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Punti Ferita

Dadi Vita 1d10 per livello

Competenze

STR , CON

Warden

Livello Bonus di Competenza Caratteristiche Interrupt Weapon Mastery
1 + 2 Fighting Style Sentinel's Stand Weapon Mastery - 2
2 + 2 Fighting Style Sentinel's Stand Weapon Mastery - 2
3 + 2 Fighting Style Sentinel's Stand Weapon Mastery - 2
4 + 2 Fighting Style Sentinel's Stand Weapon Mastery - 3
5 + 3 Fighting Style Sentinel's Stand Weapon Mastery 3 3
6 + 3 Fighting Style Sentinel's Stand Weapon Mastery 3 3
7 + 3 Fighting Style Sentinel's Stand Weapon Mastery 3 3
8 + 3 Fighting Style Sentinel's Stand Weapon Mastery 3 3
9 + 4 Fighting Style Sentinel's Stand Weapon Mastery 4 3
10 + 4 Fighting Style Sentinel's Stand Weapon Mastery 4 4
11 + 4 Fighting Style Sentinel's Stand Weapon Mastery 4 4
12 + 4 Fighting Style Sentinel's Stand Weapon Mastery 4 4
13 + 5 Fighting Style Sentinel's Stand Weapon Mastery 5 4
14 + 5 Fighting Style Sentinel's Stand Weapon Mastery 5 4
15 + 5 Fighting Style Sentinel's Stand Weapon Mastery 5 4
16 + 5 Fighting Style Sentinel's Stand Weapon Mastery 5 4
17 + 6 Fighting Style Sentinel's Stand Weapon Mastery 6 4
18 + 6 Fighting Style Sentinel's Stand Weapon Mastery 6 4
19 + 6 Fighting Style Sentinel's Stand Weapon Mastery 6 4
20 + 6 Fighting Style Sentinel's Stand Weapon Mastery 6 4

Caratteristiche di Classe

Livello 1

Fighting Style
Sentinel's Stand
Weapon Mastery

Livello 10

Subclass Feature

Livello 11

Sentinel's Strike

Livello 12

Ability Score Improvement

Livello 13

Font of Life

Livello 14

Extended Tactics

Livello 15

Improved Resolve

Livello 16

Ability Score Improvement

Livello 17

Subclass Feature

Livello 18

Sentinel's Soul

Livello 19

Epic Boon

Livello 2

Guardian Tactics
Unyielding Resolve

Livello 20

Legendary Resistance

Livello 3

Warden Subclass

Livello 4

Ability Score Improvement

Livello 5

Extra Attack
Interrupt

Livello 6

Subclass Feature

Livello 7

Mettle

Livello 8

Ability Score Improvement

Livello 9

Survive

Competenze

Armor

light

medium

heavy

shield

Weapons

simple

martial

Skills

Equipaggiamento Iniziale

Caratteristiche di Classe

Fighting Style (Level 1)

You gain a Fighting Style feat of your choice. Defense is recommended.

Whenever you gain a Warden level, you can replace the feat you chose with a different Fighting Style feat.

Sentinel's Stand (Level 1)

You gain one of the following benefits of your choice. Whenever you gain a Warden level, you can replace the chosen benefit with another one.

Stalwart Spirit

You gain proficiency in one saving throw of your choice.

Steadfast Toughness

Your Hit Point maximum is increased by your Constitution modifier plus your Warden level. If you later replace this choice, your Hit Point maximum no longer receives this increase.

Tower Shield

While you are holding a Shield, you have a +3 bonus to your AC instead of +2. At Warden level 10, this bonus increases to +4.

Weapon Mastery (Level 1)

Your training with weapons allows you to use the mastery properties of two kinds of Simple or Martial Melee weapons of your choice, such as Halberds and Longswords. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices.

When you reach certain Warden levels, you gain the ability to use the mastery properties of more kinds of weapons, as shown in the Weapon Mastery column of the Warden Features table.

Guardian Tactics (Level 2)

Your resolute fortitude allows you to hinder your foes and protect your allies using the following tactics.

Block

As a Bonus Action, you can choose one ally you can see. Until the start of your next turn, the ally's AC equals your AC if it is lower than that while the ally is within 5 feet of you. This effect ends early if you or the ally have the Incapacitated condition.

Challenge

As a Bonus Action, you can goad an enemy that can see or hear you into attacking you. Until the start of your next turn, the enemy has Disadvantage on attack rolls against creatures other than you while it is within 5 feet of you. This effect ends early if you have the Incapacitated condition.

Grasp

As a Bonus Action, you can block the retreat of foes within a 5-foot Emanation originating from you until the start of your next turn. A creature within the Emanation can't willingly move further away from you unless it first takes the Disengage action. The Emanation ends early if you have the Incapacitated condition.

Unyielding Resolve (Level 2)

While you are Bloodied, you have Resistance to Bludgeoning, Piercing, and Slashing damage.

Warden Subclass (Level 3)

You gain a Warden subclass of your choice. A subclass is a specialization that grants you features at certain Warden levels. For the rest of your career, you gain each of your subclass's features that are of your Warden level or lower.

