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  An immense goblinoid army stretches from the horizon to 
  the castle walls. In the breach, a single knight holds back 
  the horde, eviscerating all comers, and allowing none to 
  pass.  
       Blood dripping from his blade, a scarred half orc gets 
  down on all fours and breaks into a sprint, his eyes alight 
  with bestial fury. 
       Advancing slowly, an elf brandishing a green scimitar 
  emerges from the foliage before two poachers. Startled, 
  they turn to run, but find their feet bound fast by leaves and 
  vines. 
       Wardens are vigilant guardians, and unbreakable 
  defenders of the weak. They are nature’s shield, and the 
  watchers of the realms of men. When the world cries out 
  for a champion, wardens heed the call. 
  Mighty Guardians 
  Ever-vigilant, wardens are the staunch defenders of nature 
  and the chosen champions of people. A warden might be 
  selected by his tribe to defend them from their enemies, or 
  be visited by the spirits of a sacred grove and beckoned to 
  watch over the forest. Where a warden is not directly called 
  to defend others, he feels the constant pull to take up a 
  charge of his own, to use his strength as a bastion for the 
  weak. 
       Wherever a warden travels, his strength travels with 
  him, and new causes make themselves known. There is 
  never a shortage on those who need protection, for the 
  strong always seem to stand above the weak.  
  Primal Strength 
  Wardens are like mighty trees in a gale storm, or the rocks 
  along shore, constantly being battered by waves. Though 
  they may experience extraordinary hardship, a warden 
  cannot be easily moved, and seldom can be broken. 
       Wardens draw their extraordinary toughness from the 
  wild itself. They can feel the strength of the earth beneath 
  their feet, the vitality of the air in their lungs, and the fury 
  of the blazing sun overhead. They channel this power 
  intuitively, without ever considering it. Indeed, some 
  wardens believe that their power comes from within, and 
  that nature does nothing to empower them, but even these 
  wardens feel nature’s pull to defend the powerless, take up 
  a cause. 
   
   
   
   
   
  Creating a Warden 
  When creating a warden, consider what drives your 
  character. What brought you to raise up your shield for 
  others? Do you fight to protect anyone or anywhere in 
  particular? A threat to your homeland, or loved ones, might 
  have been your catalyst, but you also might have risen to 
  combat a menace to the natural world. What was your call, 
  and how do you honor it? What motivates you to keep 
  fighting, even when you’re at death’s door? 
       Most wardens have been recognized as exemplary 
  defenders. Perhaps, you are known as a great wandering 
  knight in the northern provinces, or perhaps you were 
  visited by spirits of the forest, which beckoned you to 
  protect them from invaders. Who has called you, and how 
  did you respond? 
   
   
   
   
    Level 
  Proficiency 
  Bonus 
  Features 
   1st 
  +2 
  Sentinel's Stand, Warden's Mark 
   2nd 
  +2 
  Duel, Fighting Style, Warden’s Grasp 
   3rd 
  +2 
  Champion’s Call, Warden's Resolve 
   4th 
  +2 
  Ability Score Improvement, Font of Life 
   5th 
  +3 
  Extra Attack 
   6th 
  +3 
  Call feature, Defiant 
   7th 
  +3 
  Sentinel’s Step 
   8th 
  +3 
  Ability Score Improvement 
   9th 
  +4 
  Undying 
   10th 
  +4 
  Interrupt 
   11th 
  +4 
  Mark improvement 
   12th 
  +4 
  Ability Score Improvement 
   13th 
  +5 
  Call feature 
   14th 
  +5 
  Grasp improvement 
   15th 
  +5 
  Font of Life improvement 
   16th 
  +5 
  Ability Score Improvement 
   17th 
  +6 
  Resolve improvement 
   18th 
  +6 
  Sentinel’s Soul 
   19th 
  +6 
  Ability Score Improvement 
   20th 
  +6 
  Call feature 
  Warden 
   
