{"name":"Warden","overview":"An immense goblinoid army stretches from the\r\nhorizon to the castle walls. In the breach, a single\r\nknight holds back the horde, eviscerating all comers,\r\nand allowing none to pass.\r\n[br]\r\nBlood dripping from his blade, a scarred half orc\r\ngets down on all fours and breaks into a sprint, his\r\neyes alight with bestial fury.\r\n[br]\r\nAdvancing slowly, an elf brandishing a green\r\nscimitar emerges from the foliage before two\r\npoachers. Startled, they turn to run, but find their\r\nfeet bound fast by leaves and vines.\r\n[br]\r\nWardens are vigilant guardians, and unbreakable\r\ndefenders of the weak. They are nature\u2019s shield, and\r\nthe watchers of the realms of men. When the world\r\ncries out for a champion, wardens heed the call.\r\n\r\n[b]Mighty Guardians\r\n[br][\/b]\r\nEver-vigilant, wardens are the staunch defenders\r\nof nature and the chosen champions of people. A\r\nwarden might be selected by his tribe to defend them\r\nfrom their enemies, or be visited by the spirits of a\r\nsacred grove and beckoned to watch over the forest.\r\nWhere a warden is not directly called to defend\r\nothers, he feels the constant pull to take up a charge\r\nof his own, to use his strength as a bastion for the\r\nweak.\r\n[br]\r\nWherever a warden travels, his strength\r\ntravels with him, and new causes make\r\nthemselves known. There is never a shortage\r\non those who need protection, for the strong\r\nalways seem to stand above the weak.\r\n\r\n[b]Primal Strength\r\n[br][\/b]\r\nWardens are like mighty trees in a gale storm, or\r\nthe rocks along shore, constantly battered by waves.\r\nThough they may experience extraordinary hardship,\r\na warden cannot be easily moved, and seldom can be\r\nbroken.\r\n[br]\r\nWardens draw their extraordinary toughness\r\nfrom the wild itself. They can feel the strength of\r\nthe earth beneath their feet, the vitality of the air in\r\ntheir lungs, and the fury of the blazing sun overhead.\r\nThey channel this power intuitively, without ever\r\nconsidering it. Indeed, some wardens believe that\r\ntheir power comes from within, and that nature does\r\nnothing to empower them, but even these wardens\r\nfeel nature\u2019s pull to defend the powerless and take up\r\na cause.\r\n\r\n[b]Creating a Warden\r\n[br][\/b]\r\nWhen creating a warden, consider what drives\r\nyour character. What brought you to raise up your\r\nshield for others? Do you fight to protect anyone or\r\nanywhere in particular? A threat to your homeland,\r\nor loved ones, might have been your catalyst, but\r\nyou also might have risen to combat a menace to the\r\nnatural world. What was your call, and how do you\r\nhonor it? What motivates you to keep fighting, even\r\nwhen you\u2019re at death\u2019s door?\r\nMost wardens have been recognized as\r\nexemplary defenders. Perhaps, you are known as\r\na wandering knight of the northern provinces, or\r\nperhaps you were beckoned by spirits of the forest to\r\nprotect them from invaders. Who has called you, and\r\nhow did you respond?\r\n\r\n[b]QUICK BUILD\r\n[br][\/b]\r\nYou can build a warden quickly with these\r\nsuggestions. First, make Constitution your highest\r\nability score, followed by Strength and Dexterity.\r\nThen, choose the Primal Toughness option for\r\nSentinel\u2019s Stand.","hit_dice":"1d10","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","armor_proficiencies":"Light armor, medium armor, shields","weapon_proficiencies":"Simple weapons, martial weapons","tools":"None","saving_throws":"Strength, Constitution","skills":"Choose two from Animal Handling,\r\nAthletics, Nature, Perception, and Survival.","starting_equipment":"You start with the following equipment, in\r\naddition to the equipment granted to you by your\r\nbackground:\r\n[ul]\r\n[li]A shield and any martial weapon[\/li]\r\n[li](a) chain shirt, (b) leather armor and a spear, or (c) chain mail (if proficient)[\/li]\r\n[li](a) two light hammers or (b) any simple melee weapon[\/li]\r\n[li](a) a dungeoneer\u2019s pack or (b) an explorer\u2019s pack[\/li]\r\n[\/ul]\r\n","spellcasting":"","class_features":"[b]Sentinel\u2019s Stand[\/b]\r\n[br]Wardens are towers that cannot easily be felled. At\r\n1st level, choose one of the following features.\r\n[br]\r\n[b]ARMOR PROFICIENCY.[\/b]\r\nYou gain proficiency with heavy armor.\r\n[br]\r\n[b]PRIMAL TOUGHNESS.[\/b]\r\nYour hit point maximum increases by 1 + your\r\nConstitution modifier, and it increases by 1 every\r\ntime you gain a level in this class.\r\n[br]\r\n[b]STALWART SPIRIT.[\/b]\r\nYou gain proficiency in one saving throw of your\r\nchoice.