The Warden Level Proficiency Bonus Features Green Shapes Cantrips Known Spells Known 1st 2nd 3rd 4th 1st +2 Soul Vine, Green Shaping, Spellcasting 2 2 2 1 — — — 2nd +2 Green Tongue 2 2 2 1 — — — 3rd +2 Wild Tradition 3 3 3 2 — — — 4th +2 Ability Score Improvement 3 3 4 3 — — — 5th +3 Extra Attack, Green Shaping (1d10) 3 3 4 3 — — — 6th +3 Tradition Feature 4 3 4 3 — — — 7th +3 Creeping Vine 4 3 5 4 2 — — 8th +3 Ability Score Improvement, Merge with Plants 4 3 6 4 2 — — 9th +4 Tradition Feature 4 3 6 4 2 — — 10th +4 Soul Vine Affinity 4 4 7 4 3 — — 11th +4 Green Shaping (2d6) 4 4 8 4 3 — — 12th +4 Ability Score Improvement 5 4 8 4 3 — — 13th +5 Natural Communion 5 4 9 4 3 2 — 14th +5 Tradition Feature, Nature's Form 5 4 10 4 3 2 — 15th +5 Bastion of Thorns 5 4 10 4 3 2 — 16th +5 Ability Score Improvement 5 4 11 4 3 3 — 17th +6 Tradition Feature 6 4 11 4 3 3 — 18th +6 Greater Soul Vine, Green Shaping (2d8) 6 4 11 4 3 3 — 19th +6 Ability Score Improvement 6 4 12 4 3 3 1 20th +6 Neophyte Constant 4 13 4 3 3 1 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 level Proficiencies Armor: Light armor, medium armor, shields

Weapons: Simple weapons, scimitar, shortsword, whip

Tools: Herbalism kit Saving Throws: Strength, Wisdom

Strength, Wisdom Skills: Choose two from Acrobatics, Athletics, Animal Handling, Insight, Medicine, Nature, Perception, Survival Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a wooden shield or (b) any two simple weapons

(a) a scimitar, (b) a shortsword or (c) a simple weapon

Leather armor, an explorer's pack, and a druidic focus Soul Vine Either through an ancient druidic ritual or through a mad arcanist's experimentations, a semi-sentient, symbiotic plant has been implanted into your body. This plant drains some nutrients and water from your body, and in turn follows your commands, aiding you in battle. This plant responds to your mental commands to the extent that it acts almost as a part of your own body. The vines that snake around your arms and legs can grab and hold any object you would be able to pick up, but, however, can reach up to 10 feet away from you. While you are unconscious, your Soul Vine remains aware of its surroundings but is generally not able to do much without your knowledge besides moving small trinkets and baubles around. As a Warden, you consume twice the normal amount of food and water as a normal creature of your race.

Green Shaping For short bursts, you can cause your Soul Vine to rapidly grow and become better able to aid you during battle. As a bonus action on your turn, you gain the following benefits: You have advantage on Strength checks and Strength saving throws.

You are able to use your Soul Vines as weapons. These act as melee weapons with the reach property that deal bludgeoning damage equal to 1d8 + your Strength modifier. You are proficient in all attacks made with your Soul Vine.

If an effect requires you to be within 5 feet of a creature or object, you only need to be within 10 feet of it. Your Green Shape lasts for 1 minute. It ends early if you are successfully targeted by a Blight spell or Abi-Dalzim's Horrid Wilting. Whenever you are Green Shaping and take fire or necrotic damage, you must immediately make a Concentration check as if casting a spell. The DC for this Concentration check is equal to half the fire or necrotic damage you took or 10, whichever is higher. If you fail this Concentration check, your Green Shaping ends. You cannot Green Shape if your Green Shape was involuntarily ended after your previous turn. Once you have green shaped the number of times shown for your warden level in the Green Shapes column of the Warden table, you must finish a long rest before you can green shape again. Additionally, at 5th level the damage die for your Soul Vine attacks become 1d10. This improves to 2d6 at 11th level and 2d8 at 18th level. Spellcasting Drawing on the innate divine energies of your Soul Vine, you can control the natural world. See chapter 10 of the Player's Handbook for the general rules of spellcasting and the end of this document for the warden spell list. Cantrips At 1st level, you know the Druidcraft cantrip and 1 cantrop of your choice from the warden spell list. You learn additional warden cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warden table. Spell Slots The Warden table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these warden 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. For example, if you know the 1st-level spell entangle and have a 1st-level and a 2nd-level spell slot available, you can cast entangle using either slot. Spells known of 1st level and higher You know two 1st-level spells o f your choice from the warden spell list. The Spells Known column of the Warden table shows when you learn more warden spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the warden spells you know and replace it with another spell from the warden spell list, which also must be of a level for which you have spell slots. Spellcasting Ability Wisdom is your spellcasting ability for your warden spells, since your magic draws on your attunement to the Soul Vine. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom 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 Wisdom modifier Spell attack modifier = your proficiency bonus + your Wisdom modifier Green Tongue At 2nd level, your connection with the Soul Vine allows you to communicate with other plants as well. You may Speak with Plants as per the spell of the same name at will. You cannot use this to create or remove difficult terrain caused by plants.

