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Warden

As his footfalls touch down upon the snow, it melts around their cloven shape. He’s lived in the frozen embrace of the north for so long, sustained by the fire burning inside of him. His spear drags along the snow beside him as his pace picks up. Dark eyes suddenly glowing with fierce amber light, he enters a full running stride. His fallen prey lay still, staining the snow in its wake. Unwanted guests will not encroach upon his territory so long as he draws breath.

Thunder booms in the distance. The dark halls of this ruined castle alight with each crack of lightning.

Crouching in the corner, the diminutive goblin cowers at each bolt. The heavily armored adventurer steps through the hallway, each step like an echo to the storm outside. As he rounds the corner, the small goblin pounces onto his back, unleashing electrified energy from his fingertips that courses throughout the adventurer’s armor and brings him to his knees. The goblin cocks his fist and plunges it into a kink in the armor, knocking the man out cold.

Perched atop a rocky outcropping, a travel-worn elf gestures with her hands and summons a cloud of fog, sending it into the mountain pass with a gust of wind. Trolls have taken up residence at the narrowest part of the pass, claiming tolls from travelers. As the thick miasma envelops them, the bewildered trolls look frantically for its source.

The rest of the party, awaiting this moment, descends on the trolls and carves them in twain. Their employer will be pleased.

No matter their duties, no matter their creed, a warden has honed their skill in battle and attuned to their innate elemental power into a force of nature. Each warden has a different perspective on the natural order of things, but they have in common a natural-born command of the elements and an aptitude for adventuring.

The Force of Nature

Wardens all share an innate ability to command the elements. Their durability and survival instincts lead most wardens to specialize in formal combat to augment their power. Beyond those similarities, each warden specializes in a specific area of the battlefield. One might be a stalwart defender in the vanguard, surrounded in wards of power unleashing elemental strikes. Another, a skirmisher, channeling the elements directly through their body and imposing them on their opponents. A warden finds their edge in combat through leveraging elemental power, giving them a unique place among their allies.

Distant Cousins

Unlike a druid, a warden does not serve nature, but rather commands nature to serve them. Their power does not come from a lifetime of patience and practice, but springs from their essence, raw and innate. They feel more at home in the confine of cities than other naturalists, and often find purpose within the civilized world as easily as on the frontiers.

However, the work of a warden is never quite done.

They rarely, if ever, dedicate their entire life to the pursuit of a single cause. Once their duty is fulfilled, they move on, much like the seasons.

Elemental Awakening

Wardens are profoundly affected by the nature of their elemental awakening, attuned to all elements and masterful with one. Consider the circumstances of your awakening when creating a warden. How might that connect you to the world and its denizens?

d6 Elemental Awakening
1 When I was young, I found a cave outside of town. I made this my secret hideout and spent all my free time here. Little did I know it was a portal to one of the Elemental Planes.
2 Nothing about my birth was typical. When I was born, my body was covered in aspects of the elements (ash, water, vines, etc.).
3 My hometown was founded on land once torn by war between powerful mages, and the elemental residue has tainted the land.
4 Legend tells how my long-ago ancestors immigrated from an elemental plane.
5 One day, when I awoke, my eyes suddenly changed color. At random times, they shift between red, blue, green, white, and gray.
6 On each of my birthdays, year after year, a local natural disaster occurs.

Place in the World

While a helpful warden is well-received in any community, how they feel about being part of civilization varies.

Consider how you regard society and how you respond to living in or visiting bustling city centers.

d6 Place in the World
1 You feel your powers ostracize you from society, and you go to great lengths to keep them a secret.
2 Whenever you travel to new places, you wish to help the disenfranchised.
3 Long ago, you were cornered for showing your powers and had to use them to escape grave injury. You live with anxiety that this will occur again one day.
4 You yearn to visit the cities of the elemental planes, and feel that no mundane city can compare.
5 Being surrounded by worked stone makes you feel unsettled, and you feel much more comfortable in druid groves or camping in the wild.
6 You relish the opportunity to be part of society, as you were sheltered from it in the past.

