Warden Wardens are powerful, noble warriors dedicated to the defense of their land and their people. Striking a balance between defense and offense, wardens usually wear partial plate or splint armor with chainmail and leather. Wardens normally wield massive two-handed longswords for slashing enemies and blocking attacks. Trained to be proud, loyal, and brilliant diplomats, the Wardens are expected to embody the highest values of Knighthood. Many set out to achieve this, few do. Creating A Warden As you build your Warden, think about how and why you became one. What set you apart from all those who failed the same rigorous training? Do you align with the ideals of chivalry and knighthood? or are you just in it for the glory? No matter what, your weapon is now among your most important possessions, and some might even say your closest friend. Class Features As a Warden, you gain the following class features Hit Points Hit Dice: 1d10 per level

1d10 per 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 after 1st Proficiencies Armor: All armor, shields

All armor, shields Weapons: Simple weapons, martial weapons

Simple weapons, martial weapons Tools: vehicles (land) Saving Throws: Strength, Constitution

Strength, Constitution Skills: Athletics, Persuasion & choose one from Deception, History, Insight, Intimidation, Investigation, Perception, and Religion Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) chain mail or (b) scale mail

a longsword

(a) any two simple melee weapons or (b) any martial melee weapon

(a) a light crossbow and 20 bolts or (b) any martial ranged weapon Warden Level Proficiency Bonus Features 1st +2 Weapon Expertise, Knighthood 2nd +2 Shoulder Bash 3rd +2 Combat Role 4th +2 Ability Score Improvement 5th +3 Stances 6th +3 Rushing Slash, Shoulder Bash 10ft. 7th +3 Combat Role feature 8th +3 Ability Score Improvement 9th +4 Perfected Weapon Expertise 10th +4 Combat Role feature 11th +4 Improved Stances, Extra Attack 12th +4 Ability Score Improvement 13th +5 Improved Shoulder Bash 14th +5 Warden's Wrath 15th +5 Combat Role feature 16th +5 Ability Score Improvement 17th +6 Perfected Stances 18th +6 Combat Role feature 19th +6 Ability Score Improvement 20th +6 Dynamic Stance Weapon Expertise Your ability to learn every detail of a melee weapon to exploit it's strengths is unparalleled. If you spend 8 hours with a specific melee weapon type during a long rest, you can become an expert with it. As an expert, you gain the following benefits while weilding the weapon with two hands: You can utilize every single part of the weapon with equal skill and force. You can change the damage type from slashing to bludgeoning or piercing at will, even changing inbetween attacks.

You gain a +2 to damage to damage rolls if the weapon type isn't heavy.

You draw the weapon as a free action, as long as you are not restrained and it is on your person.

You can duplicate the effects of an Identify spell targeting Expert weapon at will, with no components.

Knighthood Your teachings went beyond combat, years of chivalry and interacting with lords has granted you a noble grace and a strict code of honor. Your proficiency bonus is doubled for any persuasion check made with nobles, lords, knights, and any other members of the higher class.

Any time you would do something directly against your code of honor due to a failed saving throw against enchantment magic, like attack an ally or hurt an innocent due to charm, you may reroll the saving throw against the affect.