Ability Score Improvement (Level 4)

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.

Extra Attack (Level 5)

You can attack twice instead of once whenever you take the Attack action on your turn.

Interrupt (Level 5)

When an enemy within 5 feet of you takes an action—such as Multiattack—that allows it to make multiple attacks or use additional abilities as a part of the same action, you can take a Reaction to prevent one of its attacks or abilities. You take this Reaction before any D20 Test is rolled for the action.

The enemy makes one fewer attack or uses one fewer ability than normal. You learn what attacks and abilities the enemy uses and choose which one to interrupt.

Number of Uses

You can use this Reaction three times. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.

At Higher Levels

When you reach certain Warden levels, you gain more uses of this Reaction, as shown in the Interrupt column of the Warden Features table.

Subclass Feature (Level 6)

You gain a feature from your Warden Subclass.

Mettle (Level 7)

Your determination allows you to shrug off effects that would otherwise harm you. When you're 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. You can't use this feature if you have the Incapacitated condition.

Ability Score Improvement (Level 8)

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.

Survive (Level 9)

When you are reduced to 0 Hit Points and not killed outright, you can drop to 1 Hit Point instead, and you regain a number of Hit Points equal to twice your Warden level.

Once you use this feature, you can't use it again until you finish a Long Rest.

Subclass Feature (Level 10)

You gain a feature from your Warden Subclass.

Sentinel's Strike (Level 11)

You gain one of the following benefits of your choice. Whenever you finish a Long Rest, you can replace the chosen benefit with another one.

Interdict

When you use Interrupt, you can make a melee attack against the enemy as a part of the same Reaction. Additionally, you regain a use of Interrupt when you roll Initiative.

Shield Slam

Once per turn when you attack a creature within 5 feet of you as part of the Attack action and hit with a Melee weapon, you can immediately bash the target with your Shield if it's equipped. The target takes Bludgeoning damage equal to 1d8 plus the Shield's AC bonus.

Sweep

When you take the Attack action on your turn using a Melee weapon, you can make an attack against each creature you choose within 5 feet of you, with a separate attack roll for each target, instead of attacking twice.

Ability Score Improvement (Level 12)

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.

Font of Life (Level 13)

At the start of your turn, you can end one of the following conditions on yourself (no action required): Blinded, Charmed, Deafened, Frightened, Paralyzed, Poisoned, Stunned, or Restrained.

You can use this feature twice. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.

Extended Tactics (Level 14)

The range of your Guardian Tactics increases to 10 feet: your Block affects an ally within 10 feet of yourself, your Challenge affects an enemy within 10 feet of yourself, and your Grasp is a 10-foot Emanation.

Improved Resolve (Level 15)

While you are Bloodied, you have Resistance to every damage type except Force, Necrotic, Psychic, and Radiant.

Ability Score Improvement (Level 16)

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.

Subclass Feature (Level 17)

You gain a feature from your Warden Subclass.

Sentinel's Soul (Level 18)

You gain one of the following benefits of your choice. Whenever you finish a Long Rest, you can replace the chosen benefit with another one.

All-Seeing

You have Blindsight with a range of 30 feet. If you already have Blindsight, its range increases by 30 feet.

Fortified

No attack roll can have Advantage against you unless you have the Incapacitated condition.

Unstoppable

You can move through the space of any creature. Moving through its space doesn't cost you extra movement, but you can't stop in the same space. If the creature is your size or smaller, it has the Prone condition when you enter its space.

Epic Boon (Level 19)

You gain an Epic Boon feat or another feat of your choice for which you qualify.

Legendary Resistance (Level 20)

If you fail a saving throw, you can choose to succeed instead.

You can use this feature three times, and regain all expended uses when you finish a Long Rest.

Multiclasse

Competenze Ottenute

Armor light , medium , shield
Weapons martial

Sottoclassi

Beastblood Guardian
ValdaSpire24
Carrion King
ValdaSpire24Extras
Diabolist
ValdaSpire24Extras
Drake-Blooded
ValdaSpire24
Godsworn
ValdaSpire24
Nightgaunt
ValdaSpire24
Rimekeeper
ValdaSpire24Extras
Steel Shepherd
DarkMatter24
Stoneheart Defender
ValdaSpire24
Storm Sentinel
ValdaSpire24
Verdant Protector
ValdaSpire24
Witchbane Hunter
ValdaSpire24Extras

Caratteristiche Sottoclasse

Beastblood Guardian

Beastblood Guardian (Level 3)

Command the Fury of Beasts

You have formed a bond with Beasts and have taken up the task of defending them. Your time among them has taught you their ferocity, tenacity, and animal instincts, allowing you to become a primal predator of the wilds.

Primal Warrior

Your connection with Beasts of the wilds grants you the following benefits.

Animal Instincts

You gain proficiency in the Animal Handling, Nature, or Survival skill. Additionally, you gain a bonus to checks using the chosen skill equal to your Constitution modifier (minimum bonus of +1).

