Warden

Holding his great sword in one hand, he runs his other hand across the blade as carmine sigils wreath around the it. A necromancer's foul magics are rebuffed by well practiced incantations. These are some of the deeds a Warden is capable of.

Arcane Training

A Warden is neither a dedicated knight, or a wand flicking Mage but something in between. It takes a lifetime of devotion and rigorous practice to master the science and art of battle magic. one must be familiar with the blade, the arcane, and the insights of his fellow man, for the Warden carries the burden of diplomat, warrior, and magi.

Keepers of Balance

A Warden's abilities are varied because also are their tasks, for they are tasked with maintaining harmony and balance in the world of magic. One must practice self control and prudence in the face of those who would abuse their power. wardens are often mentored by a senior until they are experienced enough to venture out on their own or have discovered their calling.

























Warden
Level Proficiency
Bonus
Features 1st 2nd 3rd 4th 5th
1st +2 Magic Sense, War Mastery
2nd +2 Fighting Style, Spellcasting, Expert Scribe 2
3rd +2 Calling 3
4th +2 Ability Score Improvement 3
5th +3 Extra Attack 4 2
6th +3 Action Flash 4 2
7th +3 Calling feature 4 3
8th +3 Ability Score Improvement 4 3
9th +4 - 4 3 2
10th +4 Impossible Reflexes 4 3 2
11th +4 Calling Feature 4 3 3
12th +4 Ability Score Improvement 4 3 3
13th +5 - 4 3 3 1
14th +5 Reverse time 4 3 3 1
15th +5 Calling Feature 4 3 3 2
16th +5 Ability Score Improvement 4 3 3 2
17th +6 - 4 3 3 3 1
18th +6 Altered Outcomes 4 3 3 3 1
19th +6 Ability Score Improvement 4 3 3 3 2
20th +6 Chronomancy 4 3 3 3 2

1

WARDEN

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 (6) + your Constitution modifier per Warden level after 1st.

Proficiencies


  • Armor: Light armor, medium armor, shields.
  • Weapons: Simple weapons, martial weapons.
  • Tools: calligrapher's supplies.

  • Saving Throws: Constitution, Intelligence.
  • Skills: Choose 3 from Arcana, Athletics, Deception, History, Investigation, Persuasion.

Equipment

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

  • (a) a martial weapon and a shield or (b) two martial weapons
  • (a) a scholar's pack or (b) an explorers pack
  • (a) scale mail or (b) chain mail
  • A Spellbook

Magic Sense

Keened in are the Wardens sences to the presence of magic. As an action, you can open yourself up to detect the eldritch and arcane. Until the end of your next turn you know the location of any person or creature with the spellcasting ability within 60 feet of you. within the same distance you can also determine which objects are magical and which are mundane. You can use this feature a number of times equal to 1+ your Intelligence modifier. When you finish a long rest, you regain all expended uses.

War Mastery

The Warden is a person of vigilant practice and training, granting you access to specialized stances for martial combat. Choose which stance you are in when you roll inititive. You may change your stance as a bonus action. Neutral Stance is youre Defualt stance

Neutral Stance - No bonus or penalties apply.

Agressive Stance - You may take the attack action as a bonus action. Attacks have advantage against you.

Evasive Stance - You may take the Dodge action as a bonus action. You cannot perform attacks of opportunity or cause critical hits.

Counter Stance - You may take the Ready action as a bonus action. Your speed is halved for your first move action per round.

Fighting Style

A Warden adopts a style If fighting as their 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.


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, even if the new roll is a 1 or a 2. 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 shield.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Spellcasting

By 2nd level, you can complement your martial abilities with spellcraft. See chapter 10 for the rules of spellcasting in the Players Handbook.​ The Warden spell list is on the last page.

Spellbook

At 1st level, you have a spellbook containing six 1st-level Warden spells of your choice. You do not have access to cast these spells until level 2 however. You may copy Wizard spells into your spellbook as well as Warden spells.

Preparing and Casting Spells

The Warden table shows how many spell slots you have to cast your spells. To cast one of your Warden spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of Warden spells that are available for you to cast, choosing from your spellook. When you do so, choose a number of Warden spells equal to your Intelligence modifier + half your Warden level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots. You can change your list of prepared spells when you finish a long rest. Preparing a new list of Warden spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Intelligence is your spellcasting ability for your Warden spells. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Warden spell you cast and when making an attack roll with one.


Spell save DC = 8 + your proficiency bonus +
your Intelligence modifier

Spell attack modifier = your proficiency bonus +
your Intelligence modifier

Ritual Casting

You can cast a warden spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don’t need to have the spell prepared.

