While all wardens are guides and leaders, many have adapted to the situations in which they find themselves most often responsible for others.

Templar

Templars are those who command and protect others in the thick of battle. They are intimidating warriors and devoted leaders. Often, they seek divine aid for themselves and their companions in the field of battle.

Battle Cry When you take this specialty at 3rd level, you learn to rally your allies. You shout a battle cry, giving a 1d4 inspiration to all party members in your Commanding Presence. After using this feature, you may not use it again until you complete a long rest.

Worthy Opponent In addition, at 3rd level you learn how to draw the attention of your assailants. When an enemy enters your Commanding Presence, you may use your reaction to force them to make a wisdom save with a DC of 8 + Your Proficiency + Your INT modifier. If they fail, they cannot make an attack against anyone but you. They may reroll this save at the end of their turn. After using this feature, you may not use it again until you complete a short or long rest.

Divine Ward At 6th level you have learned to rely on supernatural aid from time to time. You have a pool of points equal to 3 times your Warden level. Whenever you or an ally in your Commanding Presence takes damage, you may use your reaction to expend points to reduce the total damage taken. Spent points regenerate after a long rest.

Prayer for the Wounded At 10th level you gain the ability to call upon supernatural aid in a new way. You may use an action to heal up to 4 creatures within your Commanding Presence for 2d4 + your INT modifier. After using this feature, you may not use it again until you complete a short or long rest.

Dauntless Starting at 15th level, all party members in your Commanding Presence have advantage on wisdom saves. In addition to this, you are now immune to fear.