Warden

A dragonborn stands tall in front of a door. From the vise of his helmet he observes three creatures that cower in front of him. He raises his greatsword and the shiny metal causes the creatures to tremble even more in the face of him. His deep and powerful voice utters an ancient oath, recognized only by those who have devoted their entire lives to protecting something that is superior in nature to everything.

A human woman call upon their allies, her voice is more powerfull than anything. Compared to it, the sounds of war fade quickly. The battle tides quickly change as her allies pick themselves up, her words granting them an unexplainable strenght and will, as if their very own existance had grown stronger.

A high born elf observes as a ball of raging fire forms in the nearby air. He raises his hand to the magic and utters a simple word. His voice silences everything else. The sound of the crackling air as the magic formed suddenly stopped. The fire instantly disappeared as soon as the word had been spoken, any trace of its existence had been completely erased.

Sworn Protector

The Warden is a martial combatant that is devoted to an ancient oath of protecting reality. They are specialized in anti-magic fighting, their techniques and dogmas were created to protect the very fabric of reality and existence against the unruly power of magic users that believe they have a right to control matters that are of a superior order.

Wardens are sworn protectors, they fight for their oath and for the right that every creature should have to exist. They don't take lightly on any creature that abuses the power of magic, especially those who use their powers to venture into domains that do not compete with any creature, such as the creation of new worlds or the erasing of existing ones.

Masters of the Voice

A mysterious force protects the Wardens and assists them in their task. This force is unlike anything that is commonly known among mortals.

The voice of a Warden is a powerful tool, endowed with a power that seems to interact with reality as if the ability to proclaim its essence and to superimpose this essence to the world was immanent of the creature.

Old Wardens says that the Voice is a consequence of their ancient oath. In a way, the Voice is the very manifestation of a existence into reality. As the Warden completes its training, the Voice manifests itself as a sign of a oath that can never be broken, it's the very will of the Warden to protect its oath.

One Master, One Pupil

Wardens are rare, a master Warden hand picks his pupil, usually orphan childs that have suffered from the misuse of magic. The child lives with them for years, observing the Warden performing his duties, contemplating the dire consequences of the unruly use of magic. Only when the child decides on their own that they want to become a Warden, the master starts the training.

Wardens are taught on the ways of their ancient oath, and their oral traditions are passed down the line, together with the wisdom of generations of the previous masters. They not only learn how to fight, but also who to fight, and why.

The Warden
Level Proficiency Bonus Features Voice powers Voice Points
1st +2 The Voice 2 4
2nd +2 Greatweapon Combatant 2 4
3rd +2 Warden Traditions 2 4
4th +2 Ability Score Improvement 2 4
5th +3 Extra Attack 3 6
6th +3 Ability Score Improvement 3 6
7th +3 Tradition feature 3 6
8th +3 Ability Score Improvement 3 6
9th +4 4 8
10th +4 Tradition feature 4 8
11th +4 Rune maker 4 8
12th +4 Ability Score Improvement 4 8
13th +5 Ancient Duty 5 10
14th +5 Spell protection 5 10
15th +5 Tradition feature 5 10
16th +5 Ability Score Improvement 5 10
17th +6 6 12
18th +6 Tradition feature 6 12
19th +6 Ability Score Improvement 6 12
20th +6 Living Weapon 7 12

Wardens are trained for years on the arts of martial combat, they are trained in the use of greatswords and other big weapons, such as greataxes and halberds. There's a saying among Wardens that says: "No magic tends to resist a 15-pound blade". Even though they prefer such types of weapons, Wardens are versatile fighters, they are trained in a variety of weapons, and in the ways of unarmed combat.

Creating a Warden

Wardens have a very unique interaction with their backgrounds. They usually have very similar origins, but how they became a Warden is always different. When creating a Warden, focus yourself to answer who was your master, where did you train, how did your character decided to become a Warden, and what was your final challenge. Even though Wardens tend to be trained in their ancient oath since they were childs, their decision to become one is of their own.

Quick Build

You can quickly create a Warden by following these suggestions. First, make Constitution or Charisma your highest ability score, depending on whether you want to be an ominous combatant, or a master of the voice. Your next highest score should be Strenght, remember to favor a decent score on Wisdom, as the Warden relies heavily on his instincts. Finaly, choose the Outlander background.