\r\n\r\n[b]Warden\u2019s Grasp\r\n[br][\/b]\r\nAt 1st level, as a bonus action, you can use the force\r\nof your daunting presence to ensnare nearby enemies\r\ninto combat. Until the beginning of your next turn,\r\nyou can\u2019t move, and each Large or smaller creature\r\nyou choose within 5 feet can\u2019t willingly move away\r\nfrom you unless it first takes the Disengage action.\r\nAt 14th level, the range of this ability increases\r\nto 10 feet.\r\n\r\n[b]Fighting Style\r\n[br][\/b]\r\nAt 2nd level, you adopt a style of fighting as your\r\nspecialty. Choose one of the following options. You\r\ncan\u2019t take a Fighting Style option more than once,\r\neven if you later get to choose again.\r\n[br]\r\n[b]CRIPPLING.[\/b]\r\nWhen you hit a creature with a melee weapon attack,\r\nits speed is reduced by 10 feet, to a minimum of 0,\r\nuntil the end of its next turn, and it can\u2019t take the\r\nDash action until the end of its turn.\r\n[br]\r\n[b]GREAT WEAPON FIGHTING.[\/b]\r\nWhen you roll a 1 or 2 on a damage die for an attack\r\nyou make with a melee weapon that you are wielding\r\nwith two hands, you can reroll the die and must use\r\nthe new roll. The weapon must have the two-handed\r\nor versatile property for you to gain this benefit.\r\n[br][b]PROTECTION.[\/b]\r\nWhen a creature you can see attacks a target other\r\nthan you that is within 5 feet of you, you can use\r\nyour reaction to impose disadvantage on the attack\r\nroll. You must be wielding a weapon or shield.\r\n[br]\r\n[b]TITAN FIGHTING.[\/b]\r\nYou gain a +2 bonus to melee weapon attack rolls\r\nyou make against Large or larger creatures.\r\n\r\n[b]Warden\u2019s Mark\r\n[br][\/b]\r\nAt 2nd level, you can use your bonus action to mark\r\na creature you can see within 30 feet. While a marked\r\ncreature is within 5 feet of you, it has disadvantage on\r\nany attack roll that doesn\u2019t target you. The mark lasts\r\nfor 1 minute, or until you mark another creature,\r\nbecome incapacitated, or die.\r\n[br]\r\nAt 11th level, whenever you take the Attack\r\naction on your turn, you can make an additional\r\nattack against a creature you have marked.\r\n\r\n[b]Champion\u2019s Call\r\n[br][\/b]\r\nBy the time you reach 3rd level, you feel the\r\ninexorable pull of an important duty or task that you\r\nassume as your own. No outside force compels your\r\nchoice or enforces your conduct; if you fail in your\r\ncharge, you alone are responsible.\r\n[br]\r\nYour choice grants you features at 3rd level and\r\nagain at 6th, 13th, and 20th level.\r\n\r\n[b]Warden\u2019s Resolve\r\n[br][\/b]\r\nStarting at 3rd level, whenever your hit points are\r\nless than half your maximum, you have resistance to\r\nbludgeoning, piercing, and slashing damage.\r\nStarting at 17th level, when your hit points are\r\nless than half your maximum, you have resistance to\r\nall damage except psychic.\r\n\r\n[b]Ability Score Improvement\r\n[br][\/b]\r\nWhen you reach 4th level, and again at 8th, 12th,\r\n16th, and 19th level, you can increase one ability\r\nscore of your choice by 2, or you can increase two\r\nability scores of your choice by 1. As normal, you\r\ncan\u2019t increase an ability score above 20 using this\r\nfeature.\r\n\r\n[b]Font of Life\r\n[br][\/b]\r\nBy 4th level, you can use your action to end either\r\none disease or one condition afflicting you. The\r\ncondition can be blinded, charmed, deafened,\r\nfrightened, paralyzed, or poisoned. You can use this\r\naction even if the condition you end would otherwise\r\nprevent it. Once you use this ability, you must finish\r\na short or long rest before you can use it again.\r\nAt 15th level, once per day when you use this\r\nability, your hit points are also restored to half your\r\nmaximum, if they were lower.\r\n\r\n[b]Extra Attack\r\n[br][\/b]\r\nBeginning at 5th level, you can attack twice, instead\r\nof once, whenever you take the Attack action on your\r\nturn.\r\n\r\n[b]Sentinel\u2019s Step\r\n[br][\/b]\r\nWardens are faultless trackers, which can navigate\r\nhazardous terrain with ease. At 7th level, select one\r\nof the following features.\r\n[br]\r\n[b]EARTHSTRENGTH.[\/b]\r\nYou possess the might of the earth itself. Your\r\ncarrying capacity doubles, and you have advantage\r\non ability checks and saving throws against being\r\npushed against your will or knocked prone.\r\n[br]\r\n[b]THUNDERING CHARGE.[\/b]\r\nOn your first round of combat, your speed increases\r\nby 30 feet and you have advantage on the first melee\r\nweapon attack you make.\r\n\r\n[b]WILDBLOOD\r\n[br][\/b]\r\nYour reflexes have been honed by the perils of nature.\r\nYou can\u2019t be surprised while you are conscious.\r\nAdditionally, you have a +5 bonus to your passive\r\nWisdom (Perception) and passive Intelligence\r\n(Investigation) scores.