, even if it moves out of your sight. Additionally, while this creature is marked, you can track it effortlessly; you know the direction and distance to the creature while it remains on the same plane of existence.
Evasion (Level 13)
Beginning at 13th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Form of the Primal Beast (Level 20)
At 20th level, as an action, you can transform into a hunched thing of fur and shadow, an echo of the Primal Beast. For 1 minute, you gain the following features:
You gain all the benefits of Feral Trance.
You gain temporary HP equal to twice your level.
When you hit a creature with a melee weapon attack, you can give the target a bleeding wound. Constructs, oozes, and undead can't get bleeding wounds. A creature loses 1d8 hit points at the start of each of its turns for each of its bleeding wounds unless it uses an action to staunch the bleeding. While a target is bleeding, it can't regain lost hit points. A creature can have a number of bleeding wounds up to your proficiency bonus.
Once you use this feature, you can't use it again until you finish a long rest.
Carrion King
Carrion King (Level 3)
A master and champion of vermin, you are called to defend the lowliest creatures of all: insects, rats, spiders, and other pests. You know that these creatures mean no harm—they are merely trying to survive in a world too large for them—so you come to their aid, and they flock to your side. Unmistakably, your coming is signaled by the scrambling of little claws and the cawing of the crows. Legions of pests wait at your command to swarm, bite, and claw at anyone who might thin their numbers.
Gnawing Mark
Starting when you hear this call at 3rd level, the vermin heed your every word. When you mark a creature, insects swarm its eyes and mouth and crawl on its skin. Whenever the creature makes an attack roll or ability check while it is marked, it must roll a d4 and subtract the number rolled from the result.
Infested (Level 6)
By 6th level, insects and rodents inhabit every nook and cranny of your clothes and gear. Whenever a creature within 5 feet of you hits you with an attack, these vermin retaliate, dealing 1d6 piercing damage to the attacker. Additionally, on each subsequent attack the creature makes before the end of its turn, it must roll a d4 and subtract the number rolled from the attack roll.
Evasion (Level 13)
Beginning at 13th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Lord of the Flies (Level 20)
At 20th level, you can use your action to beckon forth a colossal swarm of flying insects and scurrying rodents, which envelop you like a cloud. For the next minute, a 10-foot-radius sphere of vermin is centered on you. The area is heavily obscured. Each creature you choose within the sphere has disadvantage on attack rolls and ability checks and takes 6d4 piercing damage when it enters the area for the first time on a turn or starts its turn there.
Once you use this ability, you can't use it again until you finish a long rest.
Fey Trailblazer
Fey Trailblazer (Level 3)
Crossing a fey bridge into the enchanted Feywild beyond can be a perilous journey, threatening travelers with dangerous wild magic, fey tricksters, and horrific magical beasts. You, however, have heard the carefree call of magic in these few places where the Feywild intersects with the mortal plane, and have cultivated your skill in guiding travelers through the Feywild's hazards. In turn, the Feywild has left its mark on you, adorning your mark with capricious magic and letting you step easily through the planes.
Alluring Mark
Starting when you hear this call at 3rd level, you can place your mark upon the affections within a creature's mind. When you use your Warden's Mark, you can attempt to place an Alluring Mark. When you do so, the target must make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Constitution modifier). On a failed save, instead of the normal effects of Warden's Mark, while the marked creature is within 5 feet of you, it is charmed by you. Your Alluring Mark ends early if you deal damage to the marked creature.
Misty Jaunt (Level 6)
By 6th level, your connection to the Feywild enables you to blink from place to place. You can spend your entire movement to teleport up to half your movement speed.
Spell Resistance (Level 13)
Beginning at 13th level, you have advantage on saving throws you make against spells.
Archfey of Majesty (Level 20)
At 20th level, as an action, you can channel the majesty of the archfey that rule the fey courts, becoming an embodiment of unnatural grace and beauty for the next minute. You gain the following benefits:
Whenever a creature tries to attack you, it must make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Constitution modifier). On a failed save, its attack misses. On a successful save, the creature is immune to this ability for the next 24 hours.
