# Warden *Source: Kibbles' Compendium of Legends and Legacies p. 60* > [!tldr] Class and Feature Progression > > <table class="class-progression"> > <thead> > <tr><th colspan='6'></th></tr> > <tr class="class-progression"><th class"level">Level</th><th class"pb">PB</th><th class"feature">Features</th><th class="value"><a href="/3-Content/Compendiums/classes/warden-kt-cll.md#Endurance%20Dice%20(Level%202">Endurance Dice</a>)</th><th class="value">Endurance Die</th><th class="value"><a href="/3-Content/Compendiums/lists/list-optfeaturetype-kt-pm.md">Primal Manifestations</a></th></tr> > </thead><tbody> > <tr class="class-progression"><td class"level">1st</td><td class"pb">+2</td><td class"feature"><a href='#Mystic Bulwark (Level 1)' class='internal-link'>Mystic Bulwark</a>, <a href='#Warden Bond (Level 1)' class='internal-link'>Warden Bond</a></td><td class="value">⏤</td><td class="value">⏤</td><td class="value">⏤</td></tr> > <tr class="class-progression"><td class"level">2nd</td><td class"pb">+2</td><td class"feature"><a href='#Primal Interdiction (Level 2)' class='internal-link'>Primal Interdiction</a>, <a href='#Endurance Dice (Level 2)' class='internal-link'>Endurance Dice</a></td><td class="value">3</td><td class="value">1d8</td><td class="value">⏤</td></tr> > <tr class="class-progression"><td class"level">3rd</td><td class"pb">+2</td><td class"feature"><a href='#Primal Manifestations (Level 3)' class='internal-link'>Primal Manifestations</a>, <a href='#Warden Bond feature (Level 3)' class='internal-link'>Warden Bond feature</a>, <a href='#Warden's Grasp (Level 3)' class='internal-link'>Warden's Grasp</a></td><td class="value">3</td><td class="value">1d8</td><td class="value">2</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></td><td class="value">3</td><td class="value">1d8</td><td class="value">2</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><td class="value">4</td><td class="value">1d10</td><td class="value">2</td></tr> > <tr class="class-progression"><td class"level">6th</td><td class"pb">+3</td><td class"feature"><a href='#Empowered Endurance (Level 6)' class='internal-link'>Empowered Endurance</a>, <a href='#Primal Strike (Level 6)' class='internal-link'>Primal Strike</a></td><td class="value">4</td><td class="value">1d10</td><td class="value">3</td></tr> > <tr class="class-progression"><td class"level">7th</td><td class"pb">+3</td><td class"feature"><a href='#Warden Bond feature (Level 7)' class='internal-link'>Warden Bond feature</a></td><td class="value">4</td><td class="value">1d10</td><td class="value">3</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><td class="value">4</td><td class="value">1d10</td><td class="value">3</td></tr> > <tr class="class-progression"><td class"level">9th</td><td class"pb">+4</td><td class"feature"><a href='#Natural Body (Level 9)' class='internal-link'>Natural Body</a></td><td class="value">5</td><td class="value">1d10</td><td class="value">4</td></tr> > <tr class="class-progression"><td class"level">10th</td><td class"pb">+4</td><td class"feature"><a href='#Ability Score Improvement (Level 10)' class='internal-link'>Ability Score Improvement</a></td><td class="value">5</td><td class="value">1d10</td><td class="value">4</td></tr> > <tr class="class-progression"><td class"level">11th</td><td class"pb">+4</td><td class"feature"><a href='#Evolving Power (Level 11)' class='internal-link'>Evolving Power</a></td><td class="value">5</td><td class="value">1d12</td><td class="value">4</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><td class="value">5</td><td class="value">1d12</td><td class="value">5</td></tr> > <tr class="class-progression"><td class"level">13th</td><td class"pb">+5</td><td class"feature"><a href='#Mystic Barrier (Level 13)' class='internal-link'>Mystic Barrier</a></td><td class="value">6</td><td class="value">1d12</td><td class="value">5</td></tr> > <tr class="class-progression"><td class"level">14th</td><td class"pb">+5</td><td class"feature"><a href='#Warden Bond feature (Level 14)' class='internal-link'>Warden Bond feature</a></td><td class="value">6</td><td class="value">1d12</td><td class="value">5</td></tr> > <tr class="class-progression"><td class"level">15th</td><td class"pb">+5</td><td class"feature"><a href='#Second Life (Level 15)' class='internal-link'>Second Life</a>, <a href='#Movement Through Nature (Level 15)' class='internal-link'>Movement Through Nature</a></td><td class="value">6</td><td class="value">1d12</td><td class="value">6</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><td class="value">6</td><td class="value">1d12</td><td class="value">6</td></tr> > <tr class="class-progression"><td class"level">17th</td><td class"pb">+6</td><td class"feature"><a href='#Warden Bond feature (Level 17)' class='internal-link'>Warden Bond feature</a></td><td class="value">7</td><td class="value">1d12</td><td class="value">6</td></tr> > <tr class="class-progression"><td class"level">18th</td><td class"pb">+6</td><td class"feature"><a href='#Timeless Body (Level 18)' class='internal-link'>Timeless Body</a>, <a href='#Invulnerable Endurance (Level 18)' class='internal-link'>Invulnerable Endurance</a></td><td class="value">7</td><td class="value">1d12</td><td class="value">7</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><td