Warder the young half orc stands protectively in front of his little sister, she is hunched into a ball huddled on the ground. A Winter Wolf stands a mere 3 paces away, teethed bared it lunges at the half-orc child. A flash of bright orange light emanates out from the boy’s hand, the light forms an expanding ring around the two children the wolf is sent flying back. A mother clutches her baby to her chest as part of the inns burning roof falls to the floor a few feet away, the intense flames of the fire singe the hem of her dress. The baby starts to cry, the mother hugs her child tighter. The men who search through the burnt ruin that once was an inn find the charred remain of a woman the baby held in her arms untouched by heat, smoke or falling beams. Jerad Swiftiron had been in command of the 3rd platoon of the king’s army for nearly 20 years, he runs now with friends and comrades at his side straight at the walls of the necromancer’s castle. A Catapult launched a scattering of rocks at the charging men. The men don’t falter in their charge trusting fully in their commander, Jerad raised his shield. Waves of force rolled out from him turning the rocks aside before they could mow down his men . Tireless Guardians Warders are often trained martial fighters, skilled with all weapons and armour. They can be found leading platoons into battle or guarding friends back during their travels, they draw upon an internal reserve of energy to create powerful wards. A lone Warder is one best avoided, should they ever lose whomever they value a Warder will revenge them at any cost. Willing Sacrifice A Warder Fights not for him or herself but for those that they care for. Putting themselves in harm’s way again and again if it means they can keep their friends and family safe. Creating a Warder The first thing you should consider when you create a Warder is for whom you shall risk your life, to what other character do you have a connection. If you do not know the other players, you can play as a Warder who has recently lost his friends or as a Warder who has yet to discover his powers (best discussed with your DM). Remember you are not necessarily a bodyguard, its okay to let your friend get punched up a bit at your local tavern if they are looking for a fight. Warders are not out to save the world and thus can have any alignment. Whilst perfectly willing to take an arrow for a friend a Warder does not have to try to prevent every scratch or bruise. Quick build You can make a Warder quickly by following these suggestions. First Strength should be your highest ability score followed by Intelligence and Constitution. Second chose the soldier background. Class Features As a Warder you gain the following class features. Hit Points Hit Dice: 1d10 per Warder level.

1d10 per Warder 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 Warder level after 1st. Proficiencies Armor: All Armor, Shields.

All Armor, Shields. Weapons: Simple weapons, Martial weapons.

Simple weapons, Martial weapons. Tools: None.

None. Saving Throws: Constitution, Intelligence.

Constitution, Intelligence. Skills: Choose two from Athletics, Medicine, Investigation and Survival. Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) Martial weapon and a shield or (b) Two martial weapons.

(a) Leather Armor and a short bow with a quiver of 20 arrows or (b) Chain mail and a hand axe.

(a) a dungeoneer’s pack or (b) an explorer's pack. 1

The Warder Level Proficiency Bonus Features Wards Known Mlezi points 1st +2 Mlezi Wards, Warded Camp 1 2 2nd +2 Half Link, Fighting Style 2 4 3rd +2 Permanent Ward 3 6 4th +2 Ability Score Improvement, 3 8 5th +3 Extra Attack 4 10 6th +3 5 12 7th +3 Permanent Ward 5 14 8th +3 Ability Score Improvement 5 16 9th +4 Desperate Dash 6 18 10th +4 Loyalty 6 20 11th +4 7 22 12th +4 Ability Score Improvement 7 24 13th +5 Full Link 8 26 14th +5 Safeguard 8 28 15th +5 Desperate Dash 2nd use 9 30 16th +5 Ability Score Improvement 9 32 17th +6 Permanent Ward 10 34 18th +6 Retribution Link 11 36 19th +6 Ability Score Improvement 12 38 20th +6 Ever Ready 13 44 Wards Mlezi Wards Your intense training allows you to harness the mystic energy of Mlezi to create wards to aid your allies. Your access to this energy is represented by a number of Mlezi points. Your Warder level determines the number of points you have, as shown in the Mlezi Points column of the Warder table. You can spend these points to create Mlezi Wards. The number of wards you know how to create is shown in the Wards column of the Warder table. When you gain a level in this class, you can replace one known Ward with another of a level you can learn. Some Mlezi wards require you to maintain concentration on them (as if you were concentrating on a spell), although you do not need to make concentration checks as a result of taking damage while concentrating on a Mlezi Ward. You use your Intelligence modifier when determining the saving throw DC for your Wards and when making an attack roll with one. Ward save DC = 8 + your proficiency bonus + your intelligence modifier. Ward Attack modifier = your proficiency bonus + your intelligence modifier. Mlezi Wards affect a number of creatures of your choice equal to your Intelligence modifier + your proficiency bonus within range of the Ward. Your Wards have no effect on constructs and undead. You regain any spent Mlezi pints when you complete a long rest. Warded camp Warders can set up safe area to allow for undisturbed rest for their allies. You know the leomund’s tiny hut spell, but can only cast it as a ritual. Once you cast the spell in this way, you can’t do so again until you finish a long rest. 2