As a bonus action, you can teleport up to 30 feet to an unoccupied space you can see.
Once you use this ability, you can't use it again until you finish a long rest.
Godsworn
Godsworn (Level 3)
The whispers of gods, the ringing of bells, and the meter of hymns called you, compelling you to swear an oath of protection. With your blade, you defend temples, holy sites, and other sacred grounds, and with your shield, you protect pilgrims as they make their grand journeys. With your mark, you watch over magiless priests and ensure that their message turns hearts and minds, even in the most dangerous places. You know that your purpose is grander than just one life, and you look forward to seeing what designs the gods have set on your travels.
Bonus Proficiencies
When you adopt this oath at 3rd level, you gain proficiency in the Medicine and Religion skills. If you already have proficiency in one of these skills, your proficiency bonus is doubled for any ability check you make that uses it.
Anointed Mark
At 3rd level, you can use your Warden's Mark to target a friendly creature within 30 feet. Doing so places the creature under the effects of the bless spell while it remains marked.
Holy Allies (Level 6)
By 6th level, the spirits of saints and martyrs rise to protect you. You can use your action to cast the spirit guardians spell (DC equals 8 + your proficiency bonus + your Strength modifier) without using a spell slot.
Once you use this ability, you can't use it again until you finish a long rest.
Mettle (Level 13)
Also at 13th level, your determination allows you to shrug off effects that would otherwise harm you. When you are subjected to an effect that allows you to make a Constitution saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Sainted Mantle (Level 20)
At 20th level, you can use your bonus action to wreathe yourself in divine protection, a soft glow and faint halo signifying the sainted mantle. For the next minute, while you are conscious, you regain 5 hit points at the start of each of your turns. If you have less than half your hit points at the start of your turn, you instead regain 10 hit points.
Once you use this ability, you can't use it again until you finish a long rest.
Grey Watchman
Grey Watchman (Level 3)
Ever vigilant and unceasing in your duties, you are a watcher of the realms of men, called to keep vigil over a keep or wall. As a grey watchman, trained in the arts of combat, you have honed your skills to a razor's edge to repel any invaders that might challenge your land. You need not keep watch over the same keep your entire life, but, wherever you travel, you are dedicated to keeping your land safe from invading armies, marauding monsters, and other external threats.
Battle Tactics
When you hear this call at 3rd level, you learn maneuvers that are fueled by special dice called battle dice.
Battle Dice
You have two battle dice, which are d8s. A battle die is expended when you use it. You regain all of your battle dice when you take a short or long rest, or when you roll initiative.
Your battle die changes and more battle dice become available when you reach certain levels in this class, as shown on the table below.
| Warden Level | Battle Dice |
|---|---|
3rd | 2d8 |
7th | 3d8 |
13th | 3d10 |
19th | 4d10 |
Using Battle Dice
Once per turn, you can expend a battle die to perform a maneuver of your choice. Your maneuver options are detailed on the optional features page.
Saving Throws
Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows:
Maneuver
Hold the Line
At 3rd level, when you use your Warden's Grasp, any creature you choose other than yourself within the effect's area gains a +1 bonus to Armor Class and saving throws until the beginning of your next turn while it remains in the effect's area.
Fortification Expert (Level 6)
By 6th level, your experience manning battlements and blockades has given you insight in how to raise and reinforce them. You have advantage on any ability check you make to erect defensive fortifications, examine walls and other defenses for weak points and entryways, or climb constructed walls. Additionally, you can treat three-quarters cover as full cover.
Mettle (Level 13)
Also at 13th level, your determination allows you to shrug off effects that would otherwise harm you. When you are subjected to an effect that allows you to make a Constitution saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Unbreakable Sentinel (Level 20)
Starting at 20th level, you can use your action to transform into a paragon of battle, an unstoppable sentinel, channeling the strength of every man, woman, and child beneath your charge. For the next minute, you gain the following benefits:
You have a +2 bonus to Armor Class.