Bloodied Fury

At the start of your turn while you're Bloodied, you can gain Advantage on attack rolls you make until the end of your turn. Once you use this benefit, you can't use it again until you roll Initiative or finish a Short or Long Rest.

Roar

As a Bonus Action, you release a bellowing roar in a 5-foot Emanation originating from you. Each Large or smaller creature you choose within the Emanation is pushed 5 feet away from you and it can't make Opportunity Attacks until the start of its next turn.

Hunting Grounds (Level 6)

You can move through the wilds as a Beast does, granting you the following benefits.

Ignore Difficult Terrain

Difficult Terrain doesn't cost you extra movement.

Climb and Swim Speed

You have a Climb Speed and a Swim Speed equal to your Speed.

Wild Pounce (Level 10)

Once per turn when you hit a Large or smaller creature with an attack roll using a Melee weapon or an Unarmed Strike, the target takes an extra 1d8 Slashing damage and has the Prone condition.

Aspect of the Beast (Level 17)

You can assume the bloodthirsty visage of the Primal Beast. As a Bonus Action, you can gain the benefits below for 1 minute or until you choose to end them (no action required). Once you use this feature, you can't use it again until you finish a Short or Long Rest.

Bloodied Frenzy

While you are Bloodied, you have Advantage on attack rolls.

Bleeding Wounds

When you hit a creature with an attack using a weapon or Unarmed Strike, you can deal the target a bleeding wound. A creature with a bleeding wound can't regain Hit Points and takes 1d10 Necrotic damage for each of its wounds at the start of each of its turns. This damage ignores Resistance and Immunity. A creature can take an action to staunch all of its bleeding wounds. A creature can have a maximum of six bleeding wounds at once.

Furious Speed

Your Speed doubles.

Carrion King

Carrion King (Level 3)

Command an Army of Vermin

A champion of vermin, you are called to defend the lowliest creatures of all: insects, rats, spiders, and other pests. These creatures mean no harm; they're merely trying to survive in a world too large for them, and so 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 infest anyone who might thin their numbers.

Infest

As a Bonus Action, you can command your vermin to swarm a creature you can see within 30 feet of you. The creature takes 1d6 Piercing damage and subtracts 1d6 from the next D20 Test it makes before the start of your next turn.

At Higher Levels

The damage increases when you reach Warden levels 5 (1d8), 11 (1d10), and 17 (1d12).

Versatile Vermin

Once on each of your turns, you can command your vermin to manipulate an object within 30 feet of you (no action required). For example, the vermin can open an unlocked door or container, store or retrieve an item from an open container, carry a Tiny item up to 15 feet, or pour out the contents of a vial. The vermin can't attack, activate magic items, or carry more than 10 pounds.

Swarm Cloud (Level 6)

As a Bonus Action, you surround yourself with countless flying pests in an Emanation originating from you. You choose whether the Emanation extends 5 feet, 10 feet, or 15 feet. This area is Lightly Obscured and has one of the following effects of your choice, which lasts for 10 minutes or until you end it (no action required).

Deafening

Creatures you choose entirely within the Emanation have the Deafened condition.

Difficult Terrain

The area of the Emanation is Difficult Terrain for creatures other than yourself.

Heavily Obscured

The area of the Emanation is Heavily Obscured for creatures other than yourself.

Plague Vector (Level 10)

Whenever you use your Interrupt, the target has the Poisoned condition until the end of the current turn.

Lord of the Flies (Level 17)

You can call a colossal swarm of vermin to your aid.

As a Bonus Action, you can gain the benefits below for 1 minute or until you choose to end them (no action required). Once you use this feature, you can't use it again until you finish a Short or Long Rest.

Blinding Bites

When you take the Attack action, you can replace one of your attacks with commanding your vermin to blind a creature you can see within 30 feet of yourself. The target must succeed on a Constitution saving throw (DC 8 plus your Constitution modifier plus your Proficiency Bonus) or take 2d10 Piercing damage and have the Blinded condition for 1 minute. At the end of each of its turns, a Blinded target repeats the save, ending the effect on itself on a success.

Infesting Swarm

When you use your Infest while your Swarm Cloud is active, you can target any creatures of your choice within your Swarm Cloud's Emanation.

Diabolist

Diabolist (Level 3)

Strike Contracts and Command the Powers of Hell

Your call was a bellow from below, foul with brimstone and the cries of the damned. Diabolists are well-spoken advocates for demons, devils, and other Fiends, mediating their pacts and trading souls for their service. Often, Diabolists are called upon to defend portals to the underworld, safeguarding the innocent from wandering down below and trapping condemned souls within.

Devil's Advocate

Your fiendish allegiance grants you the following benefits.

Fiendish Empathy

Whenever a Fiend attacks you, it makes a Wisdom saving throw (DC 8 plus your Constitution modifier and Proficiency Bonus). On a failed save, its attack misses.

Fire Resistance

You have Resistance to Fire damage.

Silver-Tongued

You gain proficiency in the Deception, Intimidation, or Persuasion skill. Additionally, you gain a bonus to checks using the chosen skill equal to your Constitution modifier (minimum bonus of +1).