Class Feature

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 the 1st

Proficiencies

Armor: All armor

Weapons: Simple melee weapons, Glaive, Greataxe, Greatsword, Halberd, Heavy crossbow

Tools: None

Saving Throws: Wisdom, Charisma

Skills: Arcana, History. Choose one from: Athletics, Insight, Intimidation and Persuasion.

Equipment

You start with the following equipment, in adition to the equipment granted by your background:

  • (a) chain mail
  • (a) greatsword or (b) greataxe and a simple weapon or (c) glaive, heavy crossbow and 20 bolts
  • (a) an explorer's pack

The Voice

The voice of a Warden is an incomparable instrument. It is both a manifestation of the existence of his will, and the overlapping of that will in the reality that composes the material world. The voice of a Warden is also able to interact with other wills, overlapping and subjugating existences without a higher purpose. Wardens possess an almost magical talent to subdue others to do their will, whenever a Warden makes a test of Intimidation or Persuasion, they double their Charisma modifier on the test.

Wardens can use voice power, a specific way of the Wardens voice. They channel their voice through a special word or phrasing, being able to create a large variety of effects.

A Warden knows a number of Voice powers and has a number of voice points according to the class table. Whenever they gain a new voice power, they choose one (or more) from the Voice powers list at the end of this class.

Voice powers are considered reality bending powers. Voice power are unique in the way they interact with the material plane. They disregard any form of resistance to damage and treat immunity as if it were resistence.

Voice Points. Every voice power costs a number of voice points to be used, the number of voice points a Warden has is mentioned on the class table of the Warden.

Voice points recover on a long rest. However, during a short rest, you can recover up to your charisma modifier (minimum of 1) of voice points.

Wardens use ther Charisma to channel their voice and use their voice powers.

Voice Powers DC = 8 + your proficiency bonus + your Charisma modifier.

Greatweapon Combatant

Wardens are powerfull martial combatants, they train hard in the martial arts and in the use of their favorite weapons before they even come close to taking their oath.

Whenever a Warden is using a heavy weapon, they also add their proficiency bonus to the damage caused. Additionally, small races wardens don't suffer any penalty or disadvantage when using a weapon with the heavy property.

Ability Score Improvement

When you reach 4th level, and again at 6th, 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.

Extra Attack

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

Rune Maker

Once they reach 11th level, Wardens can use their voice to imbue bodies or objects with powerfull runes that are essentially voice powers stored for later use. A Warden can have a number of active runes equals to half its Charisma modifier rounded up (minimum of 1), all active runes disappear after a long rest. A rune looks a lot like a small inscription, or some sort of runic tatoo, it usually is a written representation of a word on an ancient lost language, known only to powerful Wardens. The Warden also learns how to write and understand the Runic language.

To create a rune, the Warden uses its own voice powers, expending voice points, but instead of the effect being released immediatly, it's stored on a rune that can be on the Wardens body, or on one of the Wardens allies, or on an object or surface. If the rune is placed on a person, it only needs to touch the rune in order for it to be consumed, wich can be done with a bonus action. If it's on an object or surface, the rune is instantly activated when touched, instantly releasing its effects on the one who was touched or that touched it.

Ancient Duty

Starting at 13th level, Wardens double their proficiency bonus on Arcana and History skill checks.

Spell Protection

Starting at 14th level, Wardens can spend one of their hit dice to reduce an incoming magic damage by 1d10 + their Charisma modifier.

Living Vessel

At the 20th level, Wardens become the physical manifestation of The Voice. Once per short rest, they can spend one of their hit die and gain an additional number of voice points equal to the number they roll. If they choose to do this, they also take damage equal to double the number of points recovered.

Warden Traditions

A Warden tradition is usually the tradition of choice of its master aswell. Since there are so few Wardens in the world, its very rare for two sworn Wardens to meet, so the traditions runs from one master, to its pupil, and this way forward.