\r\n\r\n[b]Undying\r\n[br][\/b]\r\nAt 9th level, when you are reduced to 0 hit points\r\nand are not killed outright, you can choose to drop\r\nto 1 hit point instead. Once you use this ability, you\r\ncan\u2019t use it again until you finish a long rest.\r\n\r\n[b]Interrupt\r\n[br][\/b]\r\nStarting at 10th level, as a reaction when a creature\r\nwithin 5 feet of you makes a melee attack against\r\nyou, you can punctuate its strikes. After that attack,\r\nthe creature can make one fewer attack than normal\r\non this turn.\r\n\r\n[b]Sentinel\u2019s Soul\r\n[br][\/b]\r\nWardens are unshakable guardians that cannot be\r\nbowed. At 18th level, choose one of the following\r\nfeatures:\r\n[br]\r\n[b]AGELESS GUARDIAN.[\/b]\r\nYou are immune to poison and disease, no longer\r\nneed food or water, suffer none of the frailty of old\r\nage, and can\u2019t be aged magically. You can still die of\r\nold age, however.\r\nAdditionally, you have advantage on Dexterity\r\nsaving throws.\r\n[br]\r\n[b]EYES OF THE MOUNTAIN.[\/b]\r\nYou gain tremorsense with a range of 15 feet, and can\r\ndetect the presence of hidden or invisible creatures\r\nwithin 30 feet.\r\nAdditionally, you have advantage on\r\nConstitution saving throws.\r\n[br]\r\n[b]IMPENETRABLE MIND.[\/b]\r\nYour thoughts can\u2019t be read, and you can\u2019t be\r\ncharmed or frightened.\r\nAdditionally, you have advantage on Wisdom\r\nsaving throws.","subclass_options":"[h2]CHAMPION\u2019S CALL[\/h2]\r\n\r\nA warden\u2019s call is a binding charge to protect and\r\ndefend others from harm. Every warden eventually\r\nhears a call, and responds with mighty deeds. In\r\nanswering this call, they embrace the traits of those\r\nthey stand to protect, gaining primal, and sometimes\r\neven mystical, abilities.\r\n\r\n[h3]Bloodwrath Guardian[\/h3]\r\nThe primal power you wield has formed an intrinsic\r\nbond with the creatures of the wild, and you have\r\ntaken up the task of defending them. Because you\r\nshare in the beast\u2019s ferocity, tenacity, and animal\r\ninstinct, you can summon a beast\u2019s primal strength\r\nfrom within yourself, and slay your enemies in an\r\nanimalistic trance.\r\n[br]\r\nWhile entranced, you can sense a connection to\r\na greater being, the Primal Beast, the first predator,\r\nfrom which all hunters are descended. As your\r\ncommitment to defending the wilds from corruption\r\ngrows, you grow closer to the Primal Beast, until you\r\ncan at last adopt its ancient form yourself, and allow\r\nit to hunt once again.\r\n\r\n[b]FERAL TRANCE[\/b]\r\n[br]Starting when you hear this call at 3rd level, you can\r\nfall into a primal battle trance as a bonus action.\r\nWhile in your trance, you gain the following benefits:\r\n[ul]\r\n[li]You have advantage on Strength checks and Strength saving throws.[\/li]\r\n[li]Your base movement speed increases by 10 feet.[\/li]\r\n[li]You have advantage on all melee weapon attack rolls using Strength against a creature you have marked.[\/li]\r\n[li]Attacks against you have advantage.[\/li]\r\n[\/ul]\r\nYour trance lasts for 1 minute. It ends early if you are\r\nknocked unconscious or if your turn ends and you\r\nhaven\u2019t attacked a hostile creature since your last turn\r\nor taken damage since then. You can also end your\r\ntrance on your turn as a bonus action.\r\nOnce you use this ability, you can\u2019t use it again\r\nuntil you finish a short or long rest.\r\n\r\n[b]PREDATOR'S SCENT\r\n[br][\/b]\r\nBy 6th level, you hunt like an animal. A creature you\r\nhave marked can remain marked for up to 24 hours,\r\neven if it moves out of your sight. Additionally, while\r\nthis creature is marked, you can track it effortlessly;\r\nyou know the direction and distance to the creature\r\nwhile it remains on the same plane of existence.\r\n\r\n[b]EVASION\r\n[br][\/b]\r\nBeginning at 13th level, you can nimbly dodge\r\nout of the way of certain area effects, such as a red\r\ndragon\u2019s fiery breath or an ice storm spell. When you\r\nare subjected to an effect that allows you to make a\r\nDexterity saving throw to take only half damage, you\r\ninstead take no damage if you succeed on the saving\r\nthrow, and only half damage if you fail.\r\n\r\n[b]FORM OF THE PRIMAL BEAST[\/b]\r\nAt 20th level, as an action, you can transform into\r\na hunched thing of fur and shadow, an echo of the\r\nPrimal Beast. For 1 minute, you gain the following\r\nfeatures:\r\n[ul]\r\n[li]You gain all the benefits of Feral Trance.[\/li]\r\n[li]You gain temporary HP equal to twice your level.[\/li]\r\n[li]When you hit a creature with a melee weapon attack, you can give the target a bleeding wound. Constructs, oozes and undead can\u2019t get bleeding wounds. A creature loses 1d8 hit points at the start of each of its turns for each of its bleeding wounds unless it uses an action to staunch the bleeding. While a target is bleeding, it can't regain lost hit points. A creature can have a number of bleeding wounds up to your proficiency bonus.