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WARDEN

Spellcasting Focus

You may use any melee weapon you are proficient with as a spellcasting focus.

Learning Spells of 1st Level and Higher

Each time you gain a Warden level, you can add two warden spells of your choice to your spellbook for free. Each of these spells must be of a level for which you have spell slots, as shown on the Warden table. On your adventures, you might find other spells that you can add to your spellbook.

Expert Scribe

Scribing a spell scroll costs half the time and money it normally would. A Wizard or Warden spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spells level. If the check succeeds the spell is successfully copied. Keep in mind that you may only scribe srolls that are of a spell level you can cast.

Spell Scroll Scribing Costs
Level Cost Time
Cantrip 8gp 1/2 workday
1st 13gp 1 workday
2nd 125gp 1 workweek
3rd 250gp 2 workweeks
4th 1,250gp 3 workweeks
5th 2,500gp 4 workweeks
6th 7,500gp 6 workweeks
7th 12,500gp 12 workweeks
8th 25,000gp 24 workweeks
9th 125,000gp 48 workweeks

Calling

At third level, the Warden finds a path to follow between two or more callings. The two most common callings are the Slayer and the Sentinel, detailed on the next page. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.

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. Alternatively, you can choose a feat (see Chapter 6 for a list of feats).

Extra Attack

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





Action Flash

At 6th level, the warden starts to gain some small understanding of time magic, and can hasten themselves in small bursts, appearing to perform multiple tasks at once. you can make two bonus actions per turn, however they must be different actions.

Impossible Reflexes

Starting at 10th level, your abilities with time magic deepen and you can with better ability predict and react to your enemies decisions. You may take up to two reactions per round.

Reverse time

At 14th level, you have enough active control over time to jump back several seconds in the past and manipulate events to attempt a better outcome. You may use your reaction at the end of any player or creatures turn to undo the turn and any effects or damage that was caused as a result. That player or creature's turn then restarts with enough time allowed before hand for the Warden to utter a short sentence. You may use this ability once per long rest.

Altered Outcomes

You may now peer into possible futures while dreaming, and determine favorable courses of action in your near future. After reaching 18th level, you may roll a d20 at the end of every long rest and note the result. At any point until your next long rest you may exchange the result of any d20 roll of any player or the DM with the noted roll. When you roll at the end of your long rest you lose previous noted rolls, if any.

Chronomancy

When you reach 20th level, you gain mastery over powerful time spells. You know the spells Haste, Slow, and Time Stop. You always have these spells prepared, they don’t count against the number of spells you have prepared, and you can cast each of them once per day in this way. You may cast Time Stop with a 5th level spell slot, and cast Haste and slow without expending a spell slot. When you do so, you can’t do so again until you finish a long rest.


Time Magic

Due to the actions of famous mages of the past, the secrets of time magic were discovered and entrusted with the red mages, specifically the Wardens, for responsible use and safe keeping. It is a duty of a Warden to guard these secrets and to use these powers responsibly. The more advanced the Warden's training becomes and the more powerful they are, the more access to time magic they accumulate.

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WARDEN

Warden Callings

At some point early in the Warden's life they will discover their Calling. A Calling is a specific path that suits a Warden's approach to both battle and mindset, and comprises the roll that they will play. Upon reaching 3rd level, you will choose from below the Calling that speaks most to you.

Slayer

The Calling of the Slayer speaks to the most bold and intense of combatants, who wield devistating weapons and harness awesome magics that mete out destruction. As a slayer, you have mastery over a special sigil that you cast upon an enimy, alowing you to cause punishing strikes with your melee weapons. The responsability and duties of a Slayer is to wrest Arcane secretes from those who are undiserving or who would use thier knowledge to destructive ends.

Slayer Sigil

At 3rd level, you Learn the Slayer Sigil spell detailed on the final page. You always have this spell prepared, and it doesn’t count against the number of spells you have prepared.

Sigil of Ruin

Starting at 7th level, you may remove the Slayer Sigil from a marked enemy when you take the attack action. Until the end of turn the enemy that was marked has Vulnerability to all damage dice to the next melee weapon attack that successfully hits them.

Sigils of Wrath

Starting at 11th level, the Slayer can permanently apply sigils to his arcane focus melee weapon, granting it bonus damage equal to your intelligence modifier. It takes 1 hour of time to apply the sigils and you may only have 1 weapon marked in this way at a time.

Effortless Mark

At 15th level, you no longer have to maintain concentration on your Slayer Sigil.