A tradition is a secluded set of dogmas and oral tradition that is not entirely common to all Warden. In the past, Wardens took three different paths towards their goal of protecting reality. The Vow of the Silent were those Wardens that specialized on the Voice, they learned everything that was to known about their mysterious power. The Way of the Upholder were those that decided that the only true way of protecting reality, was to protect every creature that exists, by strengthening their existence. And the Path of Retribution was the path taken by those Wardens that decided the only way to protect reality from the ill effects of magic and its unruly users, was to rid the world of all who could be a threat.

Starting at 3rd level, Wardens choose their tradition and gain their first tradition feature on this level aswell, a second feature is available at 7th level, a third at 10th level, a fourth at 15th level and a fifth at 18th level.

Vow of the Silent

Wardens that choose the Vow of the silent tradition take on the study of the voice with a different aproach, the Voice becomes something greater than a tool for them, they see it as not only a means to an end, but also as part of the end itself. A powerful voice is the only way of protecting reality, but a powerful voice is also dangerous, and hard to ccontrol. To avoid causing harm without intent, Wardens that follow this tradition usually take a peculiar vow of silence, so that they can't use their voice for no other purpose than to protect reality. This is the reason why Wardens are commonly known as Silent Protectors throught the realms of men.

Voice of Wisdom

The first step in the study of the voice, is the study of self. Wardens of the Vow of the Silent learn through meditation and self study about the roots of their voice. They connect their voices with their intuition, the inner and most unconscious aspect of their minds. Starting at 3rd level, they gain advantage on saving throws against being charmed or to become frightened.

Voice Rituals

Starting at 7th level, Wardens of the Vow of the Silent learn some form of ancient voice rituals. These take the form of complexes chants that require preparation and time in order to be used. A warden knows a number of Voice rituals equal to half the number of voice powers he knows rounded-up, chosen from the list of Voice Rituals on the end of this class. A warden can only have one voice ritual active at any time.

Favored Voice Power

Starting at 10th level, the Warden chooses one of its voice powers to receive special benefits. When using this voice power, the Warden can make a target that suceeded on the power saving throw reroll its die, the target has to keep the second result.

If the voice power chosen doesn't require a saving throw, instead the voice power has its cost on voice points reduced by one.

Voiceless Communication

After a long time without using their actual voice to communicate with others, Wardens of the Vow of the Silent can communicate emotions and simple ideas through a voiceless manifestation of their will. Starting at 15th level, Wardens can make Intimidation and Persuasion tests even if they can't talk or produce sound, as long the creature they want to persuade or intimidate can see them and is at a maximum of 120ft.

Secret Voice Powers

Starting at 18th level, Wardens of the Vow of the Silent gain one additional voice powers, that doens't count towards the class known voice powers limitations. They also gain access to a special list of secret voice powers, from where they can choose this addicional voice power, and the one they gain at 20th level. But they can't change any other power already know for the ones on this secret list.

The list of secret voice powers is located on the end of this class manual.

Way of the Upholder

Upholders are wardens that focus their studies and training in learning ways to enhance its allies, strengthening their existance and abilities. Upholders are also commonly known as Warlords.

Forwarded Power

The amount of voice powers known and the number of Voice points a Warden of the Way of the Upholder possess is calculated as if they were two levels higher (at the 3rd level, it would be as if they were of 5th level, knowing three voice powers, and having a total of 6 voice points). However, when they aquire this feature at 3rd level, they can only choose one of the following powers in advance: Endure, Rise or Strengthen.

After the 15th level, the number of Voice points a warden of the Way of the Upholder has doens't change, and after 18th level, they wont gain any other voice power.

Voice of the Masses

Starting at 7th level, whenever the Upholder uses a voice power that affects itself or an ally, it can choose up to two other targets within range to be affected.

Lesser Voice

Starting at 10th level, the Upholder is able to use lesser versions of its voice powers once per round as a reaction. The Upholder must known the original voice power in order to use the lesser one, and the lesser version is not affected by the Upholder class features.

  • Lesser Haste: With a simple word, an ally within 5ft has its movement speed incresead by 20ft
  • Lesser Zest: With a simple word, an ally within 15ft can use one of its hit die to heal himself.
  • Lesser Warp: With a simple word, an ally within 5ft is warped to a different position within 15ft of its original position. The warped creature must agree with the effect.