  The Warden 
  
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  Quick Build 
  You can build a warden quickly with these suggestions. 
  First, make Constitution your highest ability score, 
  followed by Strength and Dexterity. Then, choose the 
  Primal Toughness option for Sentinel's Stand. 
  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 armor, medium armor, shields 
  Weapons: Simple weapons, martial weapons 
  Tools: None 
  Saving Throws: Strength, Constitution 
  Skills: Choose two from Animal Handling, Athletics, 
  Nature, Perception, and Survival. 
  Equipment 
  You start with the following equipment, in addition to the 
  equipment granted to you by your background: 
  • A shield and any martial weapon 
  • (a) chain shirt, (b) leather armor and a spear, or (c) chain 
  mail (if proficient) 
  • (a) two light hammers or (b) any simple melee weapon 
  • (a) a dungeoneer’s pack or (b) an explorer’s pack 
  Sentinel’s Stand 
  Wardens are towers that cannot easily be felled. At 1st 
  level, choose one of the following features. 
       Armor Proficiency. You gain proficiency with heavy 
  armor. 
       Primal Toughness. Your hit point maximum increases 
  by 1 + your Constitution modifier, and it increases by 1 
  every time you gain a level in this class. 
       Stalwart Spirit. You gain proficiency in one saving 
  throw of your choice. 
  Warden’s Mark 
  At 1st level, you can use your bonus action to mark one 
  creature you can see within 30 feet. Whenever you make a 
  weapon attack against a creature you have marked, you 
  gain a +2 bonus on the damage roll. The mark ends if you 
  can no longer see the marked creature, if the marked 
  creature dies, or if you use your bonus action to mark a 
  different creature. 
       At 11th level, whenever you take the Attack action on 
  your turn, you can make an additional attack against a 
  creature you have marked. 
  Duel 
  At 2nd level, as a bonus action once per turn, when you 
  make a melee weapon attack against a creature you have 
  marked, you can compel it into a duel. Until the beginning 
  of your next turn, while that creature is marked, it has 
  disadvantage on attack rolls against any creature other than 
  you. 
  Fighting Style 
  At 2nd level, you adopt a style of fighting as your specialty. 
  Choose one of the following options. You can’t take a 
  Fighting Style option more than once, even if you later get 
  to choose again. 
  
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       Crippling. When you hit a creature with a melee 
  weapon attack, its speed is reduced by 10 feet, to a 
  minimum of 0, and it can’t take the Dash action until the 
  end of its turn. 
       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 with two hands, you can reroll the die 
  and must use the new roll. 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 weapon or shield. 
       Titan Fighting. You gain a +2 bonus to melee weapon 
  attack rolls you make against Large or larger creatures. 
  Warden’s Grasp 
  By 2nd level, as a bonus action, you can use the force of 
  your daunting presence to ensnare nearby enemies into 
  combat. Until the beginning of your next turn, you can’t 
  move, and each Large or smaller creature you choose 
  within 5 feet can't willingly move away from you unless it 
  first takes the Disengage action. 
       At 14th level, the range of this ability increases to 10 
  feet. 
  Champion’s Call 
  By the time you reach 3rd level, you feel the inexorable 
  pull of an important duty or task that you assume as your 
  own. No outside force compels your choice or enforces 
  your conduct; if you fail in your charge, you alone are 
  responsible. 
       Your choice grants you features at 3rd level and again at 
  6th, 13th, and 20th level. 
  Warden’s Resolve 
  Starting at 3rd level, whenever your hit points are less than 
  half your maximum, you have resistance to bludgeoning, 
  piercing, and slashing damage. 
       Starting at 17th level, when your hit points are less than 
  half your maximum, you have resistance to all damage 
  except psychic. 
  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. 
  Font of Life 
  By 4th level, you can use your action to end either one 
  disease or one condition afflicting you. The condition can 
  be blinded, charmed, deafened, frightened, paralyzed, or 
  poisoned. You can use this action even if the condition you 
  end would otherwise prevent it. Once you use this ability, 
  you must finish a short or long rest before you can use it 
  again. 
       At 15th level, once per day when you use this ability, 
  your hit points are also restored to half your maximum, if 
  they were lower. 
  Extra Attack 
  Beginning at 5th level, you can attack twice, instead of 
  once, whenever you take the Attack action on your turn. 
  Defiant 
  At 6th level, you can draw from a deep well of fortitude to 
  shrug off punishment. As an action, you can gain 
  temporary hit points equal to half your warden level, 
  rounded up, plus your Constitution modifier, which last for 
  1 minute. 
       You can use this ability a number of times equal to your 
  Constitution modifier and regain all expended uses when 
  you finish a long rest. 
  Sentinel’s Step 
  Wardens are faultless trackers, which can navigate 
  hazardous terrain with ease. At 7th level, select one of the 
  following features. 
       Earthstrength. You possess the might of the earth itself. 
  Your carrying capacity doubles, and you have advantage on 
  ability checks and saving throws against being pushed 
  against your will or knocked prone. 
       Thundering Charge. On your first found of combat, 
  your speed increases by 30 feet and you have advantage on 
  the first melee weapon attack you make. 
       Wildblood. Your reflexes have been honed by the perils 
  of nature. You can't be surprised while you are conscious. 
  Additionally, you have a +5 bonus to your passive Wisdom 
  (Perception) and passive Intelligence (Investigation) scores. 
  Undying 
  At 9th level, when you are reduced to 0 hit points and are 
  not killed outright, you can choose to drop to 1 hit point 
  
