The Warden 1.1 Level Proficiency Bonus Features 1st 2nd 3rd 4th 5th 1st +2 Lost Art, Protect Mind — — — — — 2nd +2 Fighting Style, Weapon Bond, Spellcasting, Aegis 2 — — — — 3rd +2 Lost Art feature 3 — — — — 4th +2 Ability Score Improvement 3 — — — — 5th +3 Extra Attack 4 2 — — — 6th +3 Source of Magic 4 2 — — — 7th +3 Lost Art Feature 4 3 — — — 8th +3 Ability Score Improvement 4 3 — — — 9th +4 — 4 3 2 — — 10th +4 Disciplined Mind 4 3 2 — — 11th +4 Lost Art Feature 4 3 3 — — 12th +4 Ability Score Improvement 4 3 3 — — 13th +5 — 4 3 3 1 — 14th +5 Superior Focus 4 3 3 1 — 15th +5 Intelligent Maneuvers 4 3 3 2 — 16th +5 Ability Score Improvement 4 3 3 2 — 17th +6 — 4 3 3 3 1 18th +6 Lost Art Feature 4 3 3 3 1 19th +6 Ability Score Improvement 4 3 3 3 2 20th +6 Perfect Mind 4 3 3 3 2 Warden The Brigands enter a lost temple aim to plunder the treasure and secrets it may hold. They encounter trap after trap as they enter the sanctum, slowly wearing them down. They finally run into a lone warden, meditating and guarding the door to the treasury. The figure stands up, and turns around and readies its weapon. They try to bring him down but the figure's unusual magical power stops them from advancing, slaying them all in the process A Secret to Keep Most wardens are product of those who have learned an ancient secret of fighting that had to be locked away for the good of the world. They feverently defend their secret and spend most of their lives trying to keep it safe, so they discipline their mind and body to accomplish this. Pilgrimage and Duties The adventuring life does not always suit the wardens, but there always comes a time where one must explore the outside world weather it be a coming of age, or to deal with issues that cannot be resolved by staying the temple. Some wardens prefer to strike the enemy before the even find out where there sanctuary exists or to influence powerful figures to look the other way. Creating a Warden As you create a Warden, think very heavily about your origin and how you have come to hold your powerful secret. Did you learn through a mentor, or did you stumble upon an old tome? You must also think about your attitude towards your secret, do wish to teach others about what you have learned or make sure no one ever finds out? While a warden usually works alone and are usually found in long forgotten temples, many wardens know having allies give you strength. You know that no one can stay in one place forever and sometimes you must leave your sanctuary to proactively defeat those who have nefarious purposes if they ever learn your craft.

Quick Build You can make a Warden quickly following these suggestions. First make Strength or Dexterity your highest ability score, depending if you want to focus melee weapons, or ranged and finesse weapons. Make Intelligence your next highest ability score if you want to focus on spells and your Warden ability. Choose Constitution if you want to focus on being in the front line. Then select the Sage or Outlander 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: All armor, shields

All armor, shields Weapons: Simple weapons, martial weapons

Simple weapons, martial weapons Tools: None Saving Throws: Intelligence, Wisdom

Intelligence, Wisdom Skills: Choose two from Investigation, Arcana, Athletics, History, Survival, and Acrobatics Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a martial weapon and a shield or (b) two martial weapons

(a) five javelins or (b) any simple melee weapon

Chain mail and (a) dungeoneer's pack or (b) a scholar's pack Alternatively, you could begin with starting wealth of 4d4 x 10 gp and purchase starting items of your choice.

Lost Art Your years of practice finally has come to a head. The lost art you trained to perfection has finally showed results. Now you must chose the lost art you specialized in, such as the Art of Reflection. Your choice gains more features at 1st level and again at level 3rd, 7th, 10th, 18th level. Protect Mind There are many out in the world that seek the knowledge you have and you have trained intently to stop them from knowing your secret. Whenever someone tries to read your base thoughts as with the detect thoughts spell, it automatically fails. Additionally, you have advantage on saving throws made to read deeper into your thoughts. Fighting Style At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again. Defense While you are wearing armor, you gain a +1 bonus to AC. Dueling 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 Great Weapon Fighting When you roll a 1 or 2 on a damage die for an Attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the Two-Handed or Versatile property for you to gain this benefit. 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. Weapon Bond At 2nd level, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond. Once you have bonded a weapon to yourself, you can’t be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand. If you attempt to bond with a second weapon, you must break the bond with the other one. Spellcasting As a student of Arcane Magic, you have a Spellbook containing Spells that show the first glimmerings of your true power. Spellbook At 2nd level, you have a Spellbook containing four 1st-level warden Spells of your choice. Your Spellbook is the repository of the warden Spells you know.