Existence Enhancement

Starting at 15th level, the Upholder can permanently enhance one of the ability modifiers of one of its allies by one using a powerful voice ritual that is known only amongst the upholders. Once used the Upholder takes 3 levels of exhaustion and needs a long rest before being able to use it again. The effects of this power lasts as long the upholder lives. An Upholder can enhance a number of creatures equals to its Constitution modifier.

If the Upholder enchances a creature past the limit, one of the previously enhanced creatures loses it at random.

Master Upholder

Starting at 18th level, whenever the Upholder uses a voice power that benefits one or more allies, it chooses one ally to gain double the benefits from the voice power.

  • Weird Power interactions - the following powers double benefits works as these for the purpose of this feature:

    Endure can use up to three hit die

    Haste triples movement speed

    Jump duration is extended for 1min

    Rise doubles the healing and gets immunity instead

    Zest can use up to six hit die

Path of Retribution

Also called Mage Slayers, Wardens of the path of retribution take their oath on a rather extremist way. To them, the only way to protect reality from the unruly use of magic, is to rid the world of powerful magic users.

Antimagic Weaponry

Whenever a warden of the path of retribution acquires a new weapon, the warden can spend 20 minutes (roughly a short rest activity) enchanting the weapon with an antimagic voice ritual known only to wardens on the path of retribution.

Weapons enchanted with antimagic properties are considered to be magical weapons for the porpose of ignoring resistance/immunity to non-magical damage. A creature that cast a spell in the same round it was attacked by a weapon with antimagic properties takes additional 1d6 force damage. This damage increases to 2d6 force damage at 13th level, and to 3d6 force damage at 20th level.

Retribution

Starting at 7th level, whenever the warden suffers damage from a ranged weapon or magic attack, the warden can cast rebuke on the attacker as a reaction.

  • Rebuke (1 voice point): using the voice to warp the edge of its weapon, the warden makes a melee weapon attack against the target of rebuke.

    "The wardens blade cut the air in front of her. Joined with the blade, the sound of her voice."

Slayer Familiarity

Starting at 10th level, the Warden can choose one type of magic creature (Aberration, Dragon, Elemental, Fey, Fiend or Undead) to be familiar with. The warden knows all the relevant information about the creatures of the chosen type (weakness, resistances, roughly how powerfull it is, habits, must common attacks, special abilities).

Spellbreaker

Starting at 15th level, the Warden can use nullify as a reaction if a magic user that the warden can see within 120ft is casting a spell.

  • Nullify (3 Voice Points): The warden shouts a simple word and a spell that's being conjured is dispelled, the spell slot used is still consumed, but the magic has no effect whatsoever. The Warden can nullify magics up to a level equal to its proficiency bonus without cost, and it takes 1 level of exhaustion per every magic level above that.

Unmerciful Voice

Starting at 18th level, whenever the warden uses a voice power that causes direct damage (Eletrocute, Ignite or Impact), the number of damage dices rolled is added to the Wardens Charisma modifier.

Example: A 17th level warden from the path of retribution casts "Ignite" on a target creature. The Warden has a +5 Charisma Modifier, so he rolls 6d10 (as in the power description) + 5d10 (from his Charisma modifier) + 5 total damage. Causing an average of 65 points of damage.

Voice Powers

This list countains Wardens voice powers.

Break

2 voice points, bonus action

The Warden shouts a simple word and an object weighing no more than 20lb that it can see within 30ft breaks.

Command

1 voice points, action, WIS save

The warden utters a powerful command to a creature that can hear and see the warden. The creatures challenge level can't be higher than half the warden level rounded up (a level one warden command creatures up to CR 1/2 though). The command must be one sentence long and can't put the creature into direct harm.

The target creature obeys the command until it is fulfilled, until the Warden takes a long rest, or until it falls from exhaustion.

Confuse

2 voice points, reaction, WIS save

The warden shouts a small phrase at a creature that can see and hear the warden within 120ft. The creature suffers disadvantage on attack rolls until the end of the next round.

Eletrocute

1 voice points, bonus action

The warden shouts a simple word and an metal object that it can see within 60ft eletrocutes anyone touching it with 2d4 ligthning damage, this damage becomes 3d4 at 5th level, 4d4 at 9th level, 5d4 at 13th level and 6d4 at 17th level. If the object is something that is being holded by a creature, the creature drops the object unless it succeeds on a DC 10 CON saving throw.