Infernal Command

You can cast Command as a Bonus Action without a spell slot. Charisma is your spellcasting ability for this spell.

You can use this feature twice. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.

Soul Broker (Level 6)

When you or an ally within 10 feet of you reduces an enemy to 0 Hit Points, you can trade its soul to your fiendish patron for one of the following magical boons. The GM decides if a creature's soul can't be traded to a Fiend. The boon lasts for 10 minutes or until you use this feature to trade another soul.

Energy Resistance

You gain Resistance to one of the following damage types: Acid, Cold, Lightning, Necrotic, Poison, Psychic, Radiant, or Thunder.

Fortitude

You gain Temporary Hit Points equal to your Warden level.

Truesight

You have Truesight with a range of 10 feet.

Skill

You gain proficiency and Expertise in one skill of your choice.

Speed

Your Speed increases by 15 feet.

Hellbent Survival (Level 10)

When you use your Survive, you can immediately move up to your Speed without provoking Opportunity Attacks and make two attacks with a weapon or Unarmed Strike.

Archdevil's Blessing (Level 17)

Your infernal allies can grant you a boon. As a Bonus Action, you can gain the benefits below for 1 minute or until you choose to end them (no action required). Once you use this feature, you can't use it again until you finish a Short or Long Rest.

Devil's Charm

You have Advantage on Charisma checks and saving throws.

Hellfire Aura

At the end of each of your turns, each creature you choose in a 10-foot Emanation originating from you takes 2d6 Fire damage.

Infernal Interruption

Whenever you use your Interrupt, you can cast Hellish Rebuke without a spell slot as a part of the same Reaction, as if the creature damaged you with the interrupted attack. Charisma is your spellcasting ability for this spell.

Drake-Blooded

Drake-Blooded (Level 3)

Channel Draconic Magic with Your Blood

Your call was the booming roar of dragons. As such, you have struck a pact with an ancient wyrm to protect its hoard from enemies that might despoil it. In turn, the surged through your veins like fire and granted you a measure of draconic power. Fire alights at your fingertips and your eyes bear reptilian slits. As a Drake-Blooded wyrm granted you a few drops of its blood to drink, which Warden, you are a champion among half-dragons and a titan among kobolds.

Spellcasting

You have learned to cast spells. The information below details how you use those rules as a Drake-Blooded Warden.

Cantrips

You know two cantrips of your choice from the Sorcerer spell list (see that class's section for its list). Sorcerous Burst and True Strike are recommended. Whenever you gain a Warden level, you can replace one of these cantrips with another cantrip of your choice from the Sorcerer spell list.

When you reach Warden level 10, you learn another Sorcerer cantrip of your choice.

Spell Slots

The Drake-Blooded Spellcasting table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.

Prepared Spells of Level 1+

You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose three level 1 spells from the Sorcerer spell list. Burning Hands, Detect Magic, and Shield are recommended.

The number of spells on your list increases as you gain Warden levels, as shown in the Prepared Spells column of the Drake-Blooded Spellcasting table.

Whenever that number increases, choose additional spells from the Sorcerer spell list until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 7 Warden, your list of prepared spells can include five Sorcerer spells of levels 1 and 2 in any combination.

Changing your Prepared Spells

Whenever you gain a Warden level, you can replace one spell on your list with another Sorcerer spell for which you have spell slots.

Spellcasting Ability

Charisma is your spellcasting ability for your Sorcerer spells.

Spellcasting Focus

You can use an Arcane Focus as a Spellcasting Focus for your Sorcerer spells.

Mortal Metamagic

You use the following Metamagic options to temporarily modify spells you cast. To use an option, you must expend the number of Hit Point Dice that it costs. You can use only one Metamagic option on a spell when you cast it unless otherwise noted in one of those options.

Empowered Spell (Costs 1 Hit Point Die)

When you roll damage for a spell, you can spend 1 Hit Point Die to reroll a number of the damage dice up to your Charisma modifier (minimum of one), and you must use the new rolls.

You can use Empowered Spell even if you've already used a different Metamagic option during the casting of the spell.

Quickened Spell (Costs 2 Hit Point Dice)

When you cast a spell that has a casting time of an action, you can expend 2 Hit Point Dice to change the casting time to a Bonus Action for this casting. You can't modify a spell in this way if you've already cast a level 1+ spell on the current turn, nor can you cast a level 1+ spell on this turn after modifying a spell in this way.

Arcane Strike (Level 6)

When you take the Attack action on your turn, you can replace one of the attacks with a casting of one of your Sorcerer cantrips that has a casting time of an action.

Draconic Vengeance (Level 10)

When you take damage from a creature that is within 10 feet of you, you can take a Reaction and expend a Hit Point Die to unleash draconic energy in a 10-foot Emanation originating from you. Each creature you choose in the Emanation makes a Dexterity saving throw against your spell save DC. On a failed save, a creature takes damage equal to two rolls of your Hit Point Die plus your Constitution modifier, or half as much damage on a successful one. The damage is your choice of Acid, Cold, Fire, Lightning, or Poison.