Sentinel

Here you can provide an overview of the archetype.

Sentinel Sigil

At 3rd level, you Learn the Sentinel Sigil spell detailed on the final page. You always have this spell prepared, and it doesn’t count against the number of spells you have prepared.

Sigil of Protection

Starting at 7th level, you may remove the Sentinel Sigil from a marked enemy when you are successfully hit by the enemy that was marked. Gain resistance to all damage dice as a result of that attack.

Sigils of Endurance

Starting at 11th level, the Sentinel can permanently apply sigils to his armor, granting you damage reduction equal to your intelligence modifier. It takes 1 hour of time to apply the sigils and you may only have 1 suit of armor marked in this way at a time.

Effortless Mark

At 15th level, you no longer have to maintain concentration on your Sentinel Sigil.

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WARDEN

My Half-Caster Spell List

1st Level
  • Bane
  • Burning Hands
  • Challenge Sigil
  • Command
  • Detect Evil and Good
  • Detect Magic
  • Fog Cloud
  • Grease
  • Heroism
  • Illusory Script
  • Incanted Strike
  • Jump
  • Proc From Evil and Good
  • Shield
  • Thunderwave
2nd Level
  • Acid Arrow
  • Augury
  • Blur
  • Cloud of Daggers
  • Flame Blade
  • Flash Ward
  • Hold Person
  • Mirror Image
  • Misty Step
  • Zone of Truth
3rd Level
  • Clairvoyance
  • Counterspell
  • Dispel Magic
  • Fireball
  • Glyph of Warding
  • Haste
  • Lightning Bolt
  • Slow
  • Stinking Cloud
4th Level
  • Arcane Eye
  • Banishment
  • Conrad's Arcane Perry
  • Dimension Door
  • Divination
  • Ice Storm
  • Polymorph
  • Resilient Sphere
  • Wall of Fire
5th Level
  • Animate Objects
  • Cloudkill
  • Cone of Cold
  • Hold Monster
  • Legend Lore
  • Scrying
  • Teleportation Circle
  • Temporal Loop
  • Wall of Force

Challenge Sigil

1st-level transmutation


  • Casting Time: 1 bonus action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 hour

You choose a creature you can see within range and craft a sigil to mark it. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, in addition, you reduce the damage they deal by 1d6 to anyone besides yourself.

Incanted Strike

1st-level evocation


  • Casting Time: 1 action
  • Range: Touch
  • Components: S, V
  • Duration: Instantaneous

With Eldricth words and Arcane runes running down your weapon, you loose a blow imbued with the power of magical fury. Make a weapon attack at the target, adding your Intelligence modifier to the attack and 2d6 force damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or above, increase the damage by 1d6 force damage for each slot level above the 1st.

Flash Ward

2nd-level abjuration


  • Casting Time: 1 reaction, which you take when targeted by a spell.
  • Range: Self
  • Components: S
  • Duration: 1 round

A quickly formed sigil of defensive magic projects in front of you, acting as a barrier to arcane forces. Until the start of your next turn, you have advantage on saving throws on spell effects and resistance to the damage of spell effects.

Conrad's Arcane Perry

4th-level abjuration


  • Casting Time: 1 reaction, which you take when you see a creature within 60 feet casting a spell.
  • Range: 60 feet ft
  • Components: V, S
  • Duration: Instantaneous

You attack a creature in the process of casting a spell. Make a spell attack against the target. If you hit, you deal 2d8 force damage, and the target must make a Constitution saving throw to continue casting the spell, as if they took damage while concentrating on a spell. If they fail, the spell fails and has no effect.

Temporal Loop

5th-level Transmutation


  • Casting Time: 1 Bonus Action
  • Range: 90 ft
  • Components: S, M (the sands of an hour glass)
  • Duration: Concentration, up to 1 minute.

You manipulate the forces of time around a specific creature you can see within range. That creature must make an Intelligence saving throw. On a failure, the creature is forced to repeat whatever action it takes this round on each of its turns before the spell ends. While effected, the creature can't take bonus actions, legendary actions, or reactions, Additionally, if it moves, it reverts back to it's starting position at the end of it's turn and can only move in the same way each of the turn's it is effected.

The creature may attempt to brake free each time it takes damage or at the beginning of each of it's turns by succeeding on an Intelligence saving throw.

Credits:

Conrad's Arcane Perry was based off of JustinEbert's Brain Freeze spell on the D&DBeyond homebew spells, also DungeonLord58's Time Loop is inspiration for Temporal Loop. All art is property of Wizards of the Coast.