The most important aspect of a warden is their affinity to the natural world and how they marry it to their martial prowess. While a warden’s specific discipline is chosen at 1st level, their prime element doesn’t mature until 3rd. This prime element affects your warden’s personality and the flavor of combat, so plan by reading your features. Do you thrum with a fiery core? Are your movements as still as the snow atop a mountain? Or does the tenacity of a storm rage within you?

Also decide what motivates you. Do you see yourself taking up arms to defend your fellow adventurers? Stalwartly defending your home? Or do you set yourself out as a contract for hire—combating the enemies of your employer as long as it coincides with your own pursuits to cleanse nature?

Your duties can often conflict with the laws of civilization, and most wardens’ alignments lean toward chaotic good or neutral good. However, some are known to pursue their duties more severely, walking a fine line between good and evil.

Quick Build

You can make a warden quickly by following these suggestions. First, put your highest ability score in Strength or Dexterity to improve your martial presence. Then make Wisdom or Constitution your next highest score, depending on your place on the battlefield. Finally, choose the outlander background.

Optional Rule: Multiclassing

If your group uses the optional rule on multiclassing, here’s what you need to know if you choose warden as one of your classes.

Ability Score Minimum. As a multiclass character, you must have a Strength or Dexterity score of 13 or higher, as well as a Wisdom score of 13 or higher, to take a level in this class, or to take a level in another class if you are already a warden.

Proficiencies Gained. If warden isn’t your initial class, here are the proficiencies you gain when you take your first level as a warden: light armor, medium armor, simple weapons.

Pact and Source Magic. If you gain the Pact Magic feature from another class, your levels in that class combine with your warden class level to determine what level your spell slots are. Your number of spell slots is equal to the number of slots you would receive in the higher of the two classes, as indicated in the Pact and Source Magic Spell Slots table. For example, if you are a 14th-level warden and 6th-level warlock, you are a 15th-level pact caster and you have three spell slots that are 5th level.

Warden Class Table
Level Prof. Bonus Features Power Die Spells Known Spell Slots Slot Level
1st +2 Combat Discipline, Natural Awareness, Natural Power 4 (d4)
2nd +2 Glamour, Source Magic 4 (d4) 2 1 1st
3rd +2 Prime Element 4 (d4) 2 1 1st
4th +2 Ability Score Improvement 4 (d4) 2 1 1st
5th +3 Extra Attack 5 (d6) 3 2 2nd
6th +3 Combat Discipline Feature 5 (d6) 3 2 2nd
7th +3 Prime Elemental Shield 5 (d6) 4 2 2nd
8th +3 Ability Score Improvement 5 (d6) 4 2 2nd
9th +4 6 (d6) 5 2 3rd
10th +4 Combat Discipline Feature, Nature Sense 6 (d6) 5 2 3rd
11th +4 Improved Natural Power 6 (d8) 6 2 3rd
12th +4 Ability Score Improvement 6 (d8) 6 2 3rd
13th +5 7 (d8) 7 3 4th
14th +5 Combat Discipline Feature 7 (d8) 7 3 4th
15th +5 Channel Power 7 (d8) 8 3 4th
16th +5 Ability Score Improvement 7 (d8) 8 3 4th
17th +6 8 (d10) 9 3 5th
18th +6 Improved Natural Awareness 8 (d10) 9 3 5th
19th +6 Ability Score Improvement 8 (d10) 10 3 5th
20th +6 Master of Elements 8 (d10) 10 3 5th
Pact and Source Magic Spell Slots
Class Level Slot Level
1st–2nd 1st
3rd–4th 2nd
5th–6th 3rd
7th–8th 4th
9th–20th 5th

Class Features

As a warden, you gain the following class features.