Whenever you hit a creature you have marked, you regain an expended battle die.
You can take an additional reaction during each round of combat. You can only take one reaction during each turn.
Once you use this ability, you can't use it again until you finish a long rest.
Hellkeeper
Hellkeeper (Level 3)
Some wardens hear a call of flames and tormented screams rising up from the bowels of the earth. These grim few become Hellkeepers, tasked by devils with watching the gates of the underworld, safeguarding the innocent from wandering inside, and trapping the damned prisoners within. Some Hellkeepers feel that their position is a merciful one, for it protects mortals from unspeakable fiendish cruelties. Others know full well the implications of their calling and relish in the vileness of their deeds.
Tormenter
Starting when you hear this call at 3rd level, you gain proficiency in the Intimidation skill and can double your proficiency bonus for any Charisma (Intimidation) check you make to intimidate a creature that is restrained.
Hellish Grasp
At 3rd level, when you use your Warden's Grasp ability, each creature affected takes 1d6 fire damage. At 14th level, this fire damage increases to 2d6.
Fell Resilience (Level 6)
By 6th level, your flesh darkens and toughens to match that of a fiend as you come closer to death. You have advantage on Strength and Constitution saving throws when your hit points are less than half your maximum.
Spiteful Mark (Level 6)
Also at 6th level, when you mark a creature with Warden's Mark, the target takes 1d6 fire damage. At 11th level, this fire damage increases to 2d6.
Evasion (Level 13)
Beginning at 13th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Hellbent (Level 20)
At 20th level, as an action, you can transform into the fiendish shape of a true devil. For the next minute, your melee weapon attacks deal an additional 2d8 fire damage on a hit. Moreover, fire damage you deal ignores damage resistance and immunity. Once during the duration, if you fail a saving throw, you can choose to succeed instead.
Once you use this ability, you can't use it again until you finish a long rest.
Iceheart Bastion
Iceheart Bastion (Level 3)
When you heard the call, it was in the form of howling winds flecked with snow, beckoning you to the north's frigid, barren, majestic reaches. It is placed upon you to drive back the horrors that thrive in the utter frost, as well as incursions from warmer southern lands, to protect the hardy people and noble animals of this cold place. Wherever you travel, the ice of the northern lands lives in your heart, and as such, you can summon it to your hands with icy gales from the most northern mountain peaks.
Snowshoes
Beginning when you hear this call at 3rd level, you move unhindered by snow and ice. You ignore difficult terrain caused by such conditions and it doesn't slow your travel.
Icy Grasp
At 3rd level, when you use your Warden's Grasp, a layer of thick ice frosts upon you and anchors you to the ground, granting you temporary hit points equal to your Constitution modifier until the beginning of your next turn.
North Wind (Level 6)
Starting at 6th level, you can exhale a breath of the true North Wind, an icy gale which affects a 100-foot-long, 5-foot-wide line in a direction you choose. Each creature in the line must make a Dexterity saving throw. On a failed save, a creature takes 4d6 cold damage and its speed is halved until the end of its next turn. On a success, a creature takes half damage and its speed isn't halved.
Once you use this ability, you can't use it again until you finish a short or long rest.
Mettle (Level 13)
Also at 13th level, your determination allows you to shrug off effects that would otherwise harm you. When you are subjected to an effect that allows you to make a Constitution saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Form of the Old Hoarfrost (Level 20)
At 20th level, you can use your action to transform into a creature of deepest cold, a sentinel of the old hoarfrost. For one minute, you are surrounded by a frigid 15-foot-radius vortex which extinguishes any nonmagical flames in its area. This area is difficult terrain. When a creature enters the area for the first time on a turn or starts its turn there, it takes 8d6 cold damage. You can choose for creatures to be immune to the effects of the area.
Once you use this feature, you can't use it again until you finish a long rest.