Endure

1 voice points, reaction

The warden shouts a simple word and a ally within 15ft can use one of its hit die to reduce the last damage taken on this turn by the amount rolled.

Haste

1 voice point, reaction

The warden utters a small phrase to itself or an ally within 30ft. The target has its movement speed doubled and advantage at DEX saving throws until the end of the round. The Warden can choose to spend one additional voice point, if he do this, the target can make a movement action (even if it's not their turn).

Ignite

3 voice points, bonus action

The warden utters a small phrase and a creature within 15ft ignites in fire taking 2d10 + CHA modifier fire damage, this damage becomes 3d10 + CHA modifier at 5th level, 4d10 + CHA modifier at 9th level, 5d10 + CHA modifier at 13th level, 6d10 + CHA modifier at 17th level.

Impact

1 voice point, bonus action

The warden shouts a simple word and a creature within 30ft is shoved 15ft in any direction and suffers 1d4 force damage, this damage becomes 2d4 at 5th level, 3d4 at 9th level, 4d4 at 13th level and 5d4 at 17th level. If the creature impacts on a wall or something equally immovable, it takes an additional 2d6 points of damage.

Jump

1 voice point, reaction

The warden shouts a simple word to itself or an ally within 30ft, making the target immune to fall damage and tripling its jump height until the end of the next round.

Rise

1 voice point, reaction

The warden shouts a simple word to an ally within 60ft that is knocked down or below half maximum HP, healing the target by 1 + CHA modifier. Until the end of the next round, the target gains resistance to one type of damage.

Silence

2 voice points, action, WIS save

The warden shouts a small phrase and a creature within 60ft becomes unable to produce sounds of any kind or use magic until it succeeds in a WIS save vs the Warden Voice Power DC.

Strengthen

2 voice points, bonus action

The warden shouts a simple word to itself or an ally within 30ft, the target gets 1d4 + CHA modifier temporary hit points until it makes a short rest. The amount of temporary hit points gained becomes 2d4 + CHA modifier at 9th level, 3d4 + CHA modifier at 13th level, 4d4 + CHA modifier at 17th level.

Stun

2 voice points, bonus action, WIS save

The warden shouts a small phrase and a creature within 30ft becomes stunned until the end of the next round.

Suffocate

3 voice points, action, WIS save

The warden utters a small phrase to a creature within 30ft and the creature becomes incapacitated. If the creature stays for more than 3 rounds under the effects of this power, it suffers half of its own hit die of damage on the beggining of its next turn, and an additional of its own hit die of damage at the beggining of every of its subsequent turns. At the beginning of every one of its turn, the creature makes a WIS saving throw to end the power.

"It felt as my lungs wanted to kill me. As I should just die. After all, it was his desire. The desire of an existence inherently superior to mine. And I almost believed him."

Warp

3 voice points, bonus action

The warden utters a small sentence and a creature within 30ft or the warden itself is warped to a different position within 30ft of its original position that the Warden can see. The warp can't directly put the creature in danger.

Zest

3 voice points, reaction

The warden utters a small phrase to itself or an ally within 60ft, the target can spend up to three of its own hit die to heal itself, and has advantage on attack rolls until the end of the next round.

Voice Powers and Damage

Even though voice powers are not affected by damage resistance/immunity, a creature that has a weakness to a particular type of damage, if affected by a voice power of that particular damage type, will also take double damage from the voice power.

> "It just works."

Secret Voice Powers

This is the list of secret voice powers accessible only to 18th level Vow of the Silent Wardens.

Secret Word: Graviton

5 voice points, bonus action

The warden utters a deeply powerful word: "Graviton". In effect, a small sphere of pure darkness spawns in an area within 60ft of the warden, every non-metalic and non-textile and non-magic objects weighing less than 100lb in the area breaks.

Creatures within 15ft of the sphere have to make a DC 20 STR saving throw to avoid being pulled to the star and become prone, on a successful save the creature avoids becoming prone and is pulled only a maximum of 5 ft. A creature that fails the save also takes 6d6 force damage. Creatures in the area are considered restrained.