Hit Points

Hit Dice: 1d10 per warden level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per warden level after 1st

Proficiencies

Armor: Light, medium, shields
Weapons: simple weapons
Tools: None
Saving Throws: Wisdom, Strength
Skills: Choose two from Animal Handling, Athletics, Arcana, Intimidation, Investigation, Nature, Perception, and Survival Equipment You start with the following equipment, in addition to the equipment granted by your background:

  • Any two simple weapons or one martial weapon (if proficient)
  • Leather armor or scale mail
  • A shortbow and 20 arrows or a shield
  • An explorer’s pack and a component pouch If you forgo this starting equipment, as well as the items offered by your background, you start with 5d4 x 10 gp to buy your equipment.

Discipline

You’ve completed your training in a combat specialty of your choice, detailed at the end of the class description.

Your choice of discipline grants you features at 1st level, and again at 6th, 10th, and 14th level.

Natural Awareness

The time you’ve spent in nature learning your craft and honing your skills has given you an acute sense of danger.

You have advantage on Wisdom (Perception) checks while in a natural environment (such as a forest or a cave, but not a city or dungeon). Also, you can unerringly identify if environmental phenomena (such as tremors, eruptions, magma flows, thunderstorms, and similar) are natural or unnatural.

Starting at 18th level, you also gain a bonus to your initiative rolls equal to your Wisdom modifier. When you are in an entirely natural environment, you gain advantage on initiative checks.

Natural Power

All wardens draw from a well of natural power, channeling the elements into their strikes using special dice called power dice. The Warden table shows how many power dice you have, as well as what die size to roll when using them.

When you hit with a weapon attack, you can expend a power die to add the result to the attack’s damage roll.

The damage type of the extra damage is acid, bludgeoning, cold, fire, lightning, or thunder (your choice.) This damage is magical.

When you finish a short rest, you regain a number of power dice equal to half your total amount. You regain all expended power dice when you finish a long rest.

Glamour

Starting at 2nd level, you can create a harmless elemental sensory effect originating from your body. For example, this may be in the form of water dripping from your hands, a fiery glow in your eyes, or your skin appearing mottled and earthen.

In addition, when making a Charisma check, you can expend a power die, rolling the die and adding the result to your ability check.

Source Magic

Also at 2nd level, you’ve unlocked your natural-born affinity with the elements in the form of spellcasting. The warden spell list is provided at the end of this section.

Spell Slots The Warden table shows how many spell slots you have to cast your spells of 1st level and higher. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warden spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.

For example, when you are 5th level, you have two 2nd-level spell slots. To cast the 1st-level spell thunderwave, you must spend one of those slots, and you cast it as a 2nd-level spell.

Spells Known of 1st Level and Higher At 2nd level, you know two 1st-level spells of your choice from the warden spell list.

The Spells Known column of the Warden table shows when you learn more warden spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what’s shown in the table’s Slot Level column for your level. When you reach 9th level, for example, you learn a new warden spell, which can be of 1st, 2nd, or 3rd level.

Additionally, when you gain a level in this class, you can choose one of your warden spells you know and replace it with another spell from the warden spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability Wisdom is your spellcasting ability for your warden spells, so you use your Wisdom whenever a spell references your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a warden spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Prime Element

At 3rd level, your application of your elemental abilities encourages a specialized path. You gain one of the following features of your choice, which also determines the benefit you gain at 7th level.

Earthen Bulwark

You learn the fling, sculpt earth, and stonefist cantrips. Whenever you use your Natural Power feature to deal extra bludgeoning damage, the target must succeed on a Strength saving throw equal to your warden spell save DC, or become grappled by the ground around it. The target can use an action to attempt to break free by repeating this saving throw, breaking free on a successful save. A creature that is currently flying or is otherwise not within 5 feet of the ground automatically succeeds on this saving throw.

Additionally, when a creature moves within 5 feet of you, you can use your reaction to expend a power die and attempt to shove them away. Make a Strength (Athletics) check contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check, adding the result of your power die to your roll. If you win the contest, you push the target back 10 feet and its movement becomes 0 until the end of its turn.