Lawbringer
Lawbringer (Level 3)
Lawbringers hear the steady, unyielding call of universal law and follow it without question. This set of invisible guidelines organizes the universe into its current state, but deviations from it threaten to destabilize all of creation. Reckless reality changing, time travel, and immortality are all violations of this law and must be punished. Lawbringers are called to enforce laws both magical and mundane, and to deliver such punishment when necessary.
Axiomatic Mark
Starting at 3rd level, lawbreakers can never escape your mark. When a creature you have marked within 30 feet of you moves, you can use your reaction to move up to half your movement speed. You must end your movement closer to the marked creature than you began.
Astute
At 3rd level, you have advantage on ability checks you make to discern if a creature you can see is telling the truth.
Mandate (Level 6)
At 6th level, you can cast the command spell once without using a spell slot. This spell targets each creature you choose within 30 feet, using the same command for each target. The saving throw for this ability is 8 + your proficiency bonus + your Constitution modifier.
Once you use this ability, you can't use it again until you finish a short or long rest.
Clockwork Mind (Level 13)
Starting at 13th level, your mind is a fortress, unbendable and unbreakable. You have advantage on saving throws against being charmed or frightened. Whenever you succeed on a saving throw against an enchantment spell or an ability that attempts to cloud your thoughts or control your mind, the caster takes 4d6 psychic damage.
Universal Axiom (Level 20)
At 20th level, as an action, you can transform into an embodiment of universal law, a ticking construct of inevitable intent. For 1 minute, you gain the following features:
You can't be exhausted, frightened, grappled, incapacitated, paralyzed, petrified, poisoned, knocked prone, restrained, or stunned.
You have advantage on all saving throws.
You can use your Mandate ability at will.
Once you use this feature, you can't use it again until you finish a long rest.
Loreseeker
Loreseeker (Level 3)
You have heard the call of rotting scrolls and antediluvian artifacts, remnants of wisdom now almost lost to time. As a loreseeker, you uncover and protect ancient relics, whether they be mundane scrolls or powerful magic items, that they might be archived for future generations. Some loreseekers are called to defend places of learning, from the halls of wisdom to great libraries, whereas others are entrusted with safeguarding a dangerous secret that could do irreparable harm in the wrong hands. All loreseekers, however, are students of what they protect, cultivating skill in the arcane arts even as they hone their talents with the blade.
Spellcasting
Starting when you hear this call at 3rd level, you have learned to apply your archival knowledge to spellcasting.
Cantrips
You learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level.
Spell Slots
The Loreseeker Spellcasting table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
Spells Known of 1st-Level and Higher
You know three 1st-level wizard spells of your choice, two of which must be chosen from the abjuration and evocation spells on the wizard spell list. The Spells Known column of the Loreseeker Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an abjuration or evocation spell of your choice and must be of a level for which you have spell slots. The spells you learn at 8th, 14th, and 20th level can come from any school of magic.
Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots and must be an abjuration or evocation spell unless you're replacing a spell learned at 3rd, 8th, 14th, or 20th level from any school of magic.
Spellcasting Ability
Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through research and deduction. You use your Intelligence whenever a spell refers to your spellcasting ability. You also use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
Bookmark
At 3rd level, any creature that is marked by you subtracts 1d4 from saving throws it makes against your spells and effects.
Ensnaring Mark (Level 6)
Starting at 6th level, when you place your Warden's Mark on a creature, you can teleport the creature to an unoccupied space within 5 feet of you.
Once you use this ability, you can't use it again until you finish a short or long rest.
Spell Resistance (Level 13)
Beginning at 13th level, you have advantage on saving throws you make against spells.
Librarian of the Eternal (Level 20)
At 20th level, as an action, you can channel the power of the lore and stories you have collected, becoming a living embodiment of ancient knowledge for the next minute and gaining the following benefits:
When you cast a spell, you gain 15 temporary hit points.