[\/li]\r\n[\/ul]\r\nOnce you use this feature, you can\u2019t use it again until\r\nyou finish a long rest.\r\n\r\n[h3]Grey Watchman[\/h3]\r\nEver vigilant and unceasing in your duties, you are\r\na watcher of the realms of men, called to keep vigil\r\nover a keep or wall. As a grey watchman, trained\r\nin the arts of combat, you have honed your skills\r\nto a razor\u2019s edge to repel any invaders that might\r\nchallenge your land. You need not keep watch over\r\nthe same keep your entire life, but, wherever you\r\ntravel, you are dedicated to keeping your land safe\r\nfrom invading armies, marauding monsters, and\r\nother external threats.\r\n\r\n[b]BATTLE TACTICS\r\n[br][\/b]\r\nWhen you hear this call at 3rd level, you learn\r\nmaneuvers that are fueled by special dice called\r\nbattle dice.\r\n[br]\r\nBattle Dice. You have two battle dice, which are\r\nd8s. A battle die is expended when you use it. You\r\nregain all of your battle dice when you take a short or\r\nlong rest, or when you roll initiative.\r\nYour battle die changes and more battle dice\r\nbecome available when you reach certain levels in\r\nthis class, as shown on the table below.\r\n[table]\r\n[tr]\r\n[th]Warden\r\nlevel[\/th]\r\n[th]Battle Dice[\/th]\r\n[\/tr]\r\n[tr]\r\n[td]3rd[\/td]\r\n[td]2d8[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]7th[\/td]\r\n[td]3d8[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]13th[\/td]\r\n[td]3d10[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]19th[\/td]\r\n[td]4d10[\/td]\r\n[\/tr]\r\n[\/table]\r\n[b]Using Battle Dice.[\/b] Once per turn, you can\r\nexpend a battle die to perform a maneuver of your\r\nchoice. Your maneuver options are detailed at the\r\nend of the subclass description.\r\n[br]\r\n[b]Saving Throws.[\/b] Some of your maneuvers\r\nrequire your target to make a saving throw to resist\r\nthe maneuver\u2019s effects. The saving throw DC is\r\ncalculated as follows:\r\n[br]\r\n[b]Maneuver save DC[\/b] = 8 + your proficiency\r\nbonus + your Strength or Dexterity\r\nmodifier (your choice)\r\n\r\n[b]HOLD THE LINE\r\n[br][\/b]\r\nAt 3rd level, when you use your Warden\u2019s Grasp, any\r\ncreature you choose other than yourself within the\r\neffect\u2019s area gains a +1 bonus to Armor Class and\r\nsaving throws until the beginning of your next turn\r\nwhile it remains in the effect\u2019s area.\r\n\r\n[b]FORTIFICATION EXPERT\r\n[br][\/b]\r\nBy 6th level, your experience manning battlements\r\nand blockades has given you insight in how to\r\nraise and reinforce them. You have advantage\r\non any ability check you make to erect defensive\r\nfortifications, examine walls and other defenses for\r\nweak points and entryways, or climb constructed\r\nwalls. Additionally, you can treat three-quarters\r\ncover as full cover.\r\n\r\n[b]METTLE\r\n[br][\/b]\r\nAlso at 13th level, your determination allows you\r\nto shrug off effects that would otherwise harm you.\r\nWhen you are subjected to an effect that allows you\r\nto make a Constitution saving throw to take only half\r\ndamage, you instead take no damage if you succeed\r\non the saving throw, and only half damage if you fail.\r\n\r\n[b]UNBREAKABLE SENTINEL\r\n[br][\/b]\r\nStarting at 20th level, you can use your action to\r\ntransform into a paragon of battle, an unstoppable\r\nsentinel, channeling the strength of every man,\r\nwoman, and child beneath your charge. For the next\r\nminute, you gain the following benefits:\r\n[ul]\r\n[li]You have a +2 bonus to Armor Class.[\/li]\r\n[li]Whenever you hit a creature you have marked, you regain an expended battle die.[\/li]\r\n[li]You can take an additional reaction during each round of combat. You can only take one reaction during each turn.[\/li]\r\n[\/ul]\r\nOnce you use this ability, you can\u2019t use it again until\r\nyou finish a long rest.\r\n\r\n[b]MANEUVERS\r\n[br][\/b]\r\nThe maneuvers are presented in alphabetical order.\r\n[br]\r\n[b]Bull Rush. [\/b]When you move at least 10 feet in a\r\nstraight line and immediately make a melee weapon\r\nattack against a creature, you can use a bonus action\r\nand expend a battle die to shove the target after the\r\nattack. Add the battle die to the Strength (Athletics)\r\ncheck you make to shove the target. On a success,\r\nyou can push the target 10 feet, instead of only 5.\r\n[br]\r\n[b]Bulwark.[\/b] When you hit a creature with a melee\r\nattack, you can expend a battle die as a bonus action\r\nto brace yourself for its counterattack. The next time\r\nthe creature damages you before the start of your\r\nnext turn, you can roll the battle die and subtract the\r\nresult from the damage dealt.