Flaming Bravery

You learn the braise, fire bolt, and produce flame cantrips. Whenever you use your Natural Power feature to deal extra fire damage, the target takes that same amount of extra damage at the start of its next turn.

Additionally, when a creature makes an attack roll against you, you can use your reaction and expend a power die to add the number rolled to your AC. You can choose to do this after the creature has rolled to attack, but before the DM says whether the attack hits or misses. If you choose to expend this die and the attack misses, the attacking creature takes fire damage equal to your Wisdom modifier + the result of your power die.

Putrid Corrosion

You learn the acid splash, fumigate, and poison spray cantrips. Whenever you use your Natural Power feature to deal extra acid damage, the target can’t add its Strength or Dexterity modifier to weapon damage rolls it makes until the end of its next turn.

Additionally, when you cast a spell that causes a creature to make a saving throw, you can expend a power die and add a corrosive element to that spell. If a creature fails its saving throw against your spell, your corrosive magic begins to permeate its body. At the beginning of each of its turns, the creature must make a Constitution saving throw against your warden spell save DC. On a failed save, the creature takes acid damage equal to the result of your power die. On a successful save, or after 1 minute, the effect ends.

Stoic Chill

You learn the freezing rain, glacial slide, and ray of frost cantrips. Whenever you use your Natural Power feature to deal extra cold damage, the target has disadvantage on the next weapon attack it makes before the start of your next turn.

Additionally, when you make a saving throw, you can use your reaction and expend a power die to add the result to your save. You can choose to do this after you have rolled the saving throw, but before the DM says whether the roll succeeds or fails. If you succeed on the saving throw, all surfaces in a 10-foot radius of you become covered in enchanted ice, which is difficult terrain. When the ice forms, any creature (other than you) in the area must succeed on a Dexterity saving throw against your warden spell save DC, or fall prone. This effect lasts until the start of your next turn.

Unrelenting Storm

You learn the douse, shocking grasp, and storm orb cantrips. Whenever you use your Natural Power feature to deal extra lightning or thunder damage, and the target moves willingly before the start of your next turn, you can reroll your power die, and the target takes lightning or thunder damage (your choice) equal to the result + your Wisdom modifier.

Additionally, when you make an attack roll with a weapon attack, you can expend a power die and add that number to your attack roll. You can make this choice after you see the roll, but before the DM says whether the attack hits or misses. If the attack hits, all other creatures within 5 feet of you or the target of your attack must make a Constitution saving throw against your warden spell save DC, being knocked back 5 feet on a failed save.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 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.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Prime Elemental Shield

At 7th level, you can use your reaction to produce one of the following effects, determined by the Prime Element option you chose at 3rd level.

  • Earthen Bulwark. As a reaction to a creature making a ranged attack against you or causing you to make a Dexterity saving throw, you can kick up a cloud of dust and rocks, imposing disadvantage on its attack or granting advantage on your saving throw.
  • Flaming Bravery. Your body flares with fiery energy when others assault you. You can use your reaction to grant yourself advantage on a saving throw or ability check made to resist being grappled, knocked prone, or moved against your will.
  • Putrid Corrosion. As a reaction to a creature hitting you with a melee attack using a metal weapon, you can weaken that weapon. Any time that weapon is used to make an attack before the end of your next turn, that attack is made with disadvantage and can’t benefit from advantage from any source.
  • Stoic Chill. As a reaction to a creature hitting you with a melee weapon attack, you can create a thick barrier of ice between you and the weapon, reducing the damage dealt by the attack by an amount equal to your Wisdom modifier.
  • Unrelenting Storm. As a reaction to a creature hitting you or an ally within 5 feet of you with a ranged weapon attack, you can create a buffet of air that dampens the impact of the projectile, reducing the damage dealt by the attack by an amount equal to your Wisdom modifier.

