# Warden Valda's *Source: Valda's Spire of Secrets* > [!tldr] Class and Feature Progression > > <table class="class-progression"> > <thead> > <tr><th colspan='3'></th></tr> > <tr class="class-progression"><th class"level">Level</th><th class"pb">PB</th><th class"feature">Features</th></tr> > </thead><tbody> > <tr class="class-progression"><td class"level">1st</td><td class"pb">+2</td><td class"feature"><a href='#Sentinel's Stand (Level 1)' class='internal-link'>Sentinel's Stand</a>, <a href='#Warden's Grasp (Level 1)' class='internal-link'>Warden's Grasp</a></td></tr> > <tr class="class-progression"><td class"level">2nd</td><td class"pb">+2</td><td class"feature"><a href='#Fighting Style (Level 2)' class='internal-link'>Fighting Style</a>, <a href='#Warden's Mark (Level 2)' class='internal-link'>Warden's Mark</a></td></tr> > <tr class="class-progression"><td class"level">3rd</td><td class"pb">+2</td><td class"feature"><a href='#Champion's Call (Level 3)' class='internal-link'>Champion's Call</a>, <a href='#Warden's Resolve (Level 3)' class='internal-link'>Warden's Resolve</a></td></tr> > <tr class="class-progression"><td class"level">4th</td><td class"pb">+2</td><td class"feature"><a href='#Ability Score Improvement (Level 4)' class='internal-link'>Ability Score Improvement</a>, <a href='#Font of Life (Level 4)' class='internal-link'>Font of Life</a></td></tr> > <tr class="class-progression"><td class"level">5th</td><td class"pb">+3</td><td class"feature"><a href='#Extra Attack (Level 5)' class='internal-link'>Extra Attack</a></td></tr> > <tr class="class-progression"><td class"level">6th</td><td class"pb">+3</td><td class"feature"><a href='#Call Feature (Level 6)' class='internal-link'>Call Feature</a></td></tr> > <tr class="class-progression"><td class"level">7th</td><td class"pb">+3</td><td class"feature"><a href='#Sentinel's Step (Level 7)' class='internal-link'>Sentinel's Step</a></td></tr> > <tr class="class-progression"><td class"level">8th</td><td class"pb">+3</td><td class"feature"><a href='#Ability Score Improvement (Level 8)' class='internal-link'>Ability Score Improvement</a></td></tr> > <tr class="class-progression"><td class"level">9th</td><td class"pb">+4</td><td class"feature"><a href='#Undying (Level 9)' class='internal-link'>Undying</a></td></tr> > <tr class="class-progression"><td class"level">10th</td><td class"pb">+4</td><td class"feature"><a href='#Interrupt (Level 10)' class='internal-link'>Interrupt</a></td></tr> > <tr class="class-progression"><td class"level">11th</td><td class"pb">+4</td><td class"feature"><a href='#Mark Improvement (Level 11)' class='internal-link'>Mark Improvement</a></td></tr> > <tr class="class-progression"><td class"level">12th</td><td class"pb">+4</td><td class"feature"><a href='#Ability Score Improvement (Level 12)' class='internal-link'>Ability Score Improvement</a></td></tr> > <tr class="class-progression"><td class"level">13th</td><td class"pb">+5</td><td class"feature"><a href='#Call Feature (Level 13)' class='internal-link'>Call Feature</a></td></tr> > <tr class="class-progression"><td class"level">14th</td><td class"pb">+5</td><td class"feature"><a href='#Grasp Improvement (Level 14)' class='internal-link'>Grasp Improvement</a></td></tr> > <tr class="class-progression"><td class"level">15th</td><td class"pb">+5</td><td class"feature"><a href='#Font of Life Improvement (Level 15)' class='internal-link'>Font of Life Improvement</a></td></tr> > <tr class="class-progression"><td class"level">16th</td><td class"pb">+5</td><td class"feature"><a href='#Ability Score Improvement (Level 16)' class='internal-link'>Ability Score Improvement</a></td></tr> > <tr class="class-progression"><td class"level">17th</td><td class"pb">+6</td><td class"feature"><a href='#Resolve Improvement (Level 17)' class='internal-link'>Resolve Improvement</a></td></tr> > <tr class="class-progression"><td class"level">18th</td><td class"pb">+6</td><td class"feature"><a href='#Sentinel's Soul (Level 18)' class='internal-link'>Sentinel's Soul</a></td></tr> > <tr class="class-progression"><td class"level">19th</td><td class"pb">+6</td><td class"feature"><a href='#Ability Score Improvement (Level 19)' class='internal-link'>Ability Score Improvement</a></td></tr> > <tr class="class-progression"><td class"level">20th</td><td class"pb">+6</td><td class"feature"><a href='#Call Feature (Level 20)' class='internal-link'>Call Feature</a></td></tr> > </tbody></table> ^class-progression ## Hit Points - **Hit Dice**: 1d10 per Warden level - **Hit Points at First Level:** 10 + CON - **Hit Points at Higher Levels:** add 6 OR 1d10 + CON (minimum of 1) ## Starting Warden - **Saving Throw Proficiencies**: Constitution, Strength - **Skill Proficiencies**: *Choose 2:* Animal Handling, Athletics, Nature, Perception, or Survival - **Weapon Proficiencies**: Simple weapons and Martial weapons - **Armor Training**: Light armor, Medium armor, and Shields **Starting Equipment:** You start with the following items, plus anything provided by your background. - A shield and any martial weapon - (a) 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 ## Multiclassing Warden **Ability Score Minimum:** Strength 13 When you gain a level in a class other than your first, you gain only some of that class's starting proficiencies. - **Weapon Proficiencies**: Simple weapons, Martial weapons - **Armor Training**: Light armor, Medium armor, Shields ## Warden 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 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 and 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 wandering knight of the northern provinces, or perhaps you were beckoned by spirits of the forest to protect them from invaders. Who has called you, and how did you respond? #### 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 ### Sentinel's Stand (Level 1) 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 Grasp (Level 1) At 1st 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. ### Fighting Style (Level 2) 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. #### Crippling When you hit a creature with a melee weapon attack, its speed is reduced by 10 feet, to a minimum of 0, until the end of its next turn, 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 Mark (Level 2) At 2nd level, you can use your bonus action to mark a creature you can see within 30 feet. While a marked creature is within 5 feet of you, it has disadvantage on any attack roll that doesn't target you. The mark lasts for 1 minute, or until you mark another creature, become incapacitated, or die. ### Champion's Call (Level 3) 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 (Level 3) Starting at 3rd level, whenever your hit points are less than half your maximum, you have resistance to bludgeoning, piercing, and slashing damage. ### Ability Score Improvement (Level 4) When you reach 4th 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 (Level 4) 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. ### Extra Attack (Level 5) Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. ### Call Feature (Level 6) At 6th level, you gain a feature granted by your Champion's Call. ### Sentinel's Step (Level 7) 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 round 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. ### Ability Score Improvement (Level 8) When you reach 8th 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. ### Undying (Level 9) 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 instead. Once you use this ability, you can't use it again until you finish a long rest. ### Interrupt (Level 10) Starting at 10th level, as a reaction when a creature within 5 feet of you makes a melee attack against you, you can punctuate its strikes. After that attack, the creature can make one fewer attack than normal on this turn. ### Mark Improvement (Level 11) At 11th level, whenever you take the Attack action on your turn, you can make an additional attack against a creature you have marked. ### Ability Score Improvement (Level 12) When you reach 12th 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. ### Call Feature (Level 13) At 13th level, you gain a feature granted by your Champion's Call. ### Grasp Improvement (Level 14) At 14th level, the range of your Warden Grasp ability increases to 10 feet. ### Font of Life Improvement (Level 15) At 15th level, once per day when you use your Font of Life ability, your hit points are also restored to half your maximum, if they were lower. ### Ability Score Improvement (Level 16) When you reach 16th 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. ### Resolve Improvement (Level 17) Starting at 17th level, when your hit points are less than half your maximum, you have resistance to all damage except psychic. ### Sentinel's Soul (Level 18) 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. Additionally, you have advantage on Constitution saving throws. #### Impenetrable Mind Your thoughts can't be read, and you can't be charmed or frightened. Additionally, you have advantage on Wisdom saving throws. ### Ability Score Improvement (Level 19) When you reach 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. ### Call Feature (Level 20) At 20th level, you gain a feature granted by your Champion's Call.