\r\n[br]\r\n[b]Cleave.[\/b] When you reduce a hostile creature to 0\r\nhit points or score a critical hit with a melee weapon\r\nattack on your turn, you can spend a battle die to\r\nmove up to 15 feet and make an additional melee\r\nweapon attack. You add the battle die to the attack\u2019s\r\ndamage roll.\r\n[br]\r\n[b]Heelcutter.[\/b] When you make an opportunity\r\nattack against a creature, you can expend one battle\r\ndie to knock the creature off balance, preventing it\r\nfrom escaping. You add the battle die to the attack\r\nroll, and the target must make a Strength saving\r\nthrow. On a failed save, its speed is reduced to 0 until\r\nthe end of its turn.\r\n[br]\r\n[b]Reckless Assault.[\/b] When you make an attack\r\nagainst a creature, you can expend a battle die to\r\nmake a wild, desperate strike, leaving you vulnerable.\r\nYou have advantage on the attack roll. Until the\r\nbeginning of your next turn, however, attack rolls\r\nagainst you have advantage.\r\n[br]\r\n[b]Staggering Strike.[\/b] As a bonus action when\r\nyou make a weapon attack against a creature, you can\r\nexpend a battle die to attempt to stun a humanoid\r\ntarget. On a hit, the target must make a Constitution\r\nsaving throw or be incapacitated until the beginning\r\nof your next turn.\r\n\r\n[h3]Nightgaunt[\/h3]\r\nBlood-drinkers, undead, and other creatures of the\r\nnight are often feared and hunted, and few stand in\r\ntheir defense; except, of course, the grim and terrible\r\nnightgaunt. Tales of the nightgaunt are whispered of\r\nin fairy tales, casting them as a things to be feared:\r\nhunters of clerics and goodly vampire slayers. Their\r\nappearance always presages long nights and great\r\nrises in hungry undead.\r\n[br]\r\nYou felt the calling of the moon bringing you\r\nto the graveside of living corpses. Though vampires,\r\nzombies, and skeletons are mighty, they are always\r\noutnumbered, hunted, and turned by clerics; never\r\ngiven a fair chance to live peacefully. They require an\r\nally among the living to continue their ceaseless lives,\r\nand you have risen by moonlight to the task.\r\n\r\n[b]DARKVISION\r\n[br][\/b]\r\nStarting when you hear this call at 3rd level, you\r\ncan see in dim light within 60 feet of you as if it\r\nwere bright light, and in darkness as if it were\r\ndim light. You can\u2019t discern color in darkness,\r\nonly shades of gray. If you already possess\r\ndarkvision, its range increases by 30 feet.\r\nStarting at 13th level, you can see through\r\nmagical, as well as nonmagical, darkness.\r\n\r\n[b]MARKED FOR DEATH\r\n[br][\/b]\r\nAt 3rd level, your mark leaves a shadow of undeath\r\non your target, beckoning it to die. If you deal\r\ndamage to a creature you have marked with a melee\r\nweapon attack and its remaining hit points are lower\r\nthan the damage you dealt to it with that attack, the\r\nmarked creature instead drops to 0 hit points.\r\n\r\n[b]UNDEAD EMPATHY\r\n[br][\/b]\r\nBy 6th level, you are a friend even to mindless\r\nundead. Whenever an undead tries to attack you,\r\nit must make a Wisdom saving throw (DC equals\r\n8 + your proficiency bonus + your Constitution\r\nmodifier.) On a failed save, its attack misses\r\nand, if its Intelligence is 4 or lower, it\r\nbecomes friendly to you and your allies.\r\n\r\n[b]EVASION\r\n[br][\/b]\r\nBeginning at 13th level, you can nimbly dodge\r\nout of the way of certain area effects, such as a red\r\ndragon\u2019s fiery breath or an ice storm spell. When you\r\nare subjected to an effect that allows you to make a\r\nDexterity saving throw to take only half damage, you\r\ninstead take no damage if you succeed on the saving\r\nthrow, and only half damage if you fail.\r\n\r\n[b]GRAVELORD\r\n[br][\/b]\r\nAt 20th level, you can use your action to invite the\r\nnecromantic energies of true undead into your body,\r\ndivorcing yourself from life for the next minute and\r\ngaining the following benefits:\r\n[ul]\r\n[li]You are immune to poison damage and being poisoned.[\/li]\r\n[li]You can use your Undying feature up to three times, even if you have already used it today.[\/li]\r\n[li]Once per turn, when you deal damage with a melee weapon attack, you can deal an extra 4d6 necrotic damage and gain temporary hit points, which last until the beginning of your next turn, equal to the necrotic damage dealt.[\/li]\r\n[\/ul]\r\nOnce you use this feature, you can\u2019t use it again until\r\nyou finish a long rest.\r\n\r\n[b][h3]Soulblood Shaman[\/h3]\r\n[br][\/b]\r\nThe ancestral spirits called you by starlight to enact\r\ntheir will on the world, to protect their descendants,\r\nand to safeguard their resting places. You are a\r\nSoulblood Shaman, a manipulator of soul and ascetic\r\nof primal magic. Your community looks to you as\r\na leader as well as a vital connection to the afterlife,\r\nfor if you play your role, they too will join their\r\nancestors in the great beyond.