Your Spellbook The Spells that you add to your Spellbook as you gain levels reflect the arcane research you conduct on your own, as well as intellectual breakthroughs you have had about the nature of the multiverse. You might find other Spells during your adventures. You could discover a spell recorded on a scroll in an evil wizard’s chest, for example, or in a dusty tome in an ancient Library. Learning New Spells. Whenever you gain a level as a Arcane Warrior you may choose a spell from the warden spell list and add that to your spell book. This spell must be for a level which you can cast. Copying a Spell into the Book. When you find a warden spell of 1st level or higher, you can add it to your Spellbook if it is of a Spell Level you can prepare and if you can spare the time/cost to decipher and copy it. For each level of the spell, the process takes 2 hours and costs 50 gp. Once you have spent this time and money, you can prepare the spell just like your other Spells. Replacing the Book. You can copy a spell from your own Spellbook into another book—for example, if you want to make a backup copy of your Spellbook. This is just like copying a new spell into your Spellbook, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level of the copied spell. If you lose your Spellbook, you can use the same procedure to transcribe the Spells that you have prepared into a new Spellbook. Filling out the remainder of your Spellbook requires you to find new Spells to do so, as normal. For this reason, many wardens and wizards keep backup spellbooks in a safe place. The Book’s Appearance. Your Spellbook is a unique compilation of Spells, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that you received as a gift from your master, a finely bound gilt-edged tome you found in an ancient Library, or even a loose collection of notes scrounged together after you lost your previous Spellbook in a mishap. Preparing and Casting Spells The Warden table shows how many Spell Slots you have to cast your Spells of 1st level and higher. To cast one of these Spells, you must expend a slot of the spell's level or higher. You regain all expended Spell Slots when you finish a Long Rest. You prepare the list of warden Spells that are available for you to cast. To do so, choose a number of warden Spells from your Spellbook equal to your Intelligence modifier + half your warden level rounded down (minimum of one spell). The Spells must be of a level for which you have Spell Slots. For example, if you're a 5th-level warden, you have four 1st-level and two 2nd-level Spell Slots. With an Intelligence of 16, your list of prepared Spells can include five Spells of 1st or 2nd level, in any combination, chosen from your Spellbook. If you prepare the 1st-level spell Magic Missile, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared Spells. You can change your list of prepared Spells when you finish a Long Rest. Preparing a new list of warden Spells requires time spent studying your Spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per Spell Level for each spell on your list. Spellcasting Ability Intelligence is your spellcasting ability for your warden Spells, since you learn your Spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when Setting the saving throw DC for a warden spell you cast and when Making an Attack roll with one. Spell save DC = 8 + your proficiency bonus + your Intelligence modifier Spell Attack modifier = your proficiency bonus + your Intelligence modifier Spellcasting Focus You can use your bonded weapon from your weapon bond feature as your arcane focus. Learning Spells of 1st Level and Higher Each time you gain a warden level, you can add one warden Spell of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Warden table. On your adventures, you might find other Spells that you can add to your Spellbook (see “Your Spellbook”). Aegis At 2nd level, your magic surrounds you and coats you. Whenever you roll initiative, you gain temporary health equal to your warden 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. Extra Attack Beginning at 5th level, you can Attack twice, instead of once, whenever you take the Attack action on Your Turn.