Nature Sense

Beginning at 10th level, you can channel nature to extend your senses. You can spend 1 minute touching a natural surface and focusing on it, after which you shift your perspective as if your senses were originating from any point of your choice on that surface within 100 feet of you.

You can maintain this vantage point for up to 10 minutes if you don’t move, and can choose to end it at any time (no action required). You are blinded and deafened to your own senses for the duration.

Improved Natural Power

Starting at 11th level, your natural well of magical power surges more readily. Once on each of your turns when you deal damage to a creature with a weapon attack or warden cantrip, you can deal an extra 2d8 damage. The damage type of the extra damage is acid, bludgeoning, cold, fire, lightning, or thunder (your choice).

Channel Power

Starting at 15th level, your natural power can fuel your spellcasting directly. As a bonus action, you can sacrifice four power dice to regain a single spell slot.

Once you use this feature, you can’t do so again until you finish a long rest.

Master of Elements

At 20th level, your mastery of the elements has granted you access to a form of pure power. As an action, you unleash a torrent of magical energy in a 30-foot radius centered on you. This area becomes infused with primal magic and takes on an appearance based on your prime element. For 1 minute, you gain the following benefits:

  • While you are within this area, whenever you expend a power die, the number of power dice you have available does not decrease.
  • You have resistance to bludgeoning, acid, cold, fire, lightning, and thunder damage.
  • As an action, you can have the area itself come alive and attack. Make a single weapon attack against any number of creatures within the area, dealing damage against each creature you hit.

Once you use this feature, you can’t do so again until you finish a long rest.

Disciplines

All wardens are masters of combat and raw magic. Their strength comes from their ability to harmonize both. To do so, each warden focuses on a single area of combat to excel in, learning spellcasting techniques that best complement it. Your choice of discipline may define your role as an adventurer, but as a warden, you will always be in tune with the thrum of nature.

Guardian

Your training has focused on utilizing martial weapons to combat your foes and defend nature. By specializing in weaponry, you’ve sharpened the edge of your resolve and found balance between nature and steel.

Discipline Spells

You learn an additional spell when you reach certain levels as a warden, as shown in the Guardian Spells table. The spell counts as a warden spell for you, but it doesn’t count against the number of warden spells you know.

Guardian Spells
Warden Level Spell
2nd nature’s brand
5th grasping earth
9th manifest elements
13th stone skin

Combat Training

Beginning when you choose this discipline at 1st level, you’ve trained in a variety of styles suited to your tastes and the needs of the situation. You gain proficiency in all martial weapons and heavy armor. In addition, choose one of the following fighting style options. You can’t take the same fighting style option more than once, even if you get to choose again.

  • Archery. You gain a +2 bonus to attack rolls you make with ranged weapons.
  • 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 in two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or 2. 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 shield.

Strength of the Elements

Starting at 6th level, when you would normally roll a power die to deal extra damage to a creature, you can choose to treat a roll of anything less than its highest result as its highest result.

You can do this a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a short or long rest.

Shielding Aura

Starting at 10th level, if you or a creature you can see within 30 feet of you takes acid, fire, cold, lightning, or thunder damage, you can use your reaction to reduce the damage to that creature by half.

Nature’s Fury

At 14th level, your mastery of combat enables you to tap into your elemental affinity and strike true. When you make a weapon attack, you can expend a power die to grant yourself advantage on that attack. For each d20 that is part of the attack roll that would hit the creature, you roll that power die, dealing extra damage equal to the result. The damage type of this extra damage is acid, bludgeoning, cold, fire, lightning, or thunder (your choice.)

Fanatic

You’ve decided that weapons are a hindrance and only serve to block your connection to nature. The raw connection of your body is all you need to wield your power freely.

Discipline Spells

You learn an additional spell when you reach certain levels as a warden, as shown in the Fanatic Spells table. The spell counts as a warden spell for you, but it doesn’t count against the number of warden spells you know.

