Saturday, December 3, 2022

Fighter Subclass: Warden [5e]

 As part of my "subclasses as multiclasses" (see the multiclass label), the Warden is a fighter/druid, with some druid spellcasting, but their main ability is to burn those spell slots to assume animal aspects... a partial wildshape.

The Warden

3 - 

SPELLCASTING

When the Warden reaches 3rd level, they augment their martial prowess with the ability to cast spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the druid spell list.

Cantrips. The Warden learns two cantrips of their choice from the druid spell list. They learn an additional druid cantrip of their choice at 10th level.

Spell Slots. The Eldritch Knight Spellcasting table (PH 75) shows how many spell slots the Warden has to cast their spells of 1st level and higher. To cast one of these spells, they must expend a slot of the spell's level or higher. The Warden regains all expended spell slots when they finish a long rest.

For example, if they know the 1st level spell Cure Wounds and have a 1st level and a 2nd level spell slot available, they can cast it using either slot.

Spells Known of 1st-Level and Higher. At 3rd level, the Warden knows 3 spells from the Druid list of 1st level. At levels 4, 7, 9, 11, 13, 14, 16, 19, and 20, they add additional spells known, of a level they can cast.

Whenever the Warden gains a level in this class, they can replace one of the druid spells they know with another spell of their choice from the druid spell list. The new spell must be of a level for which they have spell slots.

Spellcasting Ability. Wisdom is the Warden’s spellcasting ability for their druid spells, since their magic draws upon their devotion and attunement to nature. Wardens use their Wisdom whenever a spell refers to their spellcasting ability. In addition, they use their Wisdom modifier when setting the saving throw DC for a druid spell they cast and when making an attack roll with one.

Spell save DC + 8 + their proficiency bonus + their Wisdom modifier

Spell attack modifier = their proficiency bonus + their Wisdom modifier

Wild Skills: At 3rd level,the Warden gains proficiency in one of the following skills: Animal Handling, Perception, and Survival. They also gain proficiency the Druidic language

Animal Aspects, 1st level: At 3rd level, the Warden gains the ability to partially take on the aspect of an animal. By expending a 1st level spell slot as a bonus action, they may gain one of the following abilities for 1 minute (abilities marked with a * are instant):

-Temporary Hit Points equal to their Wisdom

-The ability to Dash as a bonus action

-Advantage on all Athletics, Acrobatics, and Stealth Checks

-Natural weapons (most often teeth or claws) that inflict 1d4+strength damage. These may be used for two-weapon combat.

-Immediate recovery of 1d8+Wisdom Bonus hit points*

All Animal Aspects result in a visible, physical change in the Warden; they grow claws, their legs transform to be digitigrade and muscular; whatever the warden feels is appropriate. As with a druid’s Wild Shape, the Warden has the option for gear to fall to the ground, merge with their body, or remain worn. These changes are noticeable, but not so severe that they preclude continuing to wear the gear. This is not spellcasting, these changes only affect the warden (and their gear), and these abilities do not require concentration. While the warden may assume multiple animal aspects at once, each requires a separate bonus action and spell slot.

Animal Aspects, 2nd Level: At 7th level, the warden gains additional abilities from Animal Aspects, by spending a 2nd level slot with a bonus action.

-Temporary Hit Points equal to their Wisdom + their Constitution

-Double one of the Warden’s natural movement speeds

-A swimming or climbing speed equal to their walking speed. This also allows them to breathe underwater (swimming speed) or resistance to falling damage (climbing speed)

-Expertise in Athletics, Acrobatics, and Stealth Checks, even if they are not proficient in those skills. The Warden does not have disadvantage on any of these checks.

-Natural weapons (most often teeth or claws) that inflict 1d6+strength damage. These weapons are considered magical for the purposes of overcoming resistance and immunity to magical weapons. These may be used for two-weapon combat.

-Cure one disease from themselves.*

-End the poisoned, paralyzed, deafened, or blinded condition on themselves.*

-Use the fighter’s Second Wind ability. This does not consume the Warden’s normal use of Second Wind.*

Homeland: At 7th level, choose one of the Circle of the Land Druid’s land types (Arctic, Desert, Mountain, usw). Beginning at 7th level, the Warden may choose spells from that land type as their druid spells for each new level level. Unlike Circle of the Land Druids, Wardens do not always have both spells prepared; they are merely available as choices for the Warden’s Spells Known.

Improved Animal Aspects: Beginning at 10th level, the Warden can combine several animal aspects into a single bonus action. They may spend no more spell levels than their proficiency bonus on a single bonus action, to acquire multiple animal aspects at once. So, the Warden might spend one 2nd level and two first level spell slots, gaining their Wisdom and Constitution as temporary hit points, as well as the ability to Dash as a bonus action, and grow claws that do 1d4+strength damage. Note that temporary hit points from Animal Aspects do not stack.

Additionally, the Warden may spend an additional 1st level spell slot to increase the duration of any non-instant animal aspect to 10 minutes. However, this counts against the limit of their proficiency bonus, and only applies to a single aspect, no matter how many are assumed at once; so, the Warden might spend one a 2nd level slot to use their Second Wind, a 1st level slot to Dash as a bonus action, and another 1st level slot to have the Dash ability last for 10 minutes instead of one.

Animal Aspects: At 15th level, the Warden gains the ability to spend 3rd level spell slots on additional animal aspects.

-Resistance to one sort of damage; fire, electricity, piercing, bludgeoning, poison, etc. Only one may be selected for each 3rd level slot.

-A flying speed equal to one of the Warden’s natural movement speeds.

-Expertise in Athletics, Acrobatics, and Stealth Checks, even if they are not proficient in those skills. The Warden has advantage on any of these checks, and any roll of less than 10 is considered 10.

-Natural weapons (most often teeth or claws) that inflict 1d8+strength damage. These weapons are considered magical for the purposes of overcoming resistance and immunity to magical weapons. These may be used for two-weapon combat.

-Use the fighter’s Action Surge ability. This does not consume the Warden’s usual use of Action Surge, and also does not require a bonus action.*

-Enact Freedom of Movement on the Warden (though subject to the Animal Aspects duration, not that of the spell).

Supreme Aspects: At 18th level, the Warden begins to make alterations to their body with longer durations. As a 10-minute ritual each day, they may sacrifice two slots of a given spell level to make one non-instant animal aspect last until the end of their next long rest. They may spend no more than their proficiency bonus in spell levels in this way (so, they may spend 2 3rd level slots to be able to fly for the day, or have resistance to fire, or the may spend 2 2nd level slots to allow them a day of swimming speeds, and 2 1st level slots to allow a full day of Dashing as a bonus action), and spell slots so invested cannot be regained until after their next long rest.

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