class="value">7</td><td class="value">1d12</td><td class="value">7</td></tr> > <tr class="class-progression"><td class"level">20th</td><td class"pb">+6</td><td class"feature"><a href='#Primal Decree (Level 20)' class='internal-link'>Primal Decree</a></td><td class="value">7</td><td class="value">1d12</td><td class="value">7</td></tr> > </tbody></table> ^class-progression ## Hit Points - **Hit Dice**: 1d12 per Warden level - **Hit Points at First Level:** 12 + CON - **Hit Points at Higher Levels:** add 7 OR 1d12 + CON (minimum of 1) ## Starting Warden - **Saving Throw Proficiencies**: Strength, Wisdom - **Skill Proficiencies**: *Choose 2:* Animal Handling, Athletics, Insight, Intimidation, Medicine, Nature, Perception, or Survival - **Weapon Proficiencies**: Simple weapons - **Armor Training**: Light armor, Medium armor, and Shields **Starting Equipment:** You start with the following items, plus anything provided by your background. - (a) scale mail or (b) leather armor - any simple melee weapon and a shield - (a) two javelins or (b) two handaxes - (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 - **Armor Training**: Light armor, Medium armor, Shields ## Warden 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 the wreckage, his armor covered in rime, even as fire crackles from his 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. 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. ### Primal Champions 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. ### 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. ### 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 have led 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 what principles will you have? #### Quick Build To make a Warden quickly, first place your highest ability score in Strength, followed by Constitution and Wisdom. Second, choose a wilderness-related background. ## Class Features ### Mystic Bulwark (Level 1) When you don light or medium armor, you can enhance it with mystical defenses, integrating it with manifestations of your Warden Bond (for example, an Elemental Soul may manifest icy plating to reinforce it). When you do so, you can use your Wisdom modifier in place of your Dexterity modifier when calculating your AC with that armor. While you have your armor integrated with your primal power, when you take bludgeoning, piercing, or slashing damage, you can reduce the damage taken by 2. This value increases at 5th level (to 3), 9th level (to 4), and 13th level (to 5), and 17th level (to 6). > [!note] Rules Tip: Damage Reduction > > Damage reduction is applied before damage resistance when calculating damage. ^rules-tip-damage-reduction ### Warden Bond (Level 1) You select an aspect of primal powers, gaining the ability to manifest your bond with that power. The options for Warden Bonds are listed at the end of the class. Your choice grants you features at 1st level and again at 3rd, 7th, 14th, and 17th levels. You are proficient in Primordial. ### Primal Interdiction (Level 2) Starting at 2nd level, nature hinders your foes with aspects of your primal power. This effect has a 5 foot radius centered on you, turning the ground within range into difficult terrain for creatures of your choice. Additionally, at the end of your turn, you can choose to recklessly defend your allies within this area at the cost of your own safety, giving attacks against you advantage, and giving attacks against allies within the effect disadvantage if you are also in range of the attack being made (or have been at any point since the start of the attacker's turn) and not behind total cover. The range of this effect increases by 5 feet at 5th level (to 10 feet), and again at 11th level (to 15 feet), and 17th level (to 20 feet). ### Endurance Dice (Level 2) Additionally at 2nd level, you gain access to three d8 Endurance Dice. You have two ways to use these dice, though other features may grant additional ways to use them: - Once per turn, when you take damage, you can roll an Endurance Dice to reduce the damage taken by the amount rolled (no action required). - When you make a saving throw, you can roll an Endurance Die and add it to the saving throw (no action required). You can do this after you roll the save, but before you know the outcome of the save. You gain another die at 5th level (4 dice), 9th level (5 dice), 13th level (6 dice), and 17th level (7 dice). The size of the dice increase at 5th (to d10) and 11th level to (d12). You regain all expended Endurance Dice when you complete a short or long rest. ### Primal Manifestations (Level 3) Starting at 3rd level, your connection to the primal forces you've bonded with develop in new ways, unique to you, that grant you new powers and abilities. You gain two such [Primal Manifestations](/3-Content/Compendiums/lists/list-optfeaturetype-kt-pm.md) selecting from the list at the end of the class description. When you gain certain Warden levels, you gain additional manifestations of your choice, as shown on the Warden Class Table. Additionally, when you gain a level in the class, you can choose one of the manifestations you know and replace it with another manifestation that you could learn at that level. If a manifestation has a prerequisite, you must meet it to