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Warden Class

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You are an avatar of the primal guardians of the world.  You have been sent on a life-long odyssey by your guardian spirit to act as their hand and prevent the forces of corruption from disturbing the balance of nature.  Armed with your weapons, primal magic, and the guidance of your guardian spirit, you bring the untamed fury and protective embrace of nature to your tabletop.


This class contains:

Six archetypes.  The Grove Ancient, the Primal Hunter, the Stone Sentinel, the Vengeful Storm, the Walking Conflagration, and the Winter's Herald.  Each of these guardian spirits bestows unique boons and a powerful form to their chosen champion.

New spells.  Fifteen new spells designed to be wielded by the Warden and their Druid cousins.

You will need a copy of the Player's Handbook and the Elemental Evil Player's Companion in order have access to all of the spells in the Warden's repertoire.


March 3rd, 2016 - Warden v1.2

General:

  • Formatting update.
  • Fixed grammatical errors.
Features:
  • Warden's Fire: Extended the range to 30 feet from 5 feet.
  • Spellcasting: Revised spells gained to be in line with other half-casters.
  • Enduring Wanderer: Moved to 14th level from 18th level.
  • Primal Avatar: Moved to 18th level from 20th level.
  • Survival of the Fittest: New 20th level feature that absorbed Improved Warden's Recovery.
  • Warden's Pounce: Provides a maximum of one extra attack at 11th level, down from three extra attacks at 17th level.
  • Vengeful Storm: Increased damage dealt to 1d8 from 1d6.

Inspired by the 4th edition Warden.

Feedback is welcome and appreciated.  Happy gaming!


Liked what you saw here?  Check out my other works below!

Classes:

Dervish

Swordmage

Archetypes:

Fighter - Warlord

Swordmage - Aegis of Ensnarement

Races:

Race Compendium - Vol. 1

Race Compendium - Vol. 2

 
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Reviews (0)
Discussions (5)
Customer avatar
William C October 15, 2016 1:56 am UTC
PURCHASER
While I like this best among the current Warden offerings, and the tone is absolutely on point to match 4e's Warden and link this version with the Druid, I think there's two glaring issues that stand out at me from this writeup.

First off: This class has nothing to do at Level 1.

The Paladin gets Lay on Hands and Divine Sense and it gains the ability to heal his own or others' damage and detect ambushes and hiding demons. The Fighter gets a combat style bonus and the ability to self-heal. The Warden gets... an extra language and the ability to mark an enemy to little purpose. Things like Druidic are a kind of a throwaway fun feature, as mentioned by the 5e devs, which makes the only real class feature it gets at L1 Warden's Fire. Warden's Fire is a worse Light spell that marks only hostile creatures - while the ability to deny advantage to the marked creature is good, it doesn't offer a lot in terms of combat or utility on it's own.

Either Nature's Resilience or Warden's...See more
Customer avatar
Ian F August 31, 2016 12:24 am UTC
PURCHASER
I fully agree about the limit on wardens fury and wardens retribution. Retribution is limited by reactions so you can only use it once per round.

Customer avatar
Ian F August 31, 2016 12:48 pm UTC
PURCHASER
I think if you could at least use wardens fury without limit maybe that would make it not seem limited.

Also I was reading through the spells and many of the first level spells seem more like cantrips, especially after Sword Coast Adventure's Guide. In that book they added cantrips that use a melee attack. If the 1st level spells aren't cantrips I think the damage or length of benefit from the spells should be increased especially since you only have 4 1st level spell slots at level 20.

Being immune to poison at level 3 seems a bit overpowered. Maybe it could be advantage on saves or resistance for poisons and at a higher level you would become immune.

When ever I played a 4th edition Warden I always remember having a ton of health, so maybe making the hit dice a d12 instead of d10 would make it feel closer to that.

Thanks for a fun class throwback to my favorite class from 4th edition.
Customer avatar
Nathan T March 01, 2016 5:30 pm UTC
PURCHASER
I love this class but there are a few things I might suggest to help balance it.
-Warden's Fire: This ability is great but I feel like it should be limited to a number of uses equal to Wisdom modifier (Minimum of 1) and then Warden's Fury should be able to be used freely against wreathed creatures. My logic is this: The Wreathing prevents monsters from gaining advantage on attacks for being hidden, similar to faerie fire but you don't get the advantage on attacks against them unless you spend your reaction to attack them. This is very limiting already and so should be able to be used more freely while the Warden's Fire should be the one limited since it affects the entire group being able to see it and it's just a first level ability. Also I think the Warden's Fire should extend its range to 30 feet rather than 5 feet since if you are going to be a spell casting variation you will gain no benefits from this ability since you have to get so close to use it.
-Warden's Recovery: I love the expending Hit...See more
Customer avatar
Juan M March 01, 2016 7:17 pm UTC
CREATOR
Thank you for the feedback! You brought up some excellent points, and I will definitely be making some changes based off your comments when I make my formatting pass on this product to bring it up to par aesthetically with the Swordmage and Race Compendium Volume One.

Thanks again for taking the time to leave your thoughts, I really do appreciate it, and be sure to leave a review as well!

Happy gaming!
Customer avatar
Rodolfo M February 10, 2016 2:21 am UTC
PURCHASER
playful tormentor
Until the spell ends, you can use a bonus action on
subsequent turns to call forth a tiny faerie to harass the
target, and the next attack made against the target before
the end of its next turn has advantage.

Means that if he follows you in initiative, none of your allies will get the effect. it should read:
before the start of your next turn. (that way you can use the bonus action then attack him immediately, and allies as well.)

Primal Frenzy
Duration 1 round - "and it gains an additional action on each of its turns." - Makes no sense.
Also "choose a willing creature, (other than yourself?)".
Perhaps a bonus action casting time, on willing ally, lasts 1 round. (basically gives another creature a free attack)

Jagged Earth - Description says 2nd level,
the ground in the area is treacherous, and a creature in
contact with the ground that moves through the area must...See more
Customer avatar
Juan M February 27, 2016 4:02 am UTC
CREATOR
Hey Rodolfo,

Thanks for the feedback on this and the Swordmage. I'll be making updates soon based off the feedback you left here. Sorry for not responding earlier; I hadn't been following discussions on this product for some reason.

Thanks again!
Customer avatar
Rodolfo M February 10, 2016 1:41 am UTC
PURCHASER
I like this release, I havent gotten around to checking the new spells but here si a few issues I found:

Spellcasting - In line with the paladin progression, you should be able to prepare spells = wis+(1/2 Warden level)
Nature's Resilience - Requires non-stack clause with other bonuses like sorcerer or monk.
Natural immunity - Specify if it grants poison damage immunity or immunity to the poisoned condition.
Warden's Fury - specify this is a reaction from warden's retribution, like on other sections. It maybe confused as an attack action.
Typo - Form of the Grove Ancient - You gain the following benefits for 5 minute>S<, or until you fall unconscious:
Life warden - No action requierd, but on your turn or during other's players turns?
Life Warden feels weaker than others
Typo - Primal Hunter Form - difficult terrain does not cost you >no< extra movement.
Warden's Gale - Should specify that this occurs before the triggering attack actually...See more
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File Last Updated:
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This title was added to our catalog on January 31, 2016.