Fanatic Spells
Warden Level Spell
2nd reflect elements
5th downdrop
9th haste
13th fire shield

Pugilist

At 1st level, you’ve forgone all need for weapons, focusing your training on turning your body into its own force of nature. You gain the following benefits:

  • You can roll a d4 in place of the normal damage of your unarmed strikes. This die changes as you gain warden levels, as shown in the Power Die column of the Warden table.
  • You can use Wisdom instead of Strength for the attack and damage rolls of your unarmed strikes.
  • When you take the Attack action to make an unarmed strike, you can make another unarmed strike as a bonus action.

Precise Power

Starting at 6th level, your discipline and patience enable you to strike at the most opportune moment, exploiting weaknesses in your opponent’s defenses. When you expend a power die to deal extra damage to a creature with an unarmed strike, you can roll the power die an extra time and add its result to the damage.

You can do this a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Extension Stance

Beginning at 10th level, you blend your martial skill with the elements, extending your range of influence. Your reach with unarmed strikes increases to 15 feet when both your hands are empty. When you are grappling a single creature, as long as it remains within reach, you do not need to use your hands to maintain the grapple, instead binding it with raw elemental power.

When you cast a spell with a range of touch, for you, it has a range of 15 feet.

Exploding Elements

Starting at 14th level, the elements coursing through you can be expelled as an explosive burst. When you expend a power die to deal extra damage on an attack, you can choose to have that damage dealt to all creatures within 5 feet of your target, excluding you.

Sage

You’ve always had a profound connection to elemental power, and dedicate yourself entirely to honing your innate abilities. Compared to other wardens, your ability to command spells is unmatched.

Discipline Spells

You learn an additional spell when you reach certain levels as a warden, as shown in the Sage Spells table. The spell counts as a warden spell for you, but it doesn’t count against the number of warden spells you know.

Sage Spells
Warden Level Spell
2nd faerie fire
5th moonbeam
9th protection from energy
13th polymorph

Innate Potential

When you choose this discipline at 1st level, you can harness magic more readily than other wardens. On your next turn after dealing extra damage on a weapon attack with your Natural Power feature, you can cast one of the following spells without expending a spell slot or requiring components: burning hands, dripping fangs, entangle, entomb, or thunderwave. Wisdom is your spellcasting modifier for these spells.

Elemental Strikes

Beginning at 6th level, when you use an action to cast a spell granted by your Innate Potential feature, you can make one weapon attack as a bonus action.

Primal Dance

Beginning at 10th level, you’ve learned to predict the movements of your enemies through sensing disturbances in the air around you. As a reaction when a hostile creature moves within 15 feet of you, you can move up to your speed without provoking opportunity attacks.

Duality

Starting at 14th level, the ease with which you manifest magic has allowed you time to master another element. Choose a second prime element from the Prime Element class feature.

You gain the benefits of both elements, and when a feature produces an effect based on the element you’ve chosen, you can pick which of those elements to manifest.

Dragon Guard

The Dragon Guard is a unique group of wardens who spend their lives dedicated to the protection and cultivation of draconic ideals and culture. In their eyes, dragons are a physical manifestation of the same power that innately courses through a warden, and they wield it to honor their revered dragons.

Dragon Guard Spells

You learn an additional spell when you reach certain levels as a warden, as shown in the Dragon Guard Spells table.

The spell counts as a warden spell for you, but it doesn’t count against the number of warden spells you know.

Dragon Guard Spells
Warden Level Spell
2nd command
5th levitate
9th fear
13th polymorph

Draconic Influence

At 1st level, your latent natural power and the influence of dragons unlocks power tied to a specific breed of dragon.

Choose one of the following dragon types. You gain proficiency in the skill associated with that dragon type (if you aren’t already proficient). The damage type associated with each dragon determines the effects of features you gain at 10th and 14th level.