Fighting Style You adopt a Particular style of fighting as your specialty. At 2nd level choose a fighting style from the list of optional features. You can't take the same Fighting Style option more than once, even if you get to choose again. Defence While you are wearing Armor, you gain a +1 bonus to AC. Duelling When you are wielding a melee weapon in one hand and no other Weapons, you gain a +2 bonus to damage rolls with that weapon. 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. Tunnel Fighter You excel at defending narrow passages, doorways, and other tight spaces. As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach. Link Mlezi Link Mlezi links are magical bonds formed between you and your close allies. Beginning at 2nd level when an ally that you can see within 45 feet of you takes damage, you can use your reaction and expend 1 Mlezi Point to grant them resistance to the incoming damage. When you do so, you take the same amount of damage, which cannot be reduced. Beginning at 13th level when an ally that you can see within 90 feet of you takes damage, you can use your reaction and expend 2 Mlezi Point to grant them immunity to the incoming damage. When you do so, you take the damage from the attack instead, which cannot be reduced. Beginning at 18th level you’ve discovered how to temporarily link to your enemies. When you or an ally within 30 feet of you takes damage, you can you can use your reaction and expend 5 Mlezi Point to grant the target resistance to the incoming damage and force the attacker to take the same amount of damage, which cannot be reduced. If the damage taken from half or full link reduces you to 0 hp your ally gains a number of temporary hit points equal to two times your Warder level, these Temporary hit points are gained before the damage of the triggering attack effects your ally. Permanent Wards The continued use of wards over time slowly alters your body and magic. At 3rd Level you gain one of the following features of your choice Improved Aura. When you create a Ward that requires concentration, the Ward’s radius increases by 10 feet.

When you create a Ward that requires concentration, the Ward’s radius increases by 10 feet. Unyielding. Your hit point maximum increases by 3 and again by 1 each time you gain a level in this class.

Your hit point maximum increases by 3 and again by 1 each time you gain a level in this class. Energetic. You gain 2 extra maximum Mlezi points. At 7th level You gain one of the following features of your choice Continuity. When you or an ally gains temporary hit points from one of your Wards they also heal for 1d6 hit points.

When you or an ally gains temporary hit points from one of your Wards they also heal for 1d6 hit points. Fast Thinking. When you use your reaction to link with an ally, you may use link a second time before the start of your next turn.

When you use your reaction to link with an ally, you may use link a second time before the start of your next turn. Regeneration. As an action you may spend one of your hit dice to regain hit points equal to the roll plus your Constitution modifier. At 17th level you gain one of the following features of your choice Healing Rush. Your Desperate Dash feature restores 5 hit points to the fallen ally you teleport to.

Your Desperate Dash feature restores 5 hit points to the fallen ally you teleport to. Blurred Link. After using your Link feature on an ally, the next melee attack against them has disadvantage.

