SIGNING IN

Puntos de Golpe

Dados de Golpe 1d10 por nivel

Competencias

STR , CON

Características de Clase

Nivel 1

Sentinel's Stand
Warden's Grasp
Champion's Challenge
Hunter's Snare
Maneater's Howl
Paragon's Rescue
Grasping Shadows

Nivel 10

Interrupt

Nivel 11

Mark Improvement

Nivel 12

Ability Score Improvement

Nivel 13

Call Feature

Nivel 14

Grasp Improvement

Nivel 15

Font of Life Improvement

Nivel 16

Ability Score Improvement

Nivel 17

Resolve Improvement

Nivel 18

Sentinel's Soul

Nivel 19

Ability Score Improvement

Nivel 2

Fighting Style
Warden's Mark
Champion's Mark
Hunter's Mark
Maneater's Mark
Paragon's Twin Marks
Mark of Shadows

Nivel 20

Call Feature

Nivel 3

Champion's Call
Warden's Resolve
Champion's Fortitude
Hunter's Resistance
Maneater's Bloodlust
Paragon's Font
Form of Shadows

Nivel 4

Ability Score Improvement
Font of Life

Nivel 5

Extra Attack

Nivel 6

Call Feature

Nivel 7

Sentinel's Step

Nivel 8

Ability Score Improvement

Nivel 9

Undying

Competencias

Armor

light

medium

shield

Weapons

simple

martial

Skills

Equipo Inicial

(a) a chain shirt or (b) leather armor and a spear, or (c) chain mail (if proficient)
(a) two light hammers or (b) any simple weapon

Características de Clase

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.

Champion's Challenge (Level 1)

1st-level warden alternate feature. Replaces Warden's Grasp.

At 1st level, as a bonus action, you can issue a challenge to each creature within 5 feet of you. Only hostile creatures of Large size or smaller which have at least 5 Intelligence heed this challenge. On its next turn, a creature which heeds the challenge must make an attack against you if it makes an attack on its turn and you are within range.

At 14th level, the range of this challenge extends to 10 feet.

Hunter's Snare (Level 1)

1st-level warden alternate feature. Replaces Warden's Grasp.

At 1st level, as a bonus action, you can trap your foes in close combat and punish them when they turn to flee. Until the beginning of your next turn, creatures within 5 feet of you provoke opportunity attacks when they leave your reach, even if they took the Disengage action.

Maneater's Howl (Level 1)

1st-level warden alternate feature. Replaces Warden's Grasp.

At 1st level, as a bonus action, you can release a thunderous, blood-curdling howl. Each Large or smaller creature you choose within 5 feet of you is pushed 5 feet away from you.

At 14th level, this ability affects creatures within 10 feet of you, and pushes them up to 10 feet away from you.

Paragon's Rescue (Level 1)

1st-level warden alternate feature. Replaces Warden's Grasp.

At 1st level, as a bonus action, you give your allies a respite from the fray. Each friendly creature you choose within 5 feet of you can immediately move up to 10 feet without provoking opportunity attacks.

At 14th level, this ability affects friendly creatures within 10 feet of you, and allows them to move up to 15 without provoking opportunity attacks.

Grasping Shadows (Level 1)

1st-level warden alternate feature. Replaces Warden's Grasp.

At 1st level, as a bonus action, you can summon forth shadows of the damned, creating a 10-foot radius cloud centered on youself. The sphere appears heavily obscured from the outside. From the inside, however, the sphere is lit as normal and the outside appears heavily obscured. Shadowy hands reach from the sphere's boundries and latch onto all within the sphere. You and each Large or smaller creature you choose can't leave the sphere unless it first takes the Disengage action. The shadows disperse at the beginning of your next turn.

At 14th level, when you create the sphere, you can choose to extend its radius to 15 feet.

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 Mark (Level 2)

2nd-level warden alternate feature. Replaces Warden's Mark. Prerequisite - Champion's Challenge.

At 2nd level, you can use a bonus action to mark a creature you can see within 15 feet. You have a +2 bonus to your Armor Class against the marked creature's attacks. The mark lasts for 1 minute, or until you mark another creature, become incapacitated, or die.

At 11th level, whenever you take the Attack action on your turn, you can make an additional attack against a creature you have marked.

Hunter's Mark (Level 2)

2nd-level warden alternate feature. Replaces Warden's Mark. Prerequisite - Hunter's Snare.

At 2nd level, you can use a bonus action to mark a creature you can see within 60 feet. You deal an extra 1d6 damage whenever you hit a marked target with a melee weapon attack. The mark lasts for 1 minute, or until you mark another creature, become incapacitated, or die.

At 11th level, whenever you take the Attack action on your turn, you can make an additional attack against a creature you have marked.

This ability does not stack with the spell hunter's mark.

Maneater's Mark (Level 2)

2nd-level warden alternate feature. Replaces Warden's Mark. Prerequisite - Maneater's Howl.