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  instead. Once you use this ability, you can’t use it again 
  until you finish a long rest. 
  Interrupt 
  Starting at 10th level, when a creature within 5 feet of you 
  makes a melee weapon attack targeting you, you can use 
  your reaction to punctuate its strikes. The attack against 
  you gains advantage. After that attack, the creature can 
  make no more attacks until the end of its turn. 
  Sentinel’s Soul 
  Wardens are unshakable guardians that cannot be bowed. 
  At 18th level, choose one of the following features: 
       Ageless Guardian. You are immune to poison and 
  disease, no longer need food or water, suffer none of the 
  frailty of old age, and can’t be aged magically. You can 
  still die of old age, however. 
       Additionally, you have advantage on Dexterity saving 
  throws.  
       Eyes of the Mountain. You gain tremorsense with a 
  range of 15 feet, and can detect the presence of hidden or 
  invisible creatures within 30 feet. 
       Impenetrable Mind. Your thoughts can’t be read and 
  you can’t be charmed or frightened. 
       Additionally, you have advantage on Wisdom saving 
  throws. 
  Champion’s Call 
  A warden’s call is a binding charge to protect and defend 
  others from harm. Every warden eventually hears a call, 
  and responds with mighty deeds. In answering this call, 
  they embrace the traits of those they stand to protect, 
  gaining primal, and sometimes even mystical, abilities. 
  Bloodwrath Guardian 
  The primal power you wield has formed an intrinsic bond 
  with the creatures of the wild, and you have taken up the 
  task of defending them. Because you share in the beast's 
  ferocity, tenacity, and animal instinct, you can summon a 
  beast’s primal strength from within yourself, and slay your 
  enemies in an animalistic trance.  
       While entranced, you can sense a connection to a greater 
  being, the Primal Beast, the first predator, from which all 
  hunters are descended. As your commitment to defending 
  the wilds from corruption grows, you grow closer to the 
  Primal Beast, until you can at last adopt its ancient form 
  yourself, and allow it to hunt once again. 
   
   
   
   
   
   
   
   
   
   
   
   
   
