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==Warlord==
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==Warden==
<div class="bhead3"><i class="fas fa-flask-round-potion"></i></div> '''Homebrew:''' Warlord (v1.4.2A) class was made by KibbleTasty and was published on r/unearthedarcana.
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<div class="bhead3"><i class="fas fa-flask-round-potion"></i></div> '''Homebrew:''' Warden (v1.0.0) class was made by KibbleTasty and was published on ''kthomebrew.com''.
  
 
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Latest revision as of 10:14, 10 September 2022

warlord

Warden

Homebrew: Warden (v1.0.0) class was made by KibbleTasty and was published on kthomebrew.com.

The charging minotaur's bellowed cry becomes a thunderous crash as a pillar of ice erupts in its path, the ground shuddering from the impact of horn and frost. A large man advances on wreckage, their armor covered in rime, even as fire crackles from their fist.

The bloodthirsty howls of the werewolf pack turns to confusion when the scrawny elf that looked only to be dinner rebuffs a massive werewolf's charge, their arms swelling in size becoming bear-like limbs, dwarfing the surrounding werewolves' own once impressive claws. All around the werewolf pack can only look on in confusion as the elf continues to grow, grabbing and flinging a yelping werewolf like a rag doll.

The goblins have only a moment of glory, springing their ambush and pouring out of the forest upon the hapless group of humans before the plants beneath their feet writhe to life and to their shock and horror they find grasping vines dangling them from trees like misbegotten ornaments, frantically trying to remember the word in common for 'surrender'.

The bandit looks at his broken weapon haft in confusion, and then back up at the large woman in strange rocky armor that seems unaffected by the weapon that has just been broken against her. His confusion lasts only a moment before the earth heaves beneath him and tosses him from his feet in a violent crunching shake. 'Urk!', a crushing force explodes the air from his lungs, a heavy stone boot planted on his chest as the large jagged form looms over him.

Wardens are not born of civilization and order. Though some wardens will seek to defend such things (or at least tolerate them), they are those that have harnessed primal chaotic powers. Lashing, roiling forces of untamed energy, that left unchecked would wash civilization from the face of the material plane as if it were but a temporary blip.

To what end they have harnessed these powers varies. Some seek to right ancient wrongs, some seek to protect or maintain a balance which must not be upset, some seek to root out and destroy corrupting forces that would bend the powers they wield to great evil... and some wish to bend the powers they wield to their own ends, to fulfill their own desires.

Aspects of Power

The powers of a Warden are expressions of deep and primal forces. They are power given sentience and will, entropy and destruction harnessed and focused to purpose and cause. They channel their power as a conduit, bringing it to heel through force of will and inner conviction. As a blacksmith forges a lump of iron to take on the keen edge of a sword, a warden must always refine their power, tame and temper it to be a force of change rather than raw destruction.

Unique Bonds

Though wardens' powers can fall into broad categories, at the heart of their power is a unique bond they have with a primal force. Such forces are chaotic and bound to the soul of their wielders, and the bonds of no two wardens are exactly the same. What power they embrace and how it courses through them is a reflection of who they are.

Chosen Powers

While the situations that lead a warden to take up their mantle of powers varies widely, their powers are reflections of who they are, a synchronization that would be impossible to thrust upon those that did not choose their path. A warden may feel they had no choice but to embrace their primal powers and wield them for a cause, but at the heart of the power is a choice: a choice to fight, a choice to stand, and a choice to be a champion.

Creating a Warden

When creating a warden consider the factors that has lead them down their path. A mortal connected to deep primal powers isn't a common thing. Is this something your character sought out to right an ancient wrong, or something dropped in their lap they now have to deal with. How do you want to use this power, and principles will you have?

Quick Build

To make a warden quickly, first place your highest score in Strength, followed by Constitution and Wisdom. Second, choose a wilderness related background.

Class Stats

Hit Points
  • Hit Dice: 1d8
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Warlord level after 1st
Proficiencies
  • Armor: light armor, medium armor
  • Weapons: simple weapons
  • Tools: none
  • Saving Throws: Wisdom, Charisma
  • Skills: Choose two from Athletics, Deception, History, Insight, Investigation, Medicine, Performance, Persuasion, or Intimidation.
Starting Equipment
  • (a) a simple melee weapon, or (b) a martial weapon (if proficient)
  • (a) a light crossbow and 20 bolts, or (b) a shield (if proficient)
  • (a) leather armor, or (b) scale mail, or (c) chain mail (if proficient)
  • (a) a scholar's pack or (b) an explorer's pack

※ Alternatively, you may start with 5d4 × 10 gp to buy your own equipment.

