The Warden

Fires light the forge of Mithril Hall. Hammering echoes through the hallways. A young dwarf grimaces in pain as he details the final touches on a piece he's worked on for many days. A smile breaches the dwarfs pained face as he garnishes his prize for the first time. Firelight dances off the tower shield as it slams down and crumbles the rock on the floor below. The Dwarf's heart fills with anticipation for soon he will prove worthy of Torm.

Bonds of the Guardian

Each Warden chooses a path of courage and sacrifice. Only the bravest of warriors carry the title of Warden, placing themselves in the front lines of battle to protect their allies. The Warden carries a mighty shield engraved with an elemental runes. The magical properties of these runes allow for the shield to absorb the planer energies around it and its wielder to control them. Lending aid and striking out at their foes with the powers of earth, fire, water, and air.

Creating a Warden

What drives a Warden is his desire to protect those around him. Although they wield magical powers, they are guardians and protectors at heart. The Warden will sit in the front lines and tank for the party. At 2nd level you will gain Rune Binding which allows you to engrave the four elemental runes on your shield.

Quick Build

You can make a Warden quickly by following these suggestions. First Constitution should be your highest ability score, followed by Wisdom. Second choose Soldier as a background.

Class Features

As a Warden, you gain the following class features

Hit Points

Hit Dice: 1d10 per Warden level

1d10 per Warden level Hit Points at 1st Level: 10 + your Constitution modifier

10 + your Constitution modifier Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Warden level after 1st

Proficiencies

Armor: Shields, All armor

Shields, All armor Weapons: Simple, Warhammer, and Shortsword

Simple, Warhammer, and Shortsword Tools: Smith's Tools

Saving Throws: Constitution, Wisdom

Constitution, Wisdom Skills: Choose two from Athletics, History, Insight, Intimidation, Medicine, Persuasion, and Religion.









































Equipment

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

(a) a Simple Weapon, warhammer, or shortsword

(a) Chainmail Armor

(a) Tower Shield (+3 AC)

Shield Master

You use shields not just for protection but also for offense. You gain the following benefits while you are wielding a shield: • If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield. • If you aren’t incapacitated, you can add your shield’s AC bonus to any Dexterity saving throw you make against a spell or other harmful effect that targets only you. • If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.

Lend Aid

At 1st level, once per short rest, if an ally within 5ft is hit by a non-touch attack you can intercept that damage. Prevent all damage with a DEX DC check of 13. On a fail prevent half the damage. DC check goes to 11 at 6th level and 9 at 14th level.

Rune Binding

At 2nd level you gain the knowledge to engrave your shield with four elemental runes. The runes embody elemental powers of earth, fire, wind, and water. Attunement with the runed shield takes 1 hour. After this is complete you gain the ability to absorb incoming damage and redirect it with offensive and defensive spells spending your Imbibe Points.