Warden "Good... Evil... Law... Chaos... I take no sides... I am the lawbringer of my own moral code... I am the chaos unleashed upon my enemies... I do what I percieve as good... I rid of what I percieve as evil. There is no clear path, all choices are unclear. The gods look down on me as I deny my destiny, and choose to traverse own path. I am a warden, bound to serve nothing but what I choose, the steel at my side is my companion, and with it I shall wander lost with no purpose, but to walk along my own fate that I forge. Unknown Fates Wardens, some sworn to serve kings, lands and civilizations, while others are sworn to nothing. The warden only knows of the steel armor that is bound to their flesh. Combat experts, masters of their craft in stance, technique, and composure. A warden is equipped with the strength and speed of the finest warriors, all while having an unbreakable willpower to carry on in battle. To see a warden break or become overwhelmed by an opponent in battle is very rare, if even possible. Weapon Masters The longsword, flail, and maul make up only some of the versatile weapons wardens master. In combat, those who make it within range to attack are lucky to have gotten that close, as the warden is adept at keeping enemies away while being able to be offensive and deliver crushing blows. Wardens are feared duelist with a well enough reason behind the fear...

The Warden Level Proficiency Bonus Features 1st +2 Verstatile Reach 2nd +2 Unflinching Courage 3rd +2 Stance Mastery 4th +2 Ability Score Improvement 5th +3 Unbreakable Determination, Swift Strikes 6th +3 Stance Mastery Feature 7th +3 Intimidating Insight 8th +3 Ability Score Improvement 9th +4 Last Stand 10th +4 Stance Mastery Feature 11th +4 Patient Strike 12th +4 Ability Score Improvement 13th +5 Royal Courtesy 14th +5 Stance Mastery Feature 15th +5 16th +5 Defensive Weaponry, Ability Score Improvement 17th +6 18th +6 Stance Mastery Feature 19th +6 Ability Score Improvement 20th +6 Wardens Vigil Creating a Warden As you are creating a warden, figure out what values and traditions your character holds. Are they noble to their word? Are they bound by laws of the land or laws of a higher power that they choose to follow. Wardens are similar to that of the paladin, though they tend to be less attatched to spiritual connections and more focused on realism. Wardens think and make choices on what they want to believe or follow, and situations that call for that moral code to change do not have a rebounding effect to them like that of following a strict code that is bound to the follower by divine powers. Quick Build You can make a warden quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Strength or Wisdom. Second, choose the Folk Hero 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 + your Constitution modifier per warden level after 1st Proficiencies Armor: Medium Armor, Heavy Armor

Medium Armor, Heavy Armor Weapons: Flail, Greataxe, Greatsword, Longsword, Maul

Flail, Greataxe, Greatsword, Longsword, Maul Tools: None

None Saving Throws: Constitution, Wisdom

Constitution, Wisdom Skills: Choose two from Athletics, History, Insight, Intimidation, Nature, Perception, Religion Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) Scale Mail or (b) Chain Mail

(a) Any Martial Weapon or (b) A Longsword and 1 potion of healing

(a) A Dungeoneer's Pack or (b) an Explorer's pack

Versatile Reach Starting at 1st level, you have a 10ft attack range with weapons you are proficient with that are two handed or versatile. This only affects your attack action and not attack of opportunity strikes. Unflinching Courage Starting at 2nd level, you have the ability to maintain a steady and strong heartbeat even in the face of death. You gain advantage on saving throws you make against being frightened and charmed as long as you have dealt or taken damage within the last minute. Stance Mastery Starting at 3rd level, you have gained enough combat experience to master a specific combat stance of your choice. Choose from Aggressive stance, or Duelist Stance, which are detailed at the end of the class description. Your choice gains additional features at 6th, 10th, 14th, and 18th 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. Unbreakable Determination Beginning at 5th level, your courage and sheer willpower have the capability to persevere and fight back death. When your hit points drop below half of your maximum hp, you gain temporary hitpoints instantly equal to 3x your constitution modifier + your warden level. A short rest must be completed to regain this feature after it has been used. Swift Strikes Starting at 5th level, If you have advantage on a melee weapon attack against a target on your turn, you may forgo that advantage and instead make an additional melee weapon attack against the target as a bonus action. Intimidating Insight Beginning at 7th level, your knightly presence allows you to easily uncover the true intentions of a creature, granting you proficiency in insight. If you are already proficient in the skill, you gain expertise instead. Last Stand Starting at 9th level, when you reach 0hitpoints without dying outright, you may use your reaction to endure, granting you a full turn with a speed of 10ft for the duration. This turn must be taken immediatly upon reaching 0hp, in which you fall unconcious after. You may use this feature once before needing to finish a short or long rest to regain its use. Patient Stike Starting at 11th level, you can use your action to observe and prepare a percise strike, granting you advantage on the first melee weapon attack you make next round. If you use another action, attack, or take damage before the start of your next turn, you lose this bonus. Royal Courtesy Starting at 13th level, your valor and fighting skills have become well known, you gain advantage on Charisma based checks when interacting with Nobles, and the Upper Class (determined by the DM). Defensive Weaponry Starting at 16th level, you gain +1 AC while wearing heavy armor and wieding a two-handed or versatile weapon that you are proficient with. Wardens Vigil Beginning at 20th level, you gain the benefits of a short rest after any combat encounter is finished.