Wild Tradition At 3rd level, you choose to nurture your Soul Vine as per the ways of one Wild Tradition: the Tradition of the Blood or the Tradition of the Waters. Your choice grants you features at 3rd level and again at 6th, 10th, 14th, and 17th level. Ability Score Increase 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. Creeping Vine At 7th level, your Soul Vine grows large enough to aid your movement even more than before. While Green Shaping, your speed increases by 10 feet. Additionally, you are considered to have a climb speed equal to your movement while Green Shaping. Merge with Plants Starting at 8th level, you can blend into plantlife. As an action, you can attempt to temporarily merge with plantlife nearby. For this to function, you must be adjacent to a tree, mushroom, bush, moss blanket, or other plantlife that is of your size or larger. If you attempt to merge with a sentient plant, they can choose to prevent you from merging with them and become aware of you if they are not already. While merged with a plant, you may move anywhere within the spaces that it occupies so long as you have enough movement to do so. If you attempt to hide while merged with a plant, you gain a +10 bonus to Stealth checks so long as you keep your entire body inside of the plant. If you move only your Soul Vine outside of the plant you are merged with, you only recieve only a +5 bonus to Stealth Checks. If a nonsentient plant that you are merged with would have to make a saving throw, you must also make a saving throw and at disadvantage. If a sentient plant that you are merged with would have to make a saving throw, you must use its result. Soul Vine Affinity At 10th level, you have become even more familiar with the abilities of your Soul Vine. When you attack with it, you may choose to deal bludgeoning, piercing, or slashing damage. Additionally, attacks made with your Soul Vine are now considered magical for the purposes of overcoming damage resistances and immunities. Natural Communion As your Soul Vine grows larger and stronger, your connection with nature deepens further. Beginning at 13th level, once per long rest, you may cast Commune with Nature, Tree Stride, or Transport Via Plants without expending a spell slot. Nature's Form By 14th level, your Soul Vine has become even more incorporated into your being. You have advantage on saving throws against any effect that would change your form involuntarily. Bastion of Thorns At 15th level, you gain the ability to form an impenetrable fortress using your Soul Vine. As an action, you may expend 1 Green Shape usage. When you do so, you plant your feet firmly on the ground and a barrier of thorns appears around you. This barrier can take the form of either a 60 feet long, 10 feet tall, 5 feet thick wall or a dome with an interior radius of 15 feet, an interior height of 15 feet, and a thickness of 5 feet. All creatures that occupy the same space as the barrier when it is summon must immediately make a Dexterity saving throw against your spell save DC. On a failed save, they take 8d8 piercing damage. On a successful save, they take half damage and may move 5 feet away from the wall as they jump out of the way. All creatures that move through the barrier take 2d8 piercing damage from the thorns.. All area covered by this barrier takes 4 feet of movement instead of 1 foot. This lasts for 1 minute. Once you use this feature, you must take a long rest before using it again.