Aspect of the Greatwyrm (Level 17)

You can wreathe yourself in a dragon's elemental might. As a Bonus Action, you can gain the benefits below for 1 minute or until you choose to end them (no action required). Once you use this feature, you can't use it again until you finish a Short or Long Rest.

Breath Weapon

When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of magical energy in a 30-foot Cone. Each creature in that area must make a Dexterity saving throw against your spell save DC, taking 6d6 damage on a failed save or half as much damage on a successful one. The damage is your choice of Acid, Cold, FIre, Lightning, or Poison.

Elemental Fury

When you deal damage with a Melee weapon or an Unarmed Strike, the target takes an extra 1d6 damage. The damage is your choice of Acid, Cold, FIre, Lightning, or Poison.

Fly Speed

You gain a Fly Speed of 60 feet.

Godsworn

Godsworn (Level 3)

Wield Divine Power to Protect the Weak

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. Your purpose is grander than just one life, and you look forward to seeing what designs the gods have set on your travels.

Anointed Block

When you use the Block option of your Guardian Tactics, the chosen ally adds 1d4 to attack rolls and saving throws it makes while within 5 feet of you until the start of your next turn.

Divine Mandate

Your oath of protection grants you the following benefits.

Cantrips

You learn two cantrips of your choice from the Cleric spell list. Wisdom is your spellcasting ability for these spells.

Doctrine

You gain proficiency in the Religion skill. Additionally, you gain a bonus to checks using this skill equal to your Constitution modifier (minimum bonus of +1).

Radiant Resistance

You gain Resistance to Radiant damage.

Benediction (Level 6)

You can cast any of the following spells once without a spell slot: Daylight, Lesser Restoration, Sanctuary, and Zone of Truth. Wisdom is your spellcasting ability for the spells you cast with this feature. Once you cast a spell using this feature, you regain the ability to cast it in this way when you finish a Long Rest.

Selfless Survival (Level 10)

When a creature you can see within 30 feet of yourself is reduced to 0 Hit Points and not killed outright, you can expend the use of your Survive to prevent its demise.

The creature drops to 1 Hit Point instead and regains a number of Hit Points equal to twice your Warden level.

Sainted Mantle (Level 17)

You can wreathe yourself in divine protection. As a Bonus Action, you can gain the benefits below for 1 minute or until you choose to end them (no action required). Once you use this feature, you can't use it again until you finish a Short or Long Rest.

Radiant Regeneration

At the start of each of your turns, you regain Hit Points equal to half your Warden level plus your Constitution modifier.

Spirit Guardians

As a part of the Bonus Action you take to use this feature, you cast Spirit Guardians without a spell slot. When you cast it in this way, its duration is 1 minute and doesn't require Concentration.

Nightgaunt

Nightgaunt (Level 3)

Side With the Forces of Undeath

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 Nightgaunts. Tales of Nightgaunts cast them as hunters of clerics and goodly vampire slayers. Their appearances always presage 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 chance to repose in peace. They require an ally among the living to continue their ceaseless lives, and you have risen by moonlight to the task.

Death's Gambit

When you deal damage to an enemy targeted by the Challenge option of your Guardian Tactics, it may die instantly. If the enemy has fewer Hit Points than twice your Warden level after taking damage, it drops to 0 Hit Points.

Grave Keeper

Your affinity for the Undead grants you the following benefits.

Darkvision

You gain Darkvision with a range of 60 feet. If you already have Darkvision when you gain this feature, its range increases by 60 feet.

Necrotic Resistance

You have Resistance to Necrotic damage.

Undead Empathy

Whenever an Undead creature attacks you, it makes a Wisdom saving throw (DC 8 plus your Constitution modifier and Proficiency Bonus). On a failed save, its attack misses.

Innate Necromancy (Level 6)

You can cast any of the following spells once without a spell slot: Darkness, False Life, Gentle Repose, and Speak with Dead. Intelligence, Wisdom, or Charisma is your spellcasting ability for the spells you cast with this feature (choose the ability when you cast the spell). Once you cast a spell using this feature, you regain the ability to cast it in this way when you finish a Long Rest.

Undying (Level 10)

You can use your Survive three times and regain all expended uses when you finish a Long Rest.

Gravelord (Level 17)

You can invite necromantic energies into your body. As a Bonus Action, you can gain the benefits below for 1 minute or until you choose to end them (no action required). Once you use this feature, you can't use it again until you finish a Short or Long Rest.

Frightful Aura

You emit an aura of terror in a 15-foot Emanation originating from yourself. Whenever an enemy starts its turn in the Emanation, it must succeed on a Wisdom saving throw (DC 8 plus your Constitution modifier and Proficiency Bonus) or have the Frightened condition for 1 minute or until it takes any damage. Attack rolls against the Frightened creature have Advantage.

Vampiric Strike

As a part of the Bonus Action you take to use this feature, you cast cast Vampiric Touch as a without a spell slot as a level 5 spell. When you take the Attack action, you can replace one of your attacks with making the spell's melee spell attack.