When you cast a cantrip that has a casting time of 1 action, you can cast it as a bonus action instead.
Any creature that is marked by you has disadvantage on saving throws against spells you cast.
Once you use this ability, you can't use it again until you finish a long rest.
Nightgaunt
Nightgaunt (Level 3)
Blood-drinkers, undead, and other creatures of the night are often feared and hunted, and few stand in their defense; except, of course, the grim and terrible nightgaunt. Tales of the nightgaunt are whispered of in fairy tales, casting them as a things to be feared: hunters of clerics and goodly vampire slayers. Their appearance always presages long nights and great rises in hungry undead.
You felt the calling of the moon bringing you to the graveside of living corpses. Though vampires, zombies, and skeletons are mighty, they are always outnumbered, hunted, and turned by clerics; never given a fair chance to live peacefully. They require an ally among the living to continue their ceaseless lives, and you have risen by moonlight to the task.
Darkvision
Starting when you hear this call at 3rd level, you can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. If you already possess darkvision, its range increases by 30 feet.
Starting at 13th level, you can see through magical, as well as nonmagical, darkness.
Marked for Death
At 3rd level, your mark leaves a shadow of undeath on your target, beckoning it to die. If you deal damage to a creature you have marked with a melee weapon attack and its remaining hit points are lower than the damage you dealt to it with that attack, the marked creature instead drops to 0 hit points.
Undead Empathy (Level 6)
By 6th level, you are a friend even to mindless undead. Whenever an undead tries to attack you, it must make a Wisdom saving throw (DC equals 8 + your proficiency bonus + your Constitution modifier.) On a failed save, its attack misses and, if its Intelligence is 4 or lower, it becomes friendly to you and your allies.
Evasion (Level 13)
Beginning at 13th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Gravelord (Level 20)
At 20th level, you can use your action to invite the necromantic energies of true undead into your body, divorcing yourself from life for the next minute and gaining the following benefits:
You are immune to poison damage and being poisoned.
You can use your Undying feature up to three times, even if you have already used it today.
Once per turn, when you deal damage with a melee weapon attack, you can deal an extra 4d6 necrotic damage and gain temporary hit points, which last until the beginning of your next turn, equal to the necrotic damage dealt.
Once you use this feature, you can't use it again until you finish a long rest.
Soulblood Shaman
Soulblood Shaman (Level 3)
The ancestral spirits called you by starlight to enact their will on the world, to protect their descendants, and to safeguard their resting places. You are a Soulblood Shaman, a manipulator of soul and ascetic of primal magic. Your community looks to you as a leader as well as a vital connection to the afterlife, for if you play your role, they too will join their ancestors in the great beyond.
Spellcasting
Starting when you hear this call at 3rd level, you can channel your ancient insights into magic.
Cantrips
You learn two cantrips of your choice from the druid spell list. You learn an additional druid cantrip of your choice at 10th level.
Spell Slots
The Soulblood Shaman Spellcasting table shows how many spell slots you have to cast your druid spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
Spells Known of 1st-Level and Higher
You know three 1st-level druid spells of your choice, two of which you must choose from the evocation or transmutation spells on the druid spell list.
The Spells Known column of the Soulblood Shaman Spellcasting table shows when you learn more druid spells of 1st level or higher. Each of these spells must be an evocation or transmutation spell of your choice, and must be of a level for which you have spell slots.
The spells you learn at 8th, 14th, and 20th level can come from any school of magic.
Whenever you gain a level in this class, you can replace one of the druid spells you know with another spell of your choice from the druid spell list. The new spell must be of a level for which you have spell slots, and it must be an evocation or transmutation spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.
Spellcasting Ability
Wisdom is your spellcasting ability for your druid spells, since you channel your magic through a connection to the great beyond. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a druid spell you cast and when making an attack roll with one.
Spell
Spell
Soulblood
Also at 3rd level, as a reaction when a creature within 5 feet of you deals damage to you, you can mark that creature.