At 2nd level, you can use a bonus action to mark a creature you can see within 60 feet. Your melee weapon attacks against the marked creature score a critical hit on a roll of 19 or 20. The mark lasts for 1 minute, or until you mark another creature, become incapacitated, or die.

At 11th level, whenever you take the Attack action on your turn, you can make an additional attack against a creature you have marked.

Paragon's Twin Marks (Level 2)

2nd-level warden alternate feature. Replaces Warden's Mark. Prerequisite - Paragon's Rescue.

At 2nd level, you can place two marks: a mark of shielding on a friendly creature to shelter it from harm, and a mark of bane on a hostile creature to ensure its defeat. You can place a mark on a creature you can see within 30 feet. Whenever a creature with your mark of shielding takes damage, its damage is halved (rounded down) and you take the same amount of damage. Whenever you deal damage to a creature with your mark of bane, the damage you deal is considered magical for the purposes of overcoming damage resistance and immunity. Your marks each last for 1 minute, or until you mark another creature, become incapacitated, or you or the marked creature dies.

At 11th level, whenever you take the Attack action on your turn, you can make an additional attack against a creature with your mark of bane.

Mark of Shadows (Level 2)

2nd-level warden alternate feature. Replaces Warden's Mark. Prerequisite - Grasping Shadows

At 2nd level, you can use your bonus action to mark a creature you can see within 30 feet. If the creature is Large or smaller, you can pull it up to 5 feet closer to you with shadowy tendrils. Whenever the marked creature willingly moves away from you, it treats the area in which it moves as difficult terrain. The mark lasts for 1 minute, or until you mark another creature, become incapacitated, or die.

At 11th level, whenever you take the Attack action on your turn, you can make an additional attack against a creature you have marked.

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.

Champion's Fortitude (Level 3)

3rd-level warden alternate feature. Replaces Warden's Resolve. Prerequisite - Champion's Mark.

Starting at 3rd level, bludgeoning, piercing, and slashing damage that you take from nonmagical weapons is reduced by your proficiency bonus.

Starting at 17th level, as a reaction, you can reduce damage you take by your level. Once you use this ability, you can't use it again until you finish a long rest.

Hunter's Resistance (Level 3)

3rd-level warden alternate feature. Replaces Warden's Resolve. Prerequisite - Hunter's Mark.

Starting at 3rd level, you have a number of resistance points equal to twice your proficiency bonus. As a reaction when you take bludgeoning, piercing, or slashing damage from an effect you can see, you can spend a resistance point to gain resistance against the damage. You regain expended resistance points when you finish a short or long rest.

Maneater's Bloodlust (Level 3)

3rd-level warden alternate feature. Replaces Warden's Resolve. Prerequisite - Maneater's Mark.

You have a temporary damage pool. When you take damage, it is added to this pool instead of being subtracted from your hit points. When you regain hit points, you can choose to split the healing between your hit points and decreasing the damage in this pool. At the end of your turn, the entire damage pool is subtracted from your hit points and resets to 0. When you deal damage with a melee weapon attack to a creature you have marked, you can decrease your temporary damage pool by half the damage dealt (rounded down), to a minimum of 1.

Starting at 17th level, whenever you use your Font of Life ability, your temporary damage pool is reduced to 0 without being subtracted from your hit points.

Paragon's Font (Level 3)

3rd-level warden alternate feature. Replaces Warden's Resolve. Prerequisite - Paragon's Twin Marks.

Starting at 3rd level, you have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your warden level x 5. As an action, you can regain a number of hit points, up to the maximum amount remaining in your pool.

Starting at 17th level, whenever you use your Font of Life ability, you can also use this ability to regain hit points without using an action.

Form of Shadows (Level 3)

3rd-level warden alternate feature. Replaces Warden's Resolve. Prerequisite - Mark of Shadows

Beginning at 3rd level, when you have fewer than half your hit points, you fade into a blur of shifting darkness, causing any melee attack roll made against you to have disadvantage. An attacker doesn't have disadvantage if it doesn't rely on sight, as with blindsight, or can see through illusions, as with truesight.

Starting at 17th level, you also have advantage on Strength, Dexterity, and Constitution saving throws while you have fewer than half your hit points.

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.

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.

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

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.

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

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's 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.

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

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.

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.

Call Feature (Level 20)

At 20th level, you gain a feature granted by your Champion's Call.

Subclases

Bloodwrath Guardian
MFOV:WD
Carrion King
MFOV:WD
Fey Trailblazer
MFOV:WD
Godsworn
MFOV:WD
Grey Watchman
MFOV:WD
Hellkeeper
MFOV:WD
Iceheart Bastion
MFOV:WD
Lawbringer
MFOV:WD
Loreseeker
MFOV:WD
Nightgaunt
MFOV:WD
Soulblood Shaman
MFOV:WD
Stoneheart Defender
MFOV:WD
Storm Sentinel
MFOV:WD
Verdant Protector
MFOV:WD
Witchbane Hunter
MFOV:WD

Características de Subclase

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 if you aren't holding a shield or wearing heavy armor:

  • You have advantage on Strength checks and Strength saving throws.