The graviton persists until the end of the next turn of the Warden.

Secret Word: Liquefy

7 voice points, bonus action

The warden utters a deeply powerful word: "Liquefy". In effect, every solid matter in a cube of 1000ft³ (10ft X 10fx X 10ft) within 30ft is instantly converted to liquid. A creature caught in the area has to be successful on a WIS saving throw, or take half its own hit die as damage. Liquified creatures are considered Unconscious and aquire weakness to fire, although they also can't be the target of attacks.

The materials liquefied stay that way during a total of 1 minute, after that, they retake their original form.

Secret Word: Revoke

7 voice points, bonus action

The warden utters a deeply powerful word: "Revoke". In effect, the events of the last round of combat are revoked, every creature returns to the positions in which started the last round, and everything follows from there. This power does not affect the warden, thus not creating a paradox.

Secret Word: Sipario

3 voice points, bonus action

The warden utters a deeply powerful word: "Sipario". In effect, some sort of reality bending translucent barrier pops up within 15ft of the Warden and last until the end of the next round. The barrier is 15ft long and 30ft high and appears to be as thin as a sheet of paper, but is unbreakable. The barrier blocks every projectile, magic or attack that has to cross its path.

Objects positioned where the barrier appears are sliced in half and broken. A Creature in the same situation needs to be successful on a DEX saving throw vs the Warden voice power DC in order not to suffer 6d10 slashing damage.

Secret Word: Vanquish

9 voice points, bonus action, two levels of exhaustion

The warden utters a deeply powerful word: "Vanquish". In effect, a creature within 120ft that the Warden can see and is one of the following creature types: Aberration, Dragon, Elemental, Fey, Fiend or Undead; has to be successful on a WIS saving throw or has its existence completely erased. This power does not affect the warden memory of the creature, thus not creating a paradox.

Voice Rituals

This is the list of voice rituals at disposal for Silent Wardens.

Wardens can only have one ritual active at any time, casting a second ritual nullifies the first.

Ritual of affiliation

The warden spends 1 hour singing a simple chant to a tiny animal, after its done, the warden can hear everything the creatures listen, and can give it simple orders.

The order can't put the creature in direct harm, and the Warden suffers 1d6 damage if the creature dies during the bond. The creature remains under the wardens bond for a maximum of 24h, or until the warden makes a long rest.

Ritual of clarity

The warden chants some unknown words during 5 minutes, after that it can warp one of its eyes to a location within 30ft, the warden takes a -2 penalty on perception when using this ritual. The eye can't be moved, it is static. The Warden can see everything the eye sees, even if they are both miles apart.

The eye levitates in the air at a maximum height of 30ft and can be destroyed while apart from the wardens body. Anyone looking inside the eye cavity will see a black concavity with fluctuations of purple energy. The eye can remain separated as long as the warden wants, and can be rejoined with the warden by saying a simple word.

Ritual of Expertise

The warden spends 1 hour after waking up chanting some unknown words to itself, after that it gains proficiency with one skill, tool, weapon, armor or language of its choice. The proficiency lasts until the warden makes a long rest.

Ritual of Luminosity

The warden chants some unknown words during 5 minutes, after that, it can choose the luminosity level of a particular room or area no larger than 200 square ft. The room remains under the voice ritual power until the warden decides not to, ending the effect with a simple word, or to a maximum of 24h.

Ritual of Regret

The warden spends 1 hour chanting some unknown words to a weapon that doesn't has the heavy property. After that, the weapon gains such property and its damage is increased in one die category (1d4/1d6/1d8/1d10/1d12/2d6). The weapon keeps the property until the warden decides not to, ending the effect with a simple word.

Ritual of Resistance

The warden spends 4 hour chanting some unknown words while meditates, after that he can choose to have resistance to a particular damage type. The resistance lasts until the warden takes a short or long rest.

Ritual of Restoration

The warden spends 1 hour chanting to an ally that is under the effect of a condition or disease, after that time, the ally is restored to its natural state and the condition or the disease effects disappear as long the ritual remains active. If the condition or effect can disappear with time, if such time passes when the creature is under the power of this ritual, it is cured. This ritual can be mantained indefinetly.