Source of Magic Starting at 6th level, you have the ability to detect the spellcasting ability for. As an action, your eyes flash with obvious magical energy as your senses wake to the mystical energies of the multiverse. Until the end of your next turn, you know if each creature you can see within 60 feet of you has the Spellcasting or Innate Spellcasting feature or trait. Additionally, you learn the source of their magic, whether it be arcane, divine, or pact magic. You can use this feature a number of times equal to 1 + your intelligence modifier. When you finish a long rest, you regain all expended uses Disciplined Mind Starting at 10th level, your mind does lose focus of your goal. You become resistant to psychic damage and you cannot be charmed. Quick Focus At 14th level, you make the most of moments of rest and always prepared for battle. After you roll initiative, the next time you roll, you may roll with advantage. Intelligent Maneuvers Starting at 15th level, you understand that sometimes not just using your raw strength or agility will be the solution to all your obstacles. Whenever you make a Strength(athletics) or Dexterity(acrobatics) check, you may use your intelligence modifier instead of strength or dexterity. Perfect Mind Starting at 20th level, it becomes impossible to read your mind and find your current position, your secret will remain with you to your grave. You are constantly under the effects of the spell Mind Blank. Lost Arts Not everyone can become a Warden, to keep a lost art secret and protect it involves having a lost art in the first place. To learn these arts involve a fair bit of trust from your trainer or source. The lost arts you learn serve as right a of initiation to serve and protect the secret from the common man. Art of Reflection The Art of Reflection was born through a brotherhood that originated from those who wanted to study the nature of all types of species in order to become closer with them, understand them. Over time these skills were closed off the public eye because no one could tell the difference between one another. Reflect Attack Starting at 1st level, you learn to mimic creatures and reflect their exact movements. Whenever you take damage by a melee attack made by a creature large or smaller, you may use your reaction to reflect the attack(you still take the damage as normal). You roll with your enemy's attack and damage modifier. If you need to cast a spell as part of the action you wish to reflect, you must be able to expend the appropriate spell slot to do so. Otherwise the attack fails. You must finish a short or long rest to use this feature again. Starting at 17th level, you can use it twice before a rest. Reflective Twitches Starting at 3rd level, you are able to analyze and copy your opponent's movements clearly and instantly. Whenever you are adjacent to an enemy, and no other allies are adjacent to that enemy, you gain +1 bonus to AC. Forceful Reflections Additionally starting at 3rd level, your reflection gains a magical infusion. The damage you may choose the damage you deal from your reflect attack feature to deal force damage instead. Deflect Magic Starting at 7th level you gain the ability to deflect magic, stopping it in its tracks. You can cast counterspell as a reaction without using a spell slot. Once you use this feature, you can’t use it again until you finish a long rest. Reflect Monsterous Attack Starting at 11th level, Your reflection ability improves to new heights. When you use you Reflect Attack feature you can also reflect melee Attack from creatures huge or larger attacks. True Reflection Starting at 18th level, you learn to bring creatures reflection into the real world for aid. As your action, you may choose to summon the reflection of an allied creature. This reflection appears on an unoccupied space within 5 feet next your ally. It appears to be the same as the original, but the reflection has 1 HP. This reflection copies an action the allied creature made in the last round. You may choose the action to copy. If the action was used to cast a spell, you must provide any materials worth over 25gp. After the action is completed, the reflection instantly disappears. Once you use this feature, you must finish a long rest before you can use it again. Art of Bloodletting The Art of Bloodletting was a art born from those who wished to experiment on themselves, pushing the body to the limit. They eventually achieved miraculous results but at a terrible price. It was sealed away knowing that if anyone knew about this art, the world could possible be in grave danger.

Blood to Power Starting at 1st level, you learn the basics of using your blood to gain untold power. Once per round, when you hit a creature with a weapon attack, you may choose to roll a d4, taking the amount rolled as necrotic damage, and adding double the amount as extra necrotic damage to your opponent. The damage you suffer ignores resistances and immunities and bypasses temporary hit points. This die increases to d6 at 7th level, and d8 at 11th level, and d10 at level 18. Resourceful Blood Starting at 3rd level, you learn to use blood of others rather than your own to fuel your power. Whenever a hostile creature falls to 0 hit points, your next use of Blood to Power feature does not damage you. You can use this feature equal to you intelligence modifier(minimum 1). Once you use this feature, you must finish a long rest before you can use it again. Powerful Blood Starting at 7th level, you constant use of blood allows you to understand you body exceptionally well. You gain proficiency in constitution saving throws. Arcane Blood Starting at 11th level, you may use your Blood to Power feature on spells that deal damage. Reconstruction At 18th level, your blood recovers your wounds in an incredible pace. At the start of each of your turns, you regain hit points equal to 5 + your Intelligence modifier if you have no more than half of your hit points left. You don’t gain this benefit if you have 0 hit points.