Greater Soul Vine Beginning at 18th level, your reach with your Soul Vine extends to 20 feet. As such, you can grab objects with it out to that range as well as attack with your Soul Vine out to that range. Neophyte Upon reaching 20th level, your Soul Vine entirely fuses with your form. You are considered to be a humanoid, a plant, or both for all effects. You use whichever option is the most favorable to you. You are always considered to be Green Shaping for the purposes of your Warden class features and your Green Shaping cannot be ended by any means. If a feature only occurs when you begin Green Shaping, you can reinvigorate yourself as a bonus action and activate any class features that would only occur when you begin Green Shaping. You can still control your vines well enough to function in normal activities outside of combat, but it becomes almost impossible to disguise your status as a Warden without using illusion or polymorph effects. Wild Traditions At 3rd level, all Wardens begin to follow one Tradition which determines how their Soul Vine grows and develops. They are listed below. Tradition of the Blood The Soul Vine is an odd plant that feeds on nutrients inside of its host. However, this is usually not very detrimental to the host due to the Soul Vine allowing it enhanced physical prowess. Some Soul Vine growths, however, require a bit more than just some excess vitamins. These Soul Vines, sometimes called Bloodied Vines, can be fed with blood from the host, allowing even more powerful bursts of strength and ferocity not unlike a barbarian's rage. Gift of Blood When you enter this Tradition at 3rd level, you are able to revitalize your Soul Vine when it would otherwise retreat. When your Green Shaping would end, you may immediately channel your blood and life essence to your Soul Vine. When you do so, you take necrotic damage equal to your Proficiency bonus and your Green Shaping does not end. However, when your Green Shaping ends after using this feature, you gain 1 level of exhaustion.

Bloodied Vine When you enter this Tradition at 3rd level, you also learn how to tactically enhance your Soul Vine during battle. While Green Shaping, you can decide to take damage equal to your Green Shaping damage dice. You do not add an ability modifier to this damage, but this damage cannot be resisted. When you do this, your Soul Vine begins to lightly drip blood as it lashes out at your foes. You add your Proficiency bonus to all damage rolls of your Soul Vine for 1 minute or until your Green Shaping ends. Warrior's Soul At 6th level, if you fall unconscious while Green Shaping, your Soul Vine continues fighting. When you fall unconscious while Green Shaping, you can choose to activate this feature, which lasts until your Green Shaping would end, you die, or you become conscious. When you activate this feature, your Soul Vine continues to attack while you are unconscious. On each of your turns, you still make Death Saving Throws as normal if you are not stable, but you may also take the Attack action if you choose. When attacking in this way, you are considered to have Blindsight out to a range equal to your reach with your Soul Vine. You are not allowed to use a Bonus Action during this time and your movement is 0. Once you use this feature, you must take a short or long rest before using it again. Vicious Evolutions Starting at 9th level, when you Green Shape, you gain one of the following benefits for the duration. You choose this each time you Green Shape. Thorns: Your Soul Vine grows sharp thorns along its length. Attacks made with your Soul Vine score a critical hit on a 19 or a 20

Your Soul Vine grows sharp thorns along its length. Attacks made with your Soul Vine score a critical hit on a 19 or a 20 Poison: Your Soul Vine becomes coated in a thick, syrupy sap. Once per turn, you can cause one creature struck by your Soul Vine to take 3d6 poison damage.

Your Soul Vine becomes coated in a thick, syrupy sap. Once per turn, you can cause one creature struck by your Soul Vine to take 3d6 poison damage. Bark: Your Soul Vine grows a rough bark over itself. You add your Strength modifier to damage rolls for your Soul Vine attacks twice. Bloodroot Starting at 14th level, when you kill or reduce a creature down to 0 hit points with your Soul Vine, you can use a bonus action to regain 1d10 + your Constitution modifier hit points as the Bloodied Vine saps your enemy's life force. You must have killed or reduced the creature to 0 hit points since the beginning of your last turn. Vicious Improvements Starting at 17th level, the evolution chosen when you Green Shape advances. You gain an additional benefit depending on which option you choose. Thorns: When you score a critical hit, you roll the damage dice from your Soul Vine 3 times instead of 2.

When you score a critical hit, you roll the damage dice from your Soul Vine 3 times instead of 2. Poison: The additional poison damage increase to 5d6. As a bonus action, you can cause a creature who has taken damage from your Poison evolution since the beginning of your last turn to take that amount of damage again.

