The Warder

A Martial Archetype for Fighters

Inspired by The Wheel of Time by Robert Jordan

Warder Bond

Starting at 3rd level, you become magically bonded to another person (bond holder). Both you and your bond holder can sense each other’s general location (provided you are on the same plane of existence), physical well-being and basic emotional state.

Should your bond holder die, you are filled with a desire for fatalistic vengeance. You must make a Charisma saving throw (DC 10 + half the level of your bond holder). On a success, you keep a grip on your tattered emotional state. On a failure, you completely lose the will to live and will do anything, even die, attempting to avenge your bond holder. In either event, the benefits of your Warder Bond fade after 30 days if you do not acquire a new bond holder.

As a bonded Warder, you gain several benefits. You can call upon a greater well of stamina, to keep going when others would fall. Whenever you would gain a point of exhaustion, you can make a DC10 Constitution saving throw to avoid becoming exhausted. Whenever you do so, the DC to avoid exhaustion increases by 5 until you finish a long rest, at which point it resets to DC10.

You also heal more quickly than other individuals. Whenever you are subjected to an effect that restores hit points, you heal an additional amount equal to your Constitution modifier (minimum 1). If you are ever healed by your bond holder, treat the amount healed as the maximum possible amount.

This bond deepens as you gain levels in this class, becoming stronger at 7th, 10th and 15th level.

Blademaster

In your study of the sword, you have learned various sword forms that you weave together in a dance of death. Sword forms traditionally require you to be holding a longsword with two hands, however your DM may allow you to use another versatile melee weapon.

At 3rd level, you learn two sword forms of your choice, which are detailed under “Sword Forms” below. You learn an additional sword form of your choice when you reach 7th, 10th and 15th level. Each time you gain a level in this class, you can also replace one sword form you know with a different one. A level prerequisite in a sword form refers to fighter level, not character level.

Forms. A Warder cannot use the same sword form consecutively. For example, a level 5 Warder could not use Lizard in the Thornbush, Action Surge and perform Lizard in the Thornbush again. They could however use Lizard in the Thornbush, Action Surge and then The River Undercuts the Bank followed by Kissing the Adder.

Stances. Some forms are ways of preparing and holding the body, referred to as stances. A Warder can adopt a stance with a bonus action and will remain within the stance until they adopt a new one, or use a sword form.

Saving Throws. Some forms require creatures to make a saving throw to avoid effects. The DC = 8 + your Strength modifier + your proficiency modifier.

Warder Bond (Strength of Mind)

At 7th level, your bond increases your mental fortitude, granting you proficiency in Wisdom saving throws. If you already have this proficiency, you gain proficiency in Intelligence or Charisma saving throws (your choice).

Death is Lighter than a Feather

Also at 7th level, you are better able to defend your bond holder. If your bond holder is targeted by an attack or magical effect, you can use your reaction to move up to half your speed towards the source or your bond holder. If this movement puts you between the source and your bond holder, that attack or effect targets you instead. As a part of the same reaction, you may make an opportunity attack against the source if you are within 5ft of it at the end of your movement.

Warder Bond (Sense Evil)

At 10th level, your bond has augmented your senses, allowing you to detect the presence of evil creatures. Should a non-humanoid evil creature come within a mile of you, you immediately know the general direction and distance. The ability to detect evil creatures is more precise the closer the evil creature is to you.

Warder Bond (Resist Injury)

At 15th level, your bond has strengthened your body and mind to the extent that blows that would kill another only harm you. You gain resistance to bludgeoning, piercing and slashing attacks from non-magical weapons. You also gain resistance to psychic damage.

Duty Heavier than a Mountain

Starting at 18th level, your ability to defend your bond holder is unparalleled. As a bonus action, you designate an area in a 30ft cube that contains your bond holder. While both you and your bond holder are within the designated area, you gain a special reaction that you can take once on every creature's turn. Any time a hostile creature enters or moves 5ft or more within the designated area, you can use that reaction to move to within 5ft of it and make an opportunity attack. You can't use this on the same turn that you take your normal reaction. Once you have created an area, you can't do so again until you finish a short or long rest.