  Feral Trance 
  Starting at 3rd level, you can fall into a primal battle trance 
  as a bonus action. While in your trance, you gain the 
  following benefits if you aren’t holding a shield or wearing 
  heavy armor: 
  • You have advantage on Strength checks and Strength 
  saving throws. 
  • Your base movement speed increases by 10 feet.  
  • Once per turn, when you make an attack roll against a 
  creature, you can end your current mark, and mark that 
  creature instead. 
  • When an attacker that you can see hits you with an 
  attack, you can use your reaction to halve the attack's 
  damage against you. 
  Your trance lasts for 1 minute. It ends early if you are 
  knocked unconscious or if your turn ends and you haven’t 
  attacked a hostile creature since your last turn or taken 
  damage since then. You can also end your trance on your 
  turn as a bonus action. 
       Once you use this ability, you can't use it again until you 
  finish a short or long rest. 
  Predator’s Scent 
  By 6th level, you hunt like an animal. A creature you have 
  marked remains marked for 24 hours, even if it moves out 
  of your sight and further than 30 feet away. You gain no 
  damage bonus against the creature while it is out of range, 
  but you can track it effortlessly. While this creature is 
  marked, you know the direction of, but not the distance to, 
  the creature. 
  
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  Evasion 
  Beginning at 13th level, you can nimbly dodge out of the 
  way of certain area effects, such as a red dragon’s fiery 
  breath or an ice storm spell. When you are subjected to an 
  effect that allows you to make a Dexterity 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. 
  Form of the Primal Beast 
  At 20th level, as an action, you can transform into a 
  hunched thing of fur and shadow, an echo of the Primal 
  Beast. For 1 minute, you gain the following features: 
  • You gain all the benefits of Feral Trance. 
  • You gain temporary HP equal to twice your level. 
  • Once per turn, when you hit a creature with a melee 
  weapon attack, you can wound the target. At the start of 
  each of the wounded creature's turns, it takes 1d8 
  necrotic damage for each time you've wounded it, and 
  it can then make a Constitution saving throw (save DC 
  equals 8 + your proficiency bonus + your Strength 
  modifier), ending the effect of all such wounds on itself 
  on a success. Alternatively, the wounded creature, or a 
  creature within 5 feet of it, can use an action to make a 
  DC 15 Wisdom (Medicine) check, ending the effect of 
  such wounds on it on a success. 
  Once you use this feature, you can't use it again until you 
  finish a long rest. 
   
   
   
   
   
   
  Verdant Protector 
  You draw your strength from the trees of the forest and the 
  loamy earth beneath your feet. As a Verdant Protector, you 
  are the champion of the green things in nature, and defend 
  them against those who would despoil the wilds. You easily 
  find allies among druids, and others that understand the 
  forest’s sacred trees and ancient spirits. 
       At your command, the plants of the earth sprout up to 
  assist you in your duty. At the pinnacle of your power, you 
  can assume the form of an elder tree guardian, which looks 
  much like a treant, with tough, bark skin, and long, 
  branchlike arms. 
  Green Mark 
  Starting at 3rd level, when you mark a creature, the plants 
  of the earth come alive to hinder its progress. While this 
  creature is within 30 feet of you, the ground it walks on is 
  difficult terrain. 
  Verdant Skin 
  At 6th level, you gain proficiency in the Stealth skill, if you 
  did not have it before. Additionally, you can use your 
  action to draw a thick mass of vines and leaves to conceal 
  you. Until you move, you have a advantage on Dexterity 
  (Stealth) checks you make to hide among vegetation. 
  Mettle 
  At 13th level, your determination allows you to shrug off 
  effects that would otherwise harm you. When you are 
  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. 
  Form of the Oak Sentinel 
  Starting at 20th level, you can use your action to transform 
  into an oak sentinel, a bark-covered titan of the forest. For 
  1 minute, you gain the following features: 
  • Your AC becomes 20, if it was lower. 
  • Your attacks have Reach, if they did not have it before. 
  • When you use Warden’s Grasp as a bonus action, you 
  can make an attack against each creature affected, with 
  a separate attack roll for each target. 
  Once you use this feature, you can't use it again until you 
  finish a long rest. 
  
   
   
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  License 
  This material is being released under the Open Gaming License. 
  OPEN GAME LICENSE Version 1.0a  
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.  
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  15. COPYRIGHT NOTICE  
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.  
  System Reference Document 5.0 Copyright 2016, Wizards of the Coast, Inc.; 
  Warden Copyright 2016, Mage Hand Press; authors Michael Holik, Jaron Mortimer, Benjamin Richardson 
   
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