Where others retreat, the warden stands. Where other falls, the warden holds the line. Those who decide to become warden learn different techniques to rebuke any assault against them and their allies. While the typical warden (or shield maiden, the feminine counterpart) favor a weapon and a shield, this is not the only choice.
When you choose this archetype at 3rd level, you learn two tactics, detailed below. Unless specified otherwise, these tactics are always active.
- Interpose. If an enemy within reach of your melee weapon hits a creature other than you, you can interpose your weapon. As a reaction, roll your weapon damage die and subtract the result from the creature’s damage roll. If all damage is negated this way, you deal half the negated damage to the attacker. If you’re holding two melee weapons, roll both weapon’s dice and choose the better result. You must use this feature before knowing the damage total.
- Overwatch. While you’re holding a ranged or thrown weapon, you vigil over an area, preemptively distracting any attacker. If an enemy within 20 ft. of you hits a creature other than you, as a reaction you can roll your weapon damage dice and subtract it from the enemy’s damage roll. If this reduces the damage to 0, nothing else happens. If the attack still deals damage, you deal half the negated damage to the attacker. You consume ammunition or lose the thrown weapon regardless of the result. You must use this feature before knowing the damage total.
- Reaction Surge. You learn how to react faster than anyone else. During a round, you have an additional reaction. You may only use your reaction once for each triggering event. Once you use this feature, you must finish a short or long rest before using it again.
- Violent Retaliation. When you make an attack of opportunity, you gain a bonus on your attack and damage rolls equal to the number of Warden Tactics you know.
- Shield Wall. You coordinate your allies to withstand an assault. When you take the Dodge action, you and all allies within 5 ft gain advantage on Strength and Dexterity saving throws. Enemies consider the terrain within reach of you and your affect allies as difficult terrain.
Starting at 7th level, you are always ready for battle. You can stow a weapon and don a shield, or stow a shield and draw a weapon, when you would normally be able to draw or stow only one of such objects. Also, you can grant a +1 bonus to an ally’s Armor Class until the start of your next turn as long as they remain within 5 ft. of you.
Improved Warden Tactics
At 10th level, you learn two additional warden tactics chosen from the list below. Unless specified otherwise, these tactics are always active.
- Improved Reaction Surge. You gain the Reaction Surge tactic or, if you have it already, you gain an additional use of it between two rests.
- Invigorating Strike. When you hit a creature with a weapon attack, you can forgo adding your relevant ability modifier to the damage roll to gain 1d8 temporary hit points.
- Protective Stance. As an action, you adopt a particular defensive guard. You protect all allies within reach of your melee weapon (or 5 ft. if you aren’t wielding a melee weapon). If an attack would hit anyone of them, confront its AC and yours; if yours is higher, the attack is redirected on you. This stance lasts until the start of your next turn. While you are in this stance, you can make a single weapon attack as a bonus action. If you have the Wall of Iron tactic, you gain its benefits while you use Protective Stance.
- Powerful Riposte. You learn the Interpose or Overwatch Tactic. If you already knew one of those, instead you can add your Strength or Dexterity modifier (depending on your weapon) to the damage negated when using said tactics.
Superior Warden Tactics
At 15th level, you learn one additional warden tactic, chosen from the list below. Unless specified otherwise, these tactics are always active.
- Adept Maneuverer. You have resistance against damage from attacks of opportunity.
- Cover Retreat. Allies within reach of your weapon (or 20 ft. if you have a ranged weapon) can Disengage as a Bonus action.
- Superior Reaction Surge. You gain the Reaction Surge tactic or, if you have it already, you gain an additional use of it between two rests.
Master Warden Tactics
At 18th level, you learn one additional warden tactic, chosen from the list below. Unless specified otherwise, these tactics are always active.
- Inescapable. If you damage an enemy up to one size larger than you, you can knock him prone as a reaction.
- Bastion. If you are dealt damage equal to or less than your Armor Class, you can halve it as a reaction (before applying damage resistance or vulnerability). You can use this ability three times, and you regain all expended uses with a long rest.
Journey To Ragnarok © Michele Paroli 2018