Rimekeeper

Rimekeeper (Level 3)

Channel the Polar Winds

Your call was the howling, icy winds of a remote arctic land. As a Rimekeeper, you defend the people of these frigid lands from colossal creatures that thrive in the frost and invaders that hail from warmer places. Wherever you travel, the north wind follows, summoned at your fingertips with hailstones and ice.

North Wind

When you use Block or Challenge on a Large or smaller creature, you can create a howling wind to either pull the target 10 feet in a straight line toward you or push the target up to 10 feet straight away from you.

Polar Acclimation

Your adaptation to arctic climates grants you the following benefits.

Cold Resistance

You have Resistance to Cold damage.

Frozen Weapons

When you deal damage with a weapon or an Unarmed Strike, it can deal your choice of Cold damage or its normal damage type.

Frigid Weapons

When you attack with a Melee weapon whose mastery property you can use, you can replace that property with the Slow property for that attack.

Ice Blast (Level 6)

As a Magic action, you can unleash a burst of ice from your hands. You can use this ice to create one of the following magical effects of your choice within 5 feet of you. If an effect calls for a saving throw or ability check, the DC equals 8 plus your Constitution modifier and your Proficiency Bonus.

Black Ice

You can create a slick area of ice covering the ground in a 5-foot Emanation centered on yourself. When the ice appears, each creature other than yourself standing in its area must succeed on a Dexterity saving throw or have the Prone condition. A creature that enters the area for the first time on a turn or ends its turn there must also succeed on that save or fall Prone. This ice melts after 1 minute or if you create this effect again.

Freeze Shut

You freeze over a closed door, window, gate, container, or hatch, causing it to become stuck. A Strength (Athletics) check can force the object open again. This ice melts after 10 minutes.

Frostbite

You bombard a creature you can see with frost. The target makes a Constitution saving throw, taking 2d12 Cold damage on a failed save or half as much damage on a successful one. This damage increases by 1d12 at Warden levels 11 (3d12) and 17 (4d12).

Snowbank

You deposit enough snow and ice in a 10-foot-wide bank to provide Half Cover for two Medium creatures. This bank melts after 10 minutes.

Snowclad (Level 10)

You gain Temporary Hit Points equal to your Constitution modifier at the start of each of your turns if you don't have the Incapacitated condition.

Hoarfrost Herald (Level 17)

You can embrace the bitter chill of hoarfrost. As a Bonus Action, you can gain the benefits below for 1 minute or until you choose to end them (no action required). Once you use this feature, you can't use it again until you finish a Short or Long Rest.

Cold Immunity

You have Immunity to Cold damage.

Frostbite Strike

When you take the Attack action, you can replace one of your attacks with a use of the Frostbite option of your Ice Blast.

Iceclad

You gain Temporary Hit Points equal to twice your Constitution modifier at the start of each of your turns if you don't have the Incapacitated condition.

Steel Shepherd

Steel Shepherd (Level 3)

Defend Machines with High-Tech Abilities

When you heard the call, it was the electrical pips of binary Machine Code. The 'Verse is filled with Constructs of all shapes and sizes, from towering golems to simple automatons. Too often, however, machines are treated as disposable scrap. As a Steel Shepherd, you protect and repair neglected Constructs, speaking their buzzing mechanical language and raising hardlight barriers in their defense.

Gearhead

Your aptitude with machines grants you the following benefits.

Bonus Proficiency

You gain proficiency in the Technology skill. Additionally, you gain a bonus to checks using this skill equal to your Constitution modifier (minimum bonus of +1).

Construct Empathy

Whenever a Construct attacks you, it makes a Wisdom saving throw (DC 8 plus your Constitution modifier and Proficiency Bonus). On a failed save, its attack misses.

Machine Code

You know Machine Code, the native code-language of machines. Due to this language, you know the Technomancy cantrip. Intelligence, Wisdom, or Charisma is your spellcasting ability for the spells you cast with this benefit (choose the ability when you select the feat).

Hardlight Block

You can project a shimmering barrier around an ally. The Block option of your Guardian Tactics affects an ally within 15 feet of yourself. At Warden level 14, it increases to 30 feet.

Blaster Veteran (Level 6)

Your experience in firefights grants you the following benefits.

Mighty Blast

When you make an attack with a Ranged weapon using Dexterity, you can gain a bonus to the attack and damage roll equal to your Strength modifier. The weapon then Overheats. An Overheated weapon can't be used again to make an attack until the end of your next turn.

Ranged Interrupt

You can use Interrupt when an enemy you can see within 30 feet of yourself makes more than one attack on its turn.

Golem Absorption (Level 10)

When you finish a Long Rest, choose Acid, Cold, Fire, Lightning, or Poison damage. Whenever an enemy subjects you to the chosen damage type, you can take a Reaction to take no damage and instead regain a number of Hit Points equal to the amount of the chosen damage type taken.

Once you use this feature, you can't use it again until you finish a Short or Long Rest. You can also restore your use of it by expending two uses of your Interrupt (no action required).