\r\n\r\n[b]SPELLCASTING\r\n[br][\/b]\r\nStarting when you hear this call at 3rd level, you can\r\nchannel your ancient insights into magic.\r\n[br]\r\n[b]Cantrips.[\/b] You learn two cantrips of your choice\r\nfrom the druid spell list. You learn an additional\r\ndruid cantrip of your choice at 10th level.\r\n[br]\r\n[b]Spell Slots.[\/b] The Soulblood Shaman\r\nSpellcasting table shows how many spell slots you\r\nhave to cast your druid spells of 1st level and higher.\r\nTo cast one of these spells, you must expend a slot\r\nof the spell\u2019s level or higher. You regain all expended\r\nspell slots when you finish a long rest.\r\n[br]\r\n[b]Spells Known of 1st-Level and Higher.[\/b]\r\nYou know three 1st-level druid spells of your choice,\r\ntwo of which you must choose from the evocation or\r\ntransmutation spells on the druid spell list.\r\nThe Spells Known column of the Soulblood\r\nShaman Spellcasting table shows when you learn\r\nmore druid spells of 1st level or higher. Each of these\r\nspells must be an evocation or transmutation spell\r\nof your choice, and must be of a level for which you\r\nhave spell slots.\r\nThe spells you learn at 8th, 14th, and 20th level\r\ncan come from any school of magic.\r\nWhenever you gain a level in this class, you\r\ncan replace one of the druid spells you know with\r\nanother spell of your choice from the druid spell\r\nlist. The new spell must be of a level for which you\r\nhave spell slots, and it must be an evocation or\r\ntransmutation spell, unless you\u2019re replacing the spell\r\nyou gained at 3rd, 8th, 14th, or 20th level from any\r\nschool of magic.\r\n[br]\r\n[b]Spellcasting Ability.[\/b] Wisdom is your\r\nspellcasting ability for your druid spells, since you\r\nchannel your magic through a connection to the\r\ngreat beyond. You use your Wisdom whenever a\r\nspell refers to your spellcasting ability. In addition,\r\nyou use your Wisdom modifier when setting the\r\nsaving throw DC for a druid spell you cast and when\r\nmaking an attack roll with one.\r\n[br][b]Spell save DC[\/b] = 8 + your proficiency bonus\r\n+ your Wisdom modifier\r\n[br]\r\n[b]Spell attack modifier[\/b] = your proficiency\r\nbonus + your Wisdom modifier\r\n[table]\r\n[tr]\r\n[th]Warden\r\nlevel[\/th]\r\n[th]Cantrips\r\nknown[\/th]\r\n[th]Spells\r\nknow[\/th]\r\n[th]1st[\/th]\r\n[th]2nd[\/th]\r\n[th]3rd[\/th]\r\n[th]4th[\/th]\r\n[\/tr]\r\n[tr]\r\n[td]3rd[\/td]\r\n[td]2[\/td]\r\n[td]3[\/td]\r\n[td]2[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]4th[\/td]\r\n[td]2[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]5th[\/td]\r\n[td]2[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]6th[\/td]\r\n[td]2[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]7th[\/td]\r\n[td]2[\/td]\r\n[td]5[\/td]\r\n[td]3[\/td]\r\n[td]2[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]8th[\/td]\r\n[td]2[\/td]\r\n[td]6[\/td]\r\n[td]4[\/td]\r\n[td]2[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]9th[\/td]\r\n[td]2[\/td]\r\n[td]6[\/td]\r\n[td]4[\/td]\r\n[td]2[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]10th[\/td]\r\n[td]3[\/td]\r\n[td]7[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]11th[\/td]\r\n[td]3[\/td]\r\n[td]8[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]12th[\/td]\r\n[td]3[\/td]\r\n[td]8[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]13th[\/td]\r\n[td]3[\/td]\r\n[td]9[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]14th[\/td]\r\n[td]3[\/td]\r\n[td]10[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]16th[\/td]\r\n[td]3[\/td]\r\n[td]11[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]17th[\/td]\r\n[td]3[\/td]\r\n[td]11[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]18th[\/td]\r\n[td]3[\/td]\r\n[td]11[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]19th[\/td]\r\n[td]3[\/td]\r\n[td]12[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]1[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]20th[\/td]\r\n[td]3[\/td]\r\n[td]13[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]1[\/td]\r\n[\/tr]\r\n[\/table]\r\n[b]SOULBLOOD\r\n[br][\/b]\r\nAlso at 3rd level, as a reaction when a creature within\r\n5 feet of you deals damage to you, you can mark that\r\ncreature.\r\n\r\n[b]WHISPERS OF BEYOND\r\n[br][\/b]\r\nAt 6th level, you can hear the small voices of ancient\r\nspirits when you need guidance. If you spend\r\none minute in contemplation when you make an\r\nIntelligence or Wisdom check, you can consult the\r\nspirits to gain advantage on the roll. However, the\r\nGM can decline to give you advantage on this check\r\nif the spirits would not possess appropriate guidance\r\nof knowledge.