1st level Shield

Absorb elements

Charm person

Identify

Magic Missile

Detect Magic

Jump

Ray of Sickness

Silent Image

Alarm

Thunderwave

Protective Runes(Witch Bolt) 2nd Level Arcane Lock

Magic Weapon

Whirling Blade(Shatter)

Mirror Image

Scorching Ray

See invisibility

Rune of Resilience (Blindness/Deafness)

Misty Step

Locate Object

Arcane Lock 3rd Level Fireball

Glyph of Warding

Nondetection

Slow

Vampiric Touch

Dispel Magic

Clairvoyance

Force Greatsword (Lightning Bolt)

Force Greatbow(Bestow Curse) 4th Level Fire Shield

Stoneskin

Arcane Eye

Ice Rune(Elemental Bane)

Isolation Blast Wave(Storm Sphere)

Vitriolic Sphere 5th Level Legend Lore

Telekinesis

Scrying

Wall of Force

Cone of Cold

Aegis of Assault(Hold Monster) Protective Runes 1st-level abjuration Casting Time: 1 action

1 action Range: Self

Self Components: V, S , M (Chalk dust, newt incense)

V, S , M (Chalk dust, newt incense) Duration: 1 minute When you cast this spell, you instantly create up to 4 visible runes on spaces within 5 feet of you. Any time this rune is touched, any creature on the same space of the rune must make a Dexterity saving throw. The creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one. After a rune triggers, this spell ends and the runes disappear. At Higher Levels When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Whirling Blade 2nd-level transmutation Casting Time: 1 action

1 action Range: 60 ft.

60 ft. Components: V, S

V, S Duration: Instantaneous As you cast this spell, you hurl a single weapon at your foes, magically striking at all enemies along a line to the extent of the spell's range. You make a normal melee attack, just as if you attacked with the weapon in melee, against each foe in the weapon's path. No matter how many targets your weapon hits or misses, it instantly and unerringly returns to your hand after attempting the last of its attacks. Rune of Resilience 2nd-level abjuration Casting Time: 1 action

1 action Range: Self

Self Components: V, S

V, S Duration: Concentration, up to a minute You imbue your body with a rune that makes you resistance to physical attacks. As you cast this spell, you pick either bludgeoning, slashing, or piercing damage. You become resistant to that damage for the duration of the spell. At Higher Levels When you cast this spell using a spell slot of 4th level or higher you may pick 2 of the options presented above. At 6th level or higher, you may pick all 3 options. Force Greatbow 3rd-level conjuration Casting Time: 1 bonus action

1 bonus action Range: Self

Self Components: V, S

V, S Duration: Concentration, up to minute As you cast this spell, a spectral greatbow that you are automatically proficient with appears in your hand. This bow magically conjures ammunition everytime you are about to fire it. This bow's uses the statistics of the longbow(phb page 148) except the bow weighs 0 lb and does 2d6 force damage instead of 1d8 piercing damage. For the duration, you can use your spellcasting ability instead of Dexterity for the attack and damage rolls At Higher Levels When you cast this spell using a spell slot of 5th level, the damage increases by 2d6. If you cast this spell at 7th level the damage increases by another 2d6. Psychic GreatSword 3rd-level conjuration Casting Time: 1 bonus action

1 bonus action Range: Self

Self Components: V, S

V, S Duration: Concentration, up to minute As you cast this spell, a spectral greatsword that you are automatically proficient with appears in your hand. This greatsword uses the statistics of the greatsword(phb page 148) except the greatsword weighs 0 lb and does 3d6 force damage instead of 2d6 slashing damage. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls. At Higher Levels When you cast this spell using a spell slot of 5th level, the damage increases by 2d6. If you cast this spell at 7th level the damage increases by another 2d6.