Class Table

icon Proficiency Bonus Features Leadership Die Leadership Dice
1st +2 Warlord's Presence, Battlefield Presence -- --
2nd +2 Leadership Dice d4 1
3rd +2 Presence Feature, Warlord's Expertise d4 1
4th +2 Ability Score Improvement d4 1
5th +3 Extra Attack d6 1
6th +3 Prepare for Battle, Leadership Dice Limit Increase (2) d6 2
7th +3 Presence Feature d6 2
8th +3 Ability Score Improvement d6 2
9th +4 Press the Attack d6 2
10th +4 Ability Score Improvement d6 2
11th +4 Presence Feature, Leadership Dice Limit Increase (3) d8 3
12th +4 Ability Score Improvement d8 3
13th +5 Warlord's Intuition d8 3
14th +5 Shift the Field d8 3
15th +5 Presence Feature d8 3
16th +5 Ability Score Improvement d8 3
17th +6 Unbreakable Will, Leadership Dice Limit Increase (4) d10 4
18th +6 Presence Feature d10 4
19th +6 Ability Score Improvement d10 4
20th +6 Tireless Leader d10 4

Class Features

Warlord's Presence

At 1st level, you choose one of the Warlord Archetypes below. Your choice grants you features at 1st, 3rd, 7th, 11th, 15th, and 18th level.

Battlefield Presence

Starting at 1st level, when you take the Attack action, in place of making an attack, you can use your Battlefield Presence to grant a friendly creature that can see or hear you an additional attack the next time they take the Attack action during their turn.

Any additional attacks granted that are unused at the start of your next turn are lost. A friendly creature can only gain one additional attack from this feature per round from this feature.

Leadership Dice

Starting at 2nd level, you have access to Leadership Dice. These represent your ability to focus your battlefield presence for powerful results. Your Warlord level determines the number and size of the dice, as shown on the Leadership Dice column of the Warlord table. You can spend these to fuel various features.

You know three such features: Rallying Mark, Urgent Orders, and Helpful Word. When you get this feature, you can spend one Leadership Die per turn. Starting at 6th level, you can spend two Leadership Dice per turn. The number you can expend increases to three at 11th level, and to four at 17th level.

A Leadership Die is expended when you use it. You regain all of your expended Leadership Dice when you finish a short or long rest.

Rallying Mark

As a bonus action, you can expend a number of Leadership Dice (up to your per turn limit) to rally your allies to attack a hostile creature within 60 feet of you.

The next time damage is rolled against that target by an allied creature before the start of your next turn, they can add the Leadership Dice to the damage roll, and the attacking creature regains hit points equal to the amount rolled on the Leadership Dice.

Urgent Order

As a bonus action, you can expend a number of Leadership Dice (up to your per turn limit) to guide your allies in expeditious action.

Target an allied creature within 60 feet of you that can see or hear you, that creature can immediately use its reaction to move up to its movement speed (up to a maximum of 30 feet) without provoking opportunity attacks. Roll the leadership dice expended, the target gains temporary hit points equal to the value rolled.

Helpful Word

As a bonus action, you can spend a Leadership Die to take the Help action. When you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than within 5 feet of you, if your ally can see or hear you.

Warlord's Expertise

Starting at 3rd level, choose one of the following skills: Investigation, Insight, Intimidation, or Persuasion. If you are not proficient in the chosen skill you become proficient If you are already proficient in the skill you select, your proficiency bonus is doubled for any ability check you make that uses that skill.

Ability Score Improvement

When you reach 4th level, and again at 8th, 10th, 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.

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

Extra Attack

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

You can use Battlefield Presence in place of either or both attacks.

Prepare for Battle

Starting at 6th level, you can spend a minute preparing up to five allies for combat. You can expend a number of Leadership Dice up to your per turn limit, rolling them and causing your allies to gain temporary hit points equal to the number rolled. Allies that have benefited from this ability can expend a number of hit dice equal to the number of Leadership Dice you expended, using them as they would during a short rest. Any temporary hit points gained from this last until you complete a short or long rest.

Press the Attack

Starting at 9th level, your abilities are further empowered:

Rallying Mark: Boost Morale.
When a creature gains hit points from Rallying Mark, you can expend one Leadership die to cause another creature within 30 feet to regain the same number of hit points.

Urgent Orders: Coordinated Movements.
When you use Urgent Orders, you can target a number of creatures equal to the number of Leadership Dice spent, spending dice on each target individually.

Helpful Word: Expert Instructions.
When a creature benefits from your Help action, you can use your reaction to expend a Leadership Die and add it to their roll. You can use this ability after the original roll, but before the outcome is revealed.

Warlord's Intuition

Starting at 13th level, before rolling an ability check you are proficient in, you can exercise this ability, choosing for the d20 to be equal to your Warlord level rather than rolling. Once you do this, you cannot do this until you complete a long rest.

Shift the Field

Starting at 14th level, you gain the ability to relocate friendly creatures. As an action, you can expend one Leadership Die to move up to 5 friendly creatures that can see or hear you up to half their movement speed without provoking attacks of opportunity.

Unbreakable Will

Starting at 17th level, you are immune to the frightened and charmed conditions.

Tireless Leader

Starting at 20th level, you can roll d4s and use them instead of expending Leadership Dice for Rallying Mark, Urgent Orders, Helpful Word, or Prepare for Battle.