Whispers of Beyond (Level 6)
At 6th level, you can hear the small voices of ancient spirits when you need guidance. If you spend one minute in contemplation when you make an Intelligence or Wisdom check, you can consult the spirits to gain advantage on the roll. However, the GM can decline to give you advantage on this check if the spirits would not possess appropriate guidance of knowledge.
Spell Resistance (Level 13)
Beginning at 13th level, you have advantage on saving throws you make against spells.
Ethereal Watcher (Level 20)
At 20th level, as an action, you can shrug off your mortal form for a short time to become something spiritual and material, an ethereal watcher. For the next minute, you gain the following benefits:
As a bonus action on your turn, you can become ethereal, as per the etherealness spell.
You can return from being ethereal as a bonus action when you cast a spell, or when you use your Warden's Mark or your Warden's Grasp feature on your turn. When you return from being ethereal, each creature you choose within 10 feet of you takes 4d10 force damage, as they are pulled partially between the planes.
You can cast 1st and 2nd-level druid spells you know without expending spell slots.
Once you use this ability, you can't use it again until you finish a long rest.
Stoneheart Defender
Stoneheart Defender (Level 3)
You heard the steadfast, unyielding call from the mountains, which dwarves and gnomes have felt for generations. The stones called to you, beckoning for a protector to defend the mountains from those that would despoil them, from both within and without. You might be a watchman of old dwarven walls, or a sentinel, patrolling the lookouts of high mountain peaks; regardless of where you stand, you are unmovable: a mountain in the shape of a man. You draw your power from the earth beneath your feet and can crush your enemies with the strength of stone.
Roots of Rock
Starting when you hear this call at 3rd level, when you use your Warden's Grasp ability, rocky roots sprout from your feet, anchoring you securely. Until the beginning of your next turn, you have a +2 bonus to your Armor Class.
Additionally, until you move, you can't be shoved or pushed from wherever you are standing by hostile actions, spells, or effects, unless you choose to be. You have advantage on Strength saving throws against being knocked down, cannot slip or fall from ledges, and are immune to the spells fly, levitate, and telekinesis.
Earthshatter (Level 6)
Starting at 6th level, you can choose to use Warden's Grasp as an action, rather than a bonus action. When you do so, each creature affected must make a Strength saving throw (DC equals 8 + your proficiency bonus + your Strength modifier) or be knocked prone.
You can use this ability a number of times equal to your Strength modifier, and regain all uses when you finish a long rest.
Mettle (Level 13)
At 13th level, your determination allows you to shrug off effects that would otherwise harm you. When you are subjected to an effect that allows you to make a Constitution saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Immortal Mountain (Level 20)
By 20th level, you can summon the power of true earth as an action, protecting yourself in an encasement of stone. For the next minute, you gain the following benefits:
Bludgeoning, piercing, and slashing damage you take is reduced by 5.
You gain the effects of your Roots of Rock ability for the entire duration.
As you move, you can choose to upend the earth at your feet, leaving behind a 5-foot wide trail of difficult terrain behind you wherever you move.
Once you use this feature, you can't use it again until you finish a long rest.
Storm Sentinel
Storm Sentinel (Level 3)
Your strength originates among furious storm clouds and flashes of lightning. As a storm sentinel, you are called to protect wayward sailors and coastal villages from the wrath of the tempests and the arrival of great waves that threaten them. You despise pirates and other enemies of coastal peoples, and will oppose them wherever they strike.
From your fingertips, you can deliver the awe of lightning and the roar of thunder to devastate your foes. With practice and patience, you can harness the power of the storm itself to fly and rain thunderbolts from above.
Flash from Above
Starting when you hear this call at 3rd level, whenever you are standing under the open sky, you can use your action to conjure a harmless, but impressive, bolt of lightning or peal of thunder. You can use this ability even when there are no clouds above you.
Thunderblast
At 3rd level, whenever you hit a creature you have marked with a melee weapon attack, each creature you choose within 5 feet of the target takes 1d8 lightning damage.