  • Your base movement speed increases by 10 feet.

  • Once per turn, when you make an attack roll against a creature, you can end your current mark, and mark that creature instead.

  • When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.

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.

  • Once per turn, when you hit a creature with a melee weapon attack, you can wound the target. At the start of each of the wounded creature's turns, it takes 1d8 necrotic damage for each time you've wounded it, and it can then make a Constitution saving throw (save DC equals 8 + your proficiency bonus + your Strength modifier), ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the effect of such wounds on it on a success.

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 defend the lowliest creatures of all: insects, rats, spiders, and other pests. You know that these creatures mean no harm, that they're merely trying to survive in a world too large for them, so you come to their aide, 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 upon 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, with a DC equal to 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 equals 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 it 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 ground, and with your shield, you protect pilgrims as they make their grand journeys. With your mark, you watch over magicless 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.

Annointed 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 spell spirit guardians (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.

Unshakable (Level 13)

At 13th level, your determination allows you to shrug off effects that would otherwise harm you. When you make a saving throw against a spell or magical effect, you can choose to instead make a Constitution save against the effect instead of the normal saving throw.

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.

Maneuvers

You learn three maneuvers of your choice, which are detailed under "Maneuvers" below. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack.

You learn two additional maneuvers of your choice at 6th and 13th level. Each time you gain a level in this class, you can also replace one maneuver you know with a different one.

Maneuvers

Avenging Strike

When a creature you have marked damages a friendly creature within 5 feet of you, you can use your reaction and expend one battle die to make a melee weapon attack against the creature. If you hit, you add the battle die to the attack's damage roll.

Bull's Charge

When you move at least 10 feet in a straight line, you can use a bonus action to expend a battle die and charge a creature. Make a melee weapon attack and add the battle die to the attack's damage roll. On a hit, the target is pushed 10 feet away from you.

Bulwark

When you hit a creature you have marked with a melee weapon attack, you can expend a battle die to brace yourself for its counterattack. The next time the creature damages you before the start of your next turn, you can roll the battle die and subtract the result from the damage dealt.

Cleave

When you reduce a hostile creature to 0 hit points with a melee weapon attack on your turn, you can spend a battle die to move up to 15 feet and make an additional melee weapon attack. You add the battle die to the attack's damage roll.

Disarming Strike

When you hit a creature you have marked with a melee weapon attack, you can expend one battle die to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. You add the battle die to the attack's damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.

Heelcutter

When you make an opportunity attack against a creature you have marked, you can expend one battle die to knock the creature off balance, preventing it from escaping. You add the battle die to the attack's damage roll, and the target must make a Strength saving throw. On a failed save, its speed is reduced to 0 until the end of its turn.

Reckless Assault

When you make an attack against a creature you have marked, you can expend a battle die to make a wild, desperate strike, leaving you vulnerable. You have advantage on the attack roll and you can add the battle die to the attack's damage roll. Until the beginning of your next turn, however, attacks against you have advantage.

Skull Bash

When you hit a creature you have marked with a melee weapon attack, you can expend one battle die to daze the target. You add the battle die to the attack's damage roll, and the target can't take reactions until the start of its next turn.

Staggering Blow

When you hit a creature you have marked with a melee weapon attack, you can expend one battle die to stagger the creature. You add the battle die to the attack's damage roll, and the target has disadvantage the next attack it makes before the start of your next turn.

Battle Dice

You have four battle dice, which are d8s. A battle die is expended when you use it. You regain all of your expended battle dice when you finish a short or long rest.

You gain another battle die at 6th level and one more at 13th level.

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 save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)

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.

Improved Battle Tactics (Level 13)

At 13th level, your battle dice turn into d10s. At 20th level, they turn into d12s.

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 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 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 is 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 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 spell command 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:

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 you must choose 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 it must be an abjuration or evocation spell, unless you're replacing the spell you gained 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. In addition, you 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
Spell

Bookmark

At 3rd level, any creature that is marked by you subtract 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 existences, 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.

Unshakable (Level 13)

At 13th level, your determination allows you to shrug off effects that would otherwise harm you. When you make a saving throw against a spell or magical effect, you can choose to instead make a Constitution save against the effect instead of the normal saving throw.

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 or as a reaction when you take damage, you can become ethereal, as per the etherealness spell. You can return from being ethereal as a bonus action, or when you use your Warden's Mark or Warden's Grasp feature. 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 move through other creatures and objects as if they were difficult terrain. You take 4d10 force damage if you end your turn inside a creature or object, as you are ejected into the nearest unoccupied space.

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 ability, 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 might strike them defenseless. You despise pirates and others that pose a threat to 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 ability, 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 ability, 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 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 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.