After using your Link feature on an ally, the next melee attack against them has disadvantage. Offensive Ward. When effected by a passive Ward you may deal an extra 1d8 force damage when you hit a creature with a melee attack. You may only do this once per turn. Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. 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. Desperate Dash Beginning at 9th level, you learn to push beyond your normal limits to aid your allies. When an ally that you can see within 60 feet of you drops to 0 hit points, you can use your reaction to teleport to an unoccupied space within 5 feet of them. Until the start of your next turn, the target is immune to damage while it is within 5 feet of you. If the target is not dead at the start of your next turn, you gain a number of Mlezi Points equal to your Intelligence modifier, up to your Mlezi Point maximum. Once you use this feature, you cannot use it again until you finish a long rest. At 15th level, you can use this feature twice between rests. 3

Loyalty Loyalty Starting at 10th level, your loyalty to your allies becomes unmatched. If you are forced to attack one of your allies by a spell or other magical effect, you can expend 2 Mlezi Points as a reaction to immediately end the effect. Safeguard Beginning at 14th level, you forbid death from taking your allies. When an ally is reduced to 0 hit points while affected by one of your Mlezi Wards, you can use your reaction to expend up to 4 Mlezi Points to stabilize them, and the target becomes cocooned in a web of force. The cocoon has an AC equal to 8 + the number of Mlezi Points expended and hp equal to 10 x the number of Mlezi Points expended. The cocoon dissolves when the target regains any hit points or if you end the effect (no action required).. Ever Ready Even bone tired you find it in yourself to keep going. beginning at 20th level if you roll initiative and have 0 Mlezi points you gain 6 Mlezi points. Mlezi Wards Iron Guard Casting time: bonus action

bonus action Cost: 1 Mlezi point per started minute, Concentration.

1 Mlezi point per started minute, Concentration. Range: 15ft radius circle centred on you. Allies within range become coated in scales made of force they receive a +2 to their AC. Maximum 18 Titanium Skin Casting time: bonus action

bonus action Cost: 1 Mlezi point per started minute, Concentration.

1 Mlezi point per started minute, Concentration. Range: 15ft radius circle centred on you. Allies within range are wrapped in tendrils of force they receive 3 less damage from non-magical slashing, piercing or bludgeoning damage. Elemental Copper Casting time: bonus action

bonus action Cost: 2 Mlezi point per started minute, Concentration.

2 Mlezi point per started minute, Concentration. Range: 15ft radius circle centred on you. You may choose a damage type that is not Slashing, piercing, bludgeoning or psychic damage, your own magic fills the air suppressing the chosen type. you grant allies resistance to the damage type you have chosen. This resistance does not stack with other resistances. Magnesium Ring Casting time: 1 Action

1 Action Cost: 1 Mlezi point

1 Mlezi point Range: 15ft radius circle centred on you or an ally within 45 ft. A wave of force erupts from you or an ally you can see within range, all creatures large or smaller of your choice must make strength saving throw vs your save DC, being pushed back 15 ft and taking 1d4 force damage on a failed save or being pushed back 5 ft on a successful one. Tin Vigour Casting time: bonus action

bonus action Cost: 1 Mlezi point + 1 point per ally affected.

1 Mlezi point + 1 point per ally affected. Range: 15ft radius circle centred on you. Soothing energy emanate of you, choose a number of allies within range, they gain a number of temporary hit points equal to 1d4 plus your Intelligence modifier. Lead Stance

Casting time: bonus action

bonus action Cost: 1 Mlezi point per started minute, Concentration.

1 Mlezi point per started minute, Concentration. Range: 15ft radius surface centred on you. Allies within range are latched to the surface they are on by chains of force, they cannot be knocked prone or moved against their will unless the surface they are standing on moves. this ward can be used to cling to cliffs or other vertical surfaces. Cobalt Dome

Casting time: 1 action

1 action Cost: 1 Mlezi point

1 Mlezi point Range:10 ft dome centred on you. A dome of energy forms around you the dome has an AC of 5 and (5 times your Intelligence modifier) hit points minimum of 5, creatures or projectiles cannot enter the dome, but are free to leave it. The dome lasts until the end of your next turn or destroyed. Zinc Glare

Casting time: action

action Cost: 2 Mlezi point per started minute, Concentration.

2 Mlezi point per started minute, Concentration. Range: 10ft radius circle centred on you. Allies within range emit a slight glare. Ranged attacks have disadvantage against anyone affected by this ward. Elemental Bronze Prerequisite: 6th Level

Casting time: bonus action

bonus action Cost: 2 Mlezi point per started minute, Concentration.