Juggernaut Protocol (Level 17)

You can transform into a mechanized colossus. As a Bonus Action, you can gain the benefits below for 1 minute or until you choose to end them (no action required). Once you use this feature, you can't use it again until you finish a Short or Long Rest.

Size

Your size becomes Large, if it was smaller.

Energetic Absorption

You can use your Golem Protocol when an enemy subjects you to Force, Necrotic, or Radiant damage.

Mighty

You have Advantage on Strength checks and saving throws.

Pneumatic Strength

When you hit a creature with an attack roll using a weapon, and the damage roll adds your Strength modifier to the roll, you can deal an extra die of weapon damage.

Stoneheart Defender

Stoneheart Defender (Level 3)

Become an Unmovable Obstacle

Your call was the steadfast rumble of mountains, a pull which dwarves and gnomes have felt for generations. As a Stoneheart Defender, you protect the stones from those who would despoil them, from within and without. You might protect old dwarven walls, patrol high mountain lookouts, or stand in defense of remote villages. You are unmovable wherever you plant your feet: a mountain in mortal form.

Stonewall

When you use the Block option of your Guardian Tactics while you are holding a Shield, you and the chosen ally are further protected from harm. Until the start of your next turn, any Bludgeoning, Piercing, or Slashing damage dealt to you or the ally is reduced by an amount equal to the AC bonus of your Shield.

Earthshatter

When you take the Attack action, you can replace one of your attacks with a downward slam that knocks others off their feet. Each Large or smaller creature you choose on the ground within 5 feet of yourself must succeed on a Strength saving throw (DC 8 plus your Strength modifier plus your Proficiency Bonus) or have the Prone condition.

At Warden level 14, this area increases to 10 feet.

Roots of Rock (Level 6)

Your attunement to the mountains grants you the following benefits.

Immovable

You can't be pushed, pulled, or teleported against your will.

Prone Immunity

You have Immunity to Prone condition unless you choose to have it or have the Incapacitated condition.

Legendary Interruption (Level 10)

When an enemy you can see takes a Legendary Action to make an attack, you can use Interrupt to prevent that attack.

Stoneforged Champion (Level 17)

You can encase yourself in rock to become a living mountain. As a Bonus Action, you can gain the benefits below for 1 minute or until you choose to end them (no action required). Once you use this feature, you can't use it again until you finish a Short or Long Rest.

Earthshatter Stomp

Once on each of your turns, you can use your Earthshatter without replacing one of your attacks.

Giant Strength

Your Strength increases by 4, to a maximum of 25.

Immortal Resolve

While you are Bloodied, you have Resistance to all damage.

Storm Sentinel

Storm Sentinel (Level 3)

Become Imbued with a Roaring Storm

Your call sounded like furious storm clouds and the flash of lightning. As a Storm Sentinel, you protect wayward sailors and coastal villages from the wrath of the tempests and the arrival of pirates and other raiders. From your fingertips, you deliver the awe of lightning and the roar of thunder, and with practice, you can fly among the squalls and rain thunderbolts from above.

Thunderblast

When you use the Grasp option of your Guardian Tactics, each creature you choose within the Emanation takes 1d8 Lightning damage.

Seafarer

Your time on oceanbound voyages and attunement with the storm grants you the following benefits.

Flash from Above

Whenever you are outdoors, you can take a Magic action to conjure a harmless, but impressive, bolt of lightning or peal of thunder.

Storm Resistance

You have Resistance to your choice of Lightning or Thunder damage.

Swim Speed

You have a Swim Speed equal to your Speed.

Storm Wings (Level 6)

At the start of each of your turns, you can gain a Fly Speed equal to your Speed until the end of the current turn (no action required).

Lightning Step (Level 10)

As a Bonus Action, you can teleport inside a bolt of lightning to an unoccupied space you can see within 60 feet. Immediately before you teleport, each creature within 5 feet of the space you appear in makes a Dexterity saving throw (DC 8 plus your Strength or Dexterity modifier plus your Proficiency Bonus), taking 4d8 Lightning damage on a failed save or half as much damage on a successful one.

Once you use this feature, you can't use it again until you finish a Short or Long Rest. You can also restore your use of it by expending a use of your Interrupt (no action required).

Stormlord (Level 17)

You can imbue yourself with the storm's fury. As a Bonus Action, you can gain the benefits below for 1 minute or until you choose to end them (no action required). Once you use this feature, you can't use it again until you finish a Short or Long Rest.

Call Lightning

As a part of the Bonus Action you take to use this feature, you cast Call Lightning without a spell slot. When you cast the spell in this way, its duration is 1 minute. On subsequent turns, you can replace one of your attacks with calling down lightning again.

Fly Speed

You gain a Fly Speed of 60 feet.

Improved Thunderblast

The damage of your Thunderblast increases to 3d8.

Verdant Protector

Verdant Protector (Level 3)

Protect Nature with Interlopers

You heard the call of the wind through the trees and the loam beneath your feet. As a Verdant Protector, you are the champion of the green things in nature, defending them against those who would despoil the wilds. Plants sprout at your command to assist you, entangling and ensnaring foes for you to dispatch.