\r\n\r\n[b]SPELL RESISTANCE\r\n[br][\/b]\r\nBeginning at 13th level, you have advantage on\r\nsaving throws you make against spells.\r\n\r\n[b]ETHEREAL WATCHER\r\n[br][\/b]\r\nAt 20th level, as an action, you can shrug off your\r\nmortal form for a short time to become something\r\nspiritual and material, an ethereal watcher. For the\r\nnext minute, you gain the following benefits:\r\n[ul]\r\n[li]As a bonus action on your turn, you can become ethereal, as per the etherealness spell.[\/li]\r\n[li]You can return from being ethereal as a bonus action when you cast a spell, or when you use your Warden\u2019s Mark or your Warden\u2019s Grasp feature on your turn. When you return from being ethereal, each creature you choose within 10 feet of you takes 4d10 force damage, as they are pulled partially between the planes.[\/li]\r\n[li]You can cast 1st and 2nd-level druid spells you know without expending spell slots.[\/li]\r\n[\/ul]\r\nOnce you use this ability, you can\u2019t use it again until\r\nyou finish a long rest.\r\n\r\n[h3]Stoneheart Defender[\/h3]\r\nYou heard the steadfast, unyielding call from the\r\nmountains, which dwarves and gnomes have felt\r\nfor generations. The stones called to you, beckoning\r\nfor a protector to defend the mountains from those\r\nthat would despoil them, from both within and\r\nwithout. You might be a watchman of old dwarven\r\nwalls, or a sentinel, patrolling the lookouts of high\r\nmountain peaks; regardless of where you stand, you\r\nare unmovable: a mountain in the shape of a man.\r\nYou draw your power from the earth beneath your\r\nfeet and can crush your enemies with the strength of\r\nstone.\r\n\r\n[b]ROOTS OF ROCK\r\n[br][\/b]\r\nStarting when you hear this call at 3rd level, when\r\nyou use your Warden\u2019s Grasp ability, rocky roots\r\nsprout from your feet, anchoring you securely. Until\r\nthe beginning of your next turn, you have a +2 bonus\r\nto your Armor Class.\r\n[br]\r\nAdditionally, until you move, you can\u2019t be\r\nshoved or pushed from wherever you are standing by\r\nhostile actions, spells, or effects, unless you choose\r\nto be. You have advantage on Strength saving throws\r\nagainst being knocked down, cannot slip or fall from\r\nledges, and are immune to the spells fly, levitate, and\r\ntelekinesis.\r\n\r\n[b]EARTHSHATTER\r\n[br][\/b]\r\nStarting at 6th level, you can choose to use Warden\u2019s\r\nGrasp as an action, rather than a bonus action.\r\nWhen you do so, each creature affected must\r\nmake a Strength saving throw (DC equals 8 + your\r\nproficiency bonus + your Strength modifier) or be\r\nknocked prone.\r\n[br]\r\nYou can use this ability a number of times equal\r\nto your Strength modifier, and regain all uses when\r\nyou finish a long rest.\r\n\r\n[b]METTLE\r\n[br][\/b]\r\nAt 13th level, your determination allows you to shrug\r\noff effects that would otherwise harm you. When you\r\nare subjected to an effect that allows you to make a\r\nConstitution saving throw to take only half damage,\r\nyou instead take no damage if you succeed on the\r\nsaving throw, and only half damage if you fail.\r\n\r\n[b]IMMORTAL MOUNTAIN\r\n[br][\/b]\r\nBy 20th level, you can summon the power of\r\ntrue earth as an action, protecting yourself in an\r\nencasement of stone. For the next minute, you gain\r\nthe following benefits:\r\n[ul]\r\n[li]Bludgeoning, piercing, and slashing damage you take is reduced by 5.[\/li]\r\n[li]You gain the effects of your Roots of Rock ability for the entire duration.[\/li]\r\n[li]As you move, you can choose to upend the earth at your feet, leaving behind a 5-foot wide trail of difficult terrain behind you wherever you move.[\/li]\r\n[\/ul]\r\nOnce you use this feature, you can\u2019t use it again until\r\nyou finish a long rest.\r\n\r\n[h3]Storm Sentinel[\/h3]\r\nYour strength originates among furious storm clouds\r\nand flashes of lightning. As a storm sentinel, you are\r\ncalled to protect wayward sailors and coastal villages\r\nfrom the wrath of the tempests and the arrival of\r\ngreat waves that threaten them. You despise pirates\r\nand other enemies of coastal peoples, and will\r\noppose them wherever they strike.\r\nFrom your fingertips, you can deliver the awe of\r\nlightning and the roar of thunder to devastate your\r\nfoes. With practice and patience, you can harness the\r\npower of the storm itself to fly and rain thunderbolts\r\nfrom above.\r\n\r\n[b]FLASH FROM ABOVE\r\n[br][\/b]\r\nStarting when you hear this call at 3rd level,\r\nwhenever you are standing under the open sky,\r\nyou can use your action to conjure a harmless, but\r\nimpressive, bolt of lightning or peal of thunder. You\r\ncan use this ability even when there are no clouds\r\nabove you.