Dragon Skill Damage Type
Black Dexterity (Stealth) Acid
Blue Charisma (Deception) Lightning
Brass Charisma (Persuasion) Fire
Bronze Wisdom (Insight) Lightning
Copper Charisma (Performance) Acid
Gold Wisdom (Insight) Fire
Green Charisma (Deception) Poison
Red Charisma (Intimidation) Fire
Silver Intelligence (History) Cold
White Wisdom (Survival) Cold

Dragon Shot

Beginning at 1st level, when you take the Attack action on your turn, you can expel a blast of energy from your mouth as part of the same action. This is a ranged spell attack with a range of 60 feet that ignores half cover and deals 1d4 damage of the type associated with your draconic influence.

You are proficient with this attack, and it uses your Wisdom modifier for attack and damage rolls.

Form of the Dragon

Starting at 6th level, your draconic influence can manifest itself as physical adaptations. As an action, you can expend two power dice to manifest this power. For the next minute, you gain the following benefits:

  • Your face morphs into the muzzle of a giant lizard, granting you a bite attack. This is a natural weapon that uses your power die as its damage die and deals piercing damage. If you hit with this attack, you can use a bonus action to attempt to grapple the target with your mouth. As long as a creature remains grappled this way, you can use a bonus action to deal piercing damage equal to your power die.
  • You sprout webbed, bat-like wings from your back, granting you a flying speed of 10 feet. In addition, when a creature that you can see makes a ranged attack against you, you can use your reaction to buffet the air with your wings, imposing disadvantage on the attack roll.
  • When you use your Dragon Shot feature, roll your power die and add the result to the damage dealt.

Draconic Warding

Starting at 10th level, your draconic influence has mottled your skin, which takes on the hue of your influence and becomes leather-like. Damage you take of the type associated with your draconic influence is reduced by an amount equal to your Wisdom modifier (a minimum of 1).

Fury of Dragons

At 14th level, your draconic influence has taken a deep hold of you, granting you a significant portion of the power of a dragon. You gain the feature below associated with your chosen draconic influence.

  • Black Dragon. When dealing damage to a creature that is surprised, your weapon damage die and any power dice you expend on that attack deal maximum damage.
  • Blue Dragon. When attacking a creature that is 20 or more feet above or below you, you deal extra damage equal to your power die.
  • Brass Dragon. As a bonus action, you can expel a breath of knockout gas. Each creature within a 15-foot cone must succeed on a Constitution saving throw against your warden spell save DC or become incapacitated until the start of its next turn.
  • Bronze Dragon. As a bonus action, you can expel a breath of repulsive gas. Each creature within a 15-foot cone must succeed on a Constitution saving throw against your warden spell save DC or be compelled to immediately move up to half its movement away from you.
  • Copper Dragon. As a bonus action, you can expel a breath of heavy gas. Each creature within a 15-foot cone must succeed on a Constitution saving throw against your warden spell save DC or be unable to take the Dash or Disengage actions until the end of its next turn.
  • Gold Dragon. As a bonus action, you can expel a breath of dry, hot air. Each creature within a 15-foot cone must make a Constitution saving throw against your warden spell save DC. On a failed saving throw, it only deals half damage with weapon attacks that use Strength or Dexterity until the end of its next turn.
  • Green Dragon. As an action, you can study the movements and patterns of a single creature. You can expend a power die and add the result to all attack rolls you make against that creature until the end of your next turn.
  • Red Dragon. When dealing fire damage to a creature, you can expend a power die and add twice the result to the damage.
  • Silver Dragon. As a bonus action, you can expel a breath of intoxicating gas. Each creature within a 15-foot cone must succeed on a Constitution saving throw against your warden spell save DC or become charmed by you until the end of its next turn.
  • White Dragon. When dealing cold damage to a creature, you can expend a power die and add twice the result to the damage.

Warden Spell List

1st-level

2nd-level

3rd-level

4th-level

5th-level

Section 15: Copyright Notice

The Warden Class Copyright 2020, Vorpal Dice Press and Genuine Fantasy Press, LLC.