learn the manifestation. A level prerequisite refers to your level in this class. ### Warden Bond Feature (Level 3) At 3rd level, you gain a feature from your Warden Bond. ### Warden's Grasp (Level 3) Starting at 3rd level, when you make an opportunity attack, you can replace the Attack with a Grapple check. ### 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. If your DM allows the use of feats, you may instead take a feat. ### Extra Attack (Level 5) Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. ### Empowered Endurance (Level 6) Starting at 6th level, when you roll an [Endurance Die](/3-Content/Compendiums/classes/warden-kt-cll.md#Endurance%20Dice%20(Level%202)) to reduce damage, you can add your Constitution modifier to the result rolled. Additionally, if you roll for initiative with no Endurance Dice remaining, you regain one Endurance Die ### Primal Strike (Level 6) Starting at 6th level, your attacks from natural weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. ### Warden Bond Feature (Level 7) At 7th level, you gain a feature from your Warden Bond. ### 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. If your DM allows the use of feats, you may instead take a feat. ### Natural Body (Level 9) At 9th level, you sustain yourself from the forces of nature. You no longer need to eat or drink, though can if you choose. You also become immune to disease. ### Ability Score Improvement (Level 10) When you reach 10th 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. ### Evolving Power (Level 11) Starting at 11th level, the damage dice of all natural weapons granted by the class increases by 1 size (for example, a d6 becomes a d8). If a weapon has multiple damage dice, only one die increases. ### 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. If your DM allows the use of feats, you may instead take a feat. ### Mystic Barrier (Level 13) Starting at 13th level, your [Mystic Bulwark](/3-Content/Compendiums/classes/warden-kt-cll.md#Mystic%20Bulwark%20(Level%201)) damage reduction applies to all damage types (rather than just bludgeoning, piercing, and slashing damage). ### Warden Bond Feature (Level 14) At 14th level, you gain a feature from your Warden Bond. ### Second Life (Level 15) At 15th level, when you would be reduced to 0 hit points, you are instead reduced to 1 hit point, and regain hit points equal to half your maximum hit points. Once this is triggered, it cannot be used again until you complete a long rest. ### Movement Through Nature (Level 15) Additionally at 15th level, you gain your choice of a climbing or swimming speed equal to your walking speed, or a burrowing speed equal to half your walking speed. When you burrow, you leave behind a tunnel equal to your size. ### 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. If your DM allows the use of feats, you may instead take a feat. ### Warden Bond Feature (Level 17) At 17th level, you gain a feature from your Warden Bond. ### Timeless Body (Level 18) Starting at 18th level, the primal magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year. ### Invulnerable Endurance (Level 18) Additionally at 18th level, when you roll an [Endurance Die](/3-Content/Compendiums/classes/warden-kt-cll.md#Endurance%20Dice%20(Level%202)), you can roll two dice and take the higher roll. Doing so does not expend an additional die. ### 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. If your DM allows the use of feats, you may instead take a feat. ### Primal Decree (Level 20) At 20th level, you can use your primal connection with the natural powers of the world to reshape the land around you on a large scale. This can take the form of effects like earthquake, control weather, or a transmutation or conjuration spell from the Druid spell list that modifies the terrain (such as wall of stone). At the DM's discretion, this might be used to accomplish other large scale feats not listed by a spell, such as changing the course of a river, quenching a forest fire, or causing an active volcano to have a small eruption. Its range of effect should generally be contained with a 1 mile radius area when not replicating the spells listed above. When used in this way it takes 1 minute to invoke the effect (which may take longer to fully manifest depending on its nature). Once you do so, you cannot do so again until you complete a long rest. > [!note] Limits of Primal Decree > > Primal Decree is invoking the will of nature to act on your behalf. Consequently, it should tend to have its strongest effects when enacted in accordance with that will (as determined by the DM). > > Wardens who have an unusual bond with natural laws may be able to call on their related domain with a Primal Decree to similar results even if it would not normally fall under the scope of its powers, such as a Time Warden gaining the effect of time stop with Primal Decree. ^limits-of-primal-decree ## Optional Features > [!example]- Optional Features: Endurance Dice > ![Endurance Dice](/3-Content/Compendiums/lists/list-optfeaturetype-kt-ed.md#Endurance%20Dice) ^list-optfeature-kt-ed > [!example]- Optional Features: Primal Manifestations > ![Primal Manifestations](/3-Content/Compendiums/lists/list-optfeaturetype-kt-pm.md#Primal%20Manifestations) ^list-optfeature-kt-pm