The additional poison damage increase to 5d6. As a bonus action, you can cause a creature who has taken damage from your Poison evolution since the beginning of your last turn to take that amount of damage again. Bark: You may make 1 attack as a bonus action with your Soul Vine. However, this attack only deals twice your Strength Modifier and no additional damage. You cannot substitute this attack with a grapple or shove. Tradition of the Waters As Soul Vines grow larger and larger, they begin to need more and more resources. Some wardens feed their vines their blood, but others use more sustainable approaches. The Tradition of the Waters utilize Soul Vine growths that require much more water in exchange for more protective and defensive capabilities. Gift of the Waters When you enter this Tradition at 3rd level, your Soul Vine needs noticably more water than before. You now require 4 times the normal amount of water for a creature of your race. Because of this, your Soul Vine is almost always wet. Additionally, while Green Shaping, you have resistance to acid, cold, fire, lightning, and poison damage. The warm water flowing through your Soul Vine dilutes toxins, warms the cold, douses fires, and redirects electricity away from your vital organs. Additionally, you do not need to make a Concentration check to maintain your Green Shaping when you take fire damage. You still need to make Concentration checks as normal when you take necrotic damage. Defending Vine When you join this Tradition at 3rd level, your Soul Vine becomes more adept at defending you. While Green Shaping, your AC equals 14 + your Wisdom modifier. You do not recieve any benefit from using a shield when you calculate your AC in this way.

Verdant Defense At 6th level, if you fall unconscious while Green Shaping your Soul Vine encases you in its vines as the ultimate defense. When you fall unconscious while Green Shaping, you can choose to activate this feature, which lasts until your Green Shaping would end, you die, or you become conscious. When you activate this feature, your Soul Vine wraps itself around you to protect its host. You immediately stabilize. For the duration, your armor class is 16 + your Wisdom Modifier. Additionally, whenever you need to make a Strength, Dexterity, or Constitution saving throw while using your Verdant Defense, you can choose to make a Wisdom saving throw instead. Spells can still be cast on you through your Soul Vine as normal. Once you use this feature, you must take a short or long rest before using it again. Great Bulwark Beginning at 10th level, your Soul Vine has become more fortified and can effectively protect you from most damage. While Green Shaping, you have resistance to all damage types except for necrotic, as your Soul Vine interposes its thick bulk between you and your attacker. Earth's Vitality, Water's Clarity In your symbiotic relationship with your Soul Vine, your Soul Vine begins to restore and purify your body in addition to its normal offensive capabilities. Beginning at 14th level, when you begin Green Shaping, you can immediately regain 1d10 + you Constitution modifier as if you spent a hit die. This does not spend a hit die. As your Soul Vine infuses you with more and more strength and power, you begin to be able to heal yourself even faster than most creatures. While you are Green Shaping, you can expend a hit die as a bonus action. You may only expend one hit die with each bonus action, but may expend hit dice in this manner as long as you have hit dice remaining. Additionally, you become immune to disease and poison as your Soul Vine begins to imbue pure waters into your body. Gaia Surge Beginning at 17th level, once per long rest you may realign yourself with the earth and plant your vines firmly into the firmament as an action. You magically heal Hit Points up to your current Max HP and you gain a number of temporary hit points equal to 2d10 + your Wisdom Modifier. This fuctions even if you are on another plane of existence or not on natural ground.

Warden Spell List Cantrips (0 Level) Druidcraft

Frostbite (EE)

Guidance

Gust (EE)

Magic Stone (EE)

Mending

Mold Earth (EE)

Poison Spray

Resistance

Shape Water (EE)

Shillelagh

Thorn Whip 1st Level Absorb Elements (EE)

Animal Friendship

Create or Destroy Water

Cure Wounds

Detect Magic

Detect Poison and Disease

Earth Tremor (EE)

Ensnaring Strike

Entangle

Fog Cloud

Goodberry

Healing Word

Jump

Longstrider

Purify Food and Drink 2nd Level Animal Messenger

Barkskin

Darkvision

Dust Devil (EE)

Earthbind (EE)

Gust of Wind

Locate Animals or Plants

Locate Object

Moonbeam

Pass Without Trace

Protection from Poison

Silence

Spike Growth

Warding Wind 3rd Level Conjure Animals

Daylight

Dispel Magic

Erupting Earth (EE)

Feign Death

Meld into Stone

Nondetection

Plant Growth

Protection from Energy

Speak with Plants

Tidal Wave (EE)

Wall of Water (EE)

Water Breathing

Water Walk

Wind Wall 4th Level Blight

Conjure Woodland Beings

Control Water

Elemental Bane

Freedom of Movement

Grasping Vine

Hallucinatory Terrain

Locate Creature

Stone Shape

Watery Sphere