Grasping Vines

Plants entangle your foes that try to escape. The Emanation of the Grasp option of your Guardian Tactics increases to 10 feet for creatures on the ground. At Warden level 14, it increases to 15 feet.

Cultivator

Your connection with all manner of plants grants you the following benefits.

Natural Connection

You gain proficiency in the Nature, Stealth, or Survival skill. Additionally, you gain a bonus to checks using the chosen skill equal to your Constitution modifier (minimum bonus of +1).

Surefooted

Difficult Terrain doesn't cost you extra movement and you are immune to the effects of the Spike Growth and Plant Growth spells.

Nature's Emissary (Level 6)

You can cast any of the following spells once without a spell slot: Goodberry, Plant Growth, Spike Growth, and Speak with Plants. Intelligence, Wisdom, or Charisma is your spellcasting ability for the spells you cast with this feature (choose the ability when you cast the spell). Once you cast a spell using this feature, you regain the ability to cast it in this way when you finish a Long Rest.

Verdant Resilience (Level 10)

When you use your Survive, you and allies within 10 feet of yourself gain Temporary Hit Points equal to twice your Warden level.

Oak Sentinel (Level 17)

You can grow the gnarled oak of a treant. As a Bonus Action, you can gain the benefits below for 1 minute or until you choose to end them (no action required). Once you use this feature, you can't use it again until you finish a Short or Long Rest.

Armor of Thorns

You gain a +4 bonus to AC. Whenever you take damage from an enemy within 5 feet of you, the enemy takes 4d6 Piercing damage and the AC bonus decreases by 1, to a minimum of +0.

Entangling Transformation

When you use this feature, plants and vines sprout from the ground in a 15-foot Emanation originating from you. Each creature you choose in the Emanation must succeed on a Strength saving throw (DC 8 plus your Constitution modifier plus your Proficiency Bonus) or have the Restrained condition for 1 minute. A Restrained creature can take an action to make a Strength (Athletics) check against this benefit's save DC, ending the condition on itself on a success.

Witchbane Hunter

Witchbane Hunter (Level 3)

Hunt Mages and Supernatural Foes

Where there is magic, there is evil. Witches, warlocks, and hags lurk in the shadows, plying their myriad curses 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 with impunity, for anyone who might despoil the world with magic shall be hunted and put to the stake.

Witchbane Arsenal

Your experience in hunting supernatural foes has culminated in a collection of witch-hunting items, granting you the following benefits.

Blessed Flask

You have an enchanted container that produces a flask of Holy Water as a Magic action. Once created, this Holy Water vanishes after 10 minutes. This container can produce Holy Water three times and regains all expended uses when you finish a Long Rest.

Cerulean Medallion

You have a magical medallion that glows faintly when supernatural threats are near. As a Bonus Action, you learn the location and creature type of Celestials, Fey, Fiends, and Undead within 30 feet of yourself. This medallion can be used three times and regains all expended uses when you finish a Long Rest.

Grimoire Monstrum

You have a tome of myths and monsters. While holding it, you have Advantage on Intelligence checks you make related to monsters, spells, or secret or ancient lore.

Silvered Whetstone

You have a magical whetstone that adds a thin layer of silver to a weapon as a Magic action. For 10 minutes, when you deal damage with that weapon, it can deal your choice of Force damage or its normal damage type. This whetstone can be used three times and regains all expended uses when you finish a Long Rest.

Spiteful Challenge

When you use the Challenge option of your Guardian Tactics, you have Advantage on saving throws against effects created by the target while you are within 30 feet of it.

Otherworldly Eye (Level 6)

Your well-trained eye can detect the slightest hint of magic, granting you the following benefits.

Detect Latent Magic

As a Magic action, you can sense if a spell was cast within 30 feet of yourself within the last 24 hours and what spell was cast.

See Invisibility

You see creatures and objects that have the Invisible condition. You can also see into the Ethereal Plane. Creatures and objects there appear ghostly.

Arcane Rebuke (Level 10)

You can cast Counterspell without a spell slot. If the target fails its saving throw against this spell, it takes 4d8 Force damage. Intelligence, Wisdom, or Charisma is your spellcasting ability for this spell when you cast it with this feature (choose the ability when you cast the spell).

Once you use this feature to cast this spell, you can't do so again until you finish a Short or Long Rest. You can also restore your use of it by expending a use of your Interrupt (no action required).

Anti-Mage (Level 17)

You can imbue yourself with an antimagic aura. As a Bonus Action, you can gain the benefits below for 1 minute or until you choose to end them (no action required). Once you use this feature, you can't use it again until you finish a Short or Long Rest.

Antimagic Field

As a part of the Bonus Action you take to use this feature, you cast Antimagic Field without a spell slot. When you cast it in this way, its duration is 1 minute and the 10-foot Emanation originates from you. Additionally, you choose which creatures and objects are affected by the Antimagic Field.

Branding Challenge

When you hit an enemy targeted by the Challenge option of your Guardian Tactics with a weapon, the target takes an extra 2d8 Fire damage.