\r\n\r\n[b]THUNDERBLAST\r\n[br][\/b]\r\nAt 3rd level, whenever you hit a creature you have\r\nmarked with a melee weapon attack, each creature\r\nyou choose within 5 feet of the target takes 1d8\r\nlightning damage.\r\n\r\n[b]STATIC BURST\r\n[br][\/b]\r\nStarting at 6th level, when you use Warden\u2019s Grasp\r\nas a bonus action, each creature affected can\u2019t take\r\nreactions until the beginning of your next turn.\r\n\r\n[b]EVASION\r\n[br][\/b]\r\nBeginning at 13th level, you can nimbly dodge\r\nout of the way of certain area effects, such as a red\r\ndragon\u2019s fiery breath or an ice storm spell. When you\r\nare subjected to an effect that allows you to make a\r\nDexterity saving throw to take only half damage, you\r\ninstead take no damage if you succeed on the saving\r\nthrow, and only half damage if you fail.\r\n\r\n[b]STORMLORD\r\n[br][\/b]\r\nStarting at 20th level, you have a flight speed equal to\r\nyour movement speed.\r\nAdditionally, you can use your action to\r\nsummon a bolt of lightning to strike you, imbuing\r\nyour body with the storm\u2019s fury. For 1 minute, you\r\ngain the following benefits:\r\n[ul]\r\n[li]Your flight speed is doubled.[\/li]\r\n[li]You can cast the spell call lightning as a bonus action (DC equals 8 + your proficiency bonus + your Constitution modifier) without using a spell slot. You can call a bolt of lightning on subsequent turns as a bonus action.[\/li]\r\n[\/ul]\r\nOnce you use this feature, you can\u2019t use it again until\r\nyou finish a long rest.\r\n\r\n[b]Verdant Protector\r\n[br][\/b]\r\nYou draw your strength from the trees of the forest\r\nand the loamy earth beneath your feet. As a Verdant\r\nProtector, you are the champion of the green things\r\nin nature, and defend them against those who would\r\ndespoil the wilds. You easily find allies among druids,\r\nand others that understand the forest\u2019s sacred trees\r\nand ancient spirits.\r\n[br]\r\nAt your command, the plants of the earth sprout\r\nup to assist you in your duty. At the pinnacle of\r\nyour power, you can assume the form of an elder\r\ntree guardian, which looks much like a treant, with\r\ntough, bark skin, and long, branchlike arms.\r\n\r\n[b]GREEN MARK\r\n[br][\/b]\r\nStarting when you hear this call at 3rd level, when\r\nyou mark a creature, the plants of the earth come\r\nalive to hinder its progress. While this creature\r\nis within 30 feet of you, the ground it walks on is\r\ndifficult terrain.\r\n\r\n[b]VERDANT SKIN\r\n[br][\/b]\r\nAt 6th level, you gain proficiency in the Stealth skill,\r\nif you did not have it before. Additionally, you can\r\nuse your action to draw a thick mass of vines and\r\nleaves to conceal you. Until you move, you have\r\nadvantage on Dexterity (Stealth) checks you make to\r\nhide among vegetation.\r\n\r\n[b]METTLE\r\n[br][\/b]\r\nAt 13th level, your determination allows you to shrug\r\noff effects that would otherwise harm you. When you\r\nare subjected to an effect that allows you to make a\r\nConstitution saving throw to take only half damage,\r\nyou instead take no damage if you succeed on the\r\nsaving throw, and only half damage if you fail.\r\n\r\n[b]FORM OF THE OAK SENTINEL\r\n[br][\/b]\r\nStarting at 20th level, you can use your action to\r\ntransform into an oak sentinel, a bark-covered titan\r\nof the forest. For 1 minute, you gain the following\r\nfeatures:\r\n[ul]\r\n[li]Your AC becomes 20, if it was lower.[\/li]\r\n[li]Your attacks have Reach, if they did not have it before.[\/li]\r\n[li]You can use Warden\u2019s Grasp as an action, rather than a bonus action. When you do so, you can make an attack against each creature affected, with a separate attack roll for each target.[\/li]\r\n[\/ul]\r\nOnce you use this feature, you can\u2019t use it again until\r\nyou finish a long rest.","table_data":"LEVEL | PROFICIENCY BONUS | FEATURES\r\n1st | +2 | Sentinel's Stand, Warden's Grasp\r\n2nd | +2 | Fighting Style, Warden\u2019s Mark\r\n3rd | +2 | Champion\u2019s Call, Warden's Resolve\r\n4th | +2 | Ability Score Improvement, Font of Life\r\n5th | +3 | Extra Attack\r\n6th | +3 | Call feature\r\n7th | +3 | Sentinel\u2019s Step\r\n8th | +3 | Ability Score Improvement\r\n9th | +4 | Undying\r\n10th | +4 | Interrupt\r\n11th | +4 | Mark improvement\r\n12th | +4 | Ability Score Improvement\r\n13th | +5 | Call feature\r\n14th | +5 | Grasp improvement\r\n15th | +5 | Font of Life improvement\r\n16th | +5 | Ability Score Improvement\r\n17th | +6 | Resolve improvement\r\n18th | +6 | Sentinel\u2019s Soul\r\n19th | +6 | Ability Score Improvement\r\n20th | +6 | Call feature","source":"VSS","jsondata":"","tags":"","templateId":"5460","blockId":"1043919","world":"d194c924-ea68-4f59-94f7-49b4fbf38da0","folder":"15334","isShared":"on"}