Static Burst (Level 6)
Starting at 6th level, when you use Warden's Grasp as a bonus action, each creature affected can't take reactions until the beginning of your next turn.
Evasion (Level 13)
Beginning at 13th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Stormlord (Level 20)
Starting at 20th level, you have a flight speed equal to your movement speed.
Additionally, you can use your action to summon a bolt of lightning to strike you, imbuing your body with the storm's fury. For 1 minute, you gain the following benefits:
Your flight speed is doubled.
You can cast the spell call lightning as a bonus action (DC equals 8 + your proficiency bonus + your Constitution modifier) without using a spell slot. You can call a bolt of lightning on subsequent turns as a bonus action.
Once you use this feature, you can't use it again until you finish a long rest.
Verdant Protector
Verdant Protector (Level 3)
You draw your strength from the trees of the forest and the loamy earth beneath your feet. As a Verdant Protector, you are the champion of the green things in nature, and defend them against those who would despoil the wilds. You easily find allies among druids, and others that understand the forest's sacred trees and ancient spirits.
At your command, the plants of the earth sprout up to assist you in your duty. At the pinnacle of your power, you can assume the form of an elder tree guardian, which looks much like a treant, with tough, bark skin, and long, branchlike arms.
Green Mark
Starting when you hear this call at 3rd level, when you mark a creature, the plants of the earth come alive to hinder its progress. While this creature is within 30 feet of you, the ground it walks on is difficult terrain.
Verdant Skin (Level 6)
At 6th level, you gain proficiency in the Stealth skill, if you did not have it before. Additionally, you can use your action to draw a thick mass of vines and leaves to conceal you. Until you move, you have advantage on Dexterity (Stealth) checks you make to hide among vegetation.
Mettle (Level 13)
At 13th level, your determination allows you to shrug off effects that would otherwise harm you. When you are subjected to an effect that allows you to make a Constitution saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Form of the Oak Sentinel (Level 20)
Starting at 20th level, you can use your action to transform into an oak sentinel, a bark-covered titan of the forest. For 1 minute, you gain the following features:
Your AC becomes 20, if it was lower.
Your attacks have Reach, if they did not have it before.
You can use Warden's Grasp as an action, rather than a bonus action. When you do so, you can make an attack against each creature affected, with a separate attack roll for each target.
Once you use this feature, you can't use it again until you finish a long rest.
Witchbane Hunter
Witchbane Hunter (Level 3)
Where there is magic, there is evil. Witches lurk in the shadows with hags and warlocks, waiting for your guard to lower, such that they might turn their hexes upon the innocent. But your ever-vigilant sword is ready for them, ready to defend the nonmagical folk from evil spellcasters the world over. You slay vampires, hexers, devils, and fey alike with impunity, for anyone who might despoil the world with magic shall be hunted and put to the stake.
Witchbane Mark
Starting when you hear this call at 3rd level, you have advantage on saving throws you make against the spells and effects of any creature you have marked. Additionally, the marked creature has disadvantage on Constitution saving throws it makes to maintain concentration.
Eldritch Reflection (Level 6)
At 6th level, when you succeed on a saving throw against a spell, you can use your reaction to cast the spell back at the caster, as though it originated from you, turning the caster into the target. Once you reflect a spell in this way, you can't do so again until you finish a long rest.
Spell Resistance (Level 13)
Beginning at 13th level, you have advantage on saving throws you make against spells.
Antimage (Level 20)
At 20th level, you can use your bonus action to transform into an arbiter of spellcasters, a breaker of mages, wreathed with antimagic. For the next minute, you have advantage on the first attack roll you make on each of your turns. Additionally, whenever you use your Warden's Grasp, the area affected becomes an antimagic field, as per the spell. You can wrap the field around creatures you choose within its radius, creating pockets where magic still functions, even though magic originating there can't extend to the rest of the field.
Once you use this ability, you can't use it again until you finish a long rest.