2 Mlezi point per started minute, Concentration. Range: 20ft radius circle centred on you. You may choose two damage types that are not Slashing, piercing, bludgeoning or psychic damage, your own magic fills the air suppressing the chosen types. you grant allies resistance to those damage types you have chosen. These resistances do not stack with other resistances. 4

Steel Guard Prerequisite: 6th Level

Casting time: bonus action

bonus action Cost: 2 Mlezi point per started minute, Concentration.

2 Mlezi point per started minute, Concentration. Range: 20ft radius circle centred on you. Allies within range become coated in scales made of force they receive a +3 to their AC. Maximum 20 Goloid Barrier Prerequisite: 6th Level

Casting time: action

action Cost: 1 Mlezi point per object (10ftx10ft)

1 Mlezi point per object (10ftx10ft) Range: touch. You can touch a door or window and grant them magical strength as long as they are smaller than 10ftx10ft. you imbue the object with a magical strength. Increasing the AC of the object by 5 the hit points by 25 and any DC to break the object gains 10 to the difficulty. You can imbue as many objects as you have Mlezi points for, the reinforcement lasts 8 hours. Mercury lash Prerequisite: 6th Level

Casting time: action

action Cost: 2 Mlezi points + 1 per enemy effected

2 Mlezi points + 1 per enemy effected Range: 20ft radius circle centred on you. Choose a number of creatures within range, each creature must make a wisdom saving throw against your save DC, on a failed save silvery chains shoot out from you and bind them. They can no longer move further away from you; the chains last until the end of your next turn or until you are reduced to 0 hp. During the time the chains are active you cannot move further than 20 ft from an effected creature or the effect ends on that creature. Duralumin Breath Prerequisite: 6th Level

Casting time: bonus action

bonus action Cost: 2 Mlezi point per started minute, Concentration.

2 Mlezi point per started minute, Concentration. Range: 20ft radius circle centred on you. You create a purified area around you, allies within range are immune to the effects of poisonous gasses however anyone already effected by posion remains effected. If used underwater this ward creates breathable air for up to 5 medium creatures including yourself. Solder Slow Prerequisite: 6th Level

Casting time: bonus action

bonus action Cost: 2 Mlezi point per started minute, Concentration.

2 Mlezi point per started minute, Concentration. Range: 25ft radius circle centred on you. The area around you becomes sticky with force goop, becoming difficult terrain. You and any number of creatures you choose are immune to this effect. Creatures affect by the goop may not use the dash action. You may only move up to 10ft when this ward is active. Elektron shock Prerequisite: 6th Level

Casting time: bonus action

bonus action Cost: 2 Mlezi points

2 Mlezi points Range: 15ft radius circle centred on you. Allies within range are shrouded in electrical energy, the energy lasts until the start of your next turn. The first time they are struck by a melee attack the shroud explodes dealing 2d8+ your Intelligence modifier in electrical damage to the attacker. Zamak Shift Prerequisite: 6th Level

Casting time: 1 action

1 action Cost: 4 Mlezi points

4 Mlezi points Range: 100ft You and a number of allies up or equal to your Intelligence modifier (minimum of 1) within 10ft of you teleport up to 500ft to a point you can see. Vigour’s Pewter Prerequisite: 6th Level

Casting time: bonus action

bonus action Cost: 2 Mlezi points + 1 point per ally in range

2 Mlezi points + 1 point per ally in range Range: 20ft radius circle centred on you. Soothing energy emanates off you, choose a number of allies within range, they gain a number of temporary hit points equal to 2d4 plus your Intelligence modifier. Megallium Dome Prerequisite: 6th Level

Casting time: action

action Cost: 2 Mlezi points

2 Mlezi points Range: 15ft dome centred on you. A dome of energy forms around you the dome has an AC of 5 and (10 times your Intelligence modifier) hit points minimum of 10, creatures or projectiles cannot enter the dome, but are free to leave it. The dome lasts until the end of your next turn or destroyed 5