You can pay half what it would normally cost to repair heavy armor and weapons. Shoulder Bash Starting at 2nd level, your proficiency bonus is doubled for any Athletics check made to shove a creature within 5 ft. of you. Additionally when you successfully push away a creature by shoving it, you may attempt to follow up with a melee weapon attack against the shoved target as a part of the same attack provided you move to stay in range. At 6th level, your shoves push creatures 10ft. instead of 5ft. and you can Shoulder Bash as a reaction to a creature attempting to move you against your will. At 13th level this increases to 15ft. and if you move to stay within 5ft. immediately after shoving it of the shoved target it costs none of your movement. Stances At 5th level, you finalize your fighting style into 3 distinct stances, a high stance, a closed stance, and a open stance. At the beginning of your turn while wielding your Expert Weapon, you declare which stance you are using, its benifits last until the start of your next turn. High Stance: When a creature would hit you with a melee attack, you may use your reaction to attempt to parry and attack back. Roll your attack against theirs. If your total is higher and the attack roll is a successful hit, the opponent's attack misses and you roll for damage against them as if you were making a single melee weapon attack. Closed Stance: Extra attack: You can attack twice, instead of once, whenever you take the Attack action on your turn. This feature does not stack with other Extra Attack features. Open Stance: Zone attack: As an action, you can make an attack by swirling your weapon around blindingly fast. Make a single attack roll against 1 creature and up to 2 additional creatures in melee range counter-clockwise from the first. Rushing Slash At 6th level, when you use your action to Dash, you can use a bonus action to make a single melee weapon attack or to Shoulder Bash a creature once. Perfected Weapon Expertise At 9th level, You have impossibly mastered weapons even further, knowing its weight like an extension of your body and soul. You gain the following additional benefits when weilding your Expert Weapon: You treat all non-magical weapons of the type you have trained in as +1 magic weapons of their same type.

You gain a +1 bonus to your AC.

When you roll a 1 on a damage die, you can reroll the die and must use the new roll.

You can add double your proficiency modifier for Performance or Intimidation checks made to distract or amaze via twirling and deftly swinging your weapon in ways that seems to defy the laws of physics. ### Extra Attack At 11th level You can attack twice, instead of once, whenever you take the Attack action on your turn. Improved Stances At 11th level, you gain these additive benifits to your stances. High Stance: Parry Focus: As long as your Crushing Counterstrike is successful, you do not use your reaction. Closed Stance: Light Attack Combo: When one of your attacks from the attack action or a Shoulder Bash hits, you may make an additional attack with advantage against the same target as a free action. You can only do this once per turn. Open Stance: Your Zone attack can hit any number of targets instead of 3 as long as they are in range.

Your can choose to make any number of creatures exempt from your Zone Attack. Warden's Wrath At 14th level, you have mastered how to put every ounce of weight in your sword to use with slower, but mightier swings. You can choose to take a Slowness Penalty before you roll an attack roll by making it a Heavy Attack. If the Heavy Attack hits with the declared Slowness Penalty, you add double the Slowness Penalty to the attack’s damage. The Slowness Penalty can never exceed your Warden Level divided by 2, rounded up. Using this on a attack bars it from becoming a Light Attack Combo, and you cannot make a Light Attack Combo hit a Heavy attack Additionally, if you reduce a >= 1 CR creature to 0 HP with a Heavy attack, you perform an Execution. Performing an Execution heals you an amount of HP equal to double the Slowness Penalty the killing attack.

Perfected Stances At 17th level, you gain these additive benifits to your stances. High Stance: Swing Capitalizer: You may attempt to parry attacks that miss you as well, as long as it's not a critical miss.

Parry Away: You can make a Shoulder Charge attempt instead of a single melee weapon attack Closed Stance: Light Attack Vortex: You can Light Attack Combo on a missed attack.

Unending Speed: You can now Light Attack Combo when it isn't during your turn Open Stance: Lunging Strike: When using Zone Attack, you can hit any number of targets within 10 feet. Dynamic Stance At 20th level, your fighting stances have been so practiced they are etched into your very soul, being able to switch between them in an instant. You gain the benifit of all your stances at once. Combat Role Different Wardens solidify in differnent staples in battlefields, and the more experianced ones specialize to heighten their usefulness and skill in their strengths. The Combat Role you choose reflects your approach. Leader You are the one leading the charge, inspiring your allies and breaking your enemies will. Inspiring Aura Beginning when you choose this archetype at 3rd level, allies that can see and understand you and are within 15ft. of you when you started or ended your turn are bolstered by your confidence and words untill the start of your next turn. This radius increases to 30ft. at 18th level. Troop Head At 3rd level allies within your Inspiring Aura add your Charisma modifier to damage on weapon attacks. Leading the Charge At 7th level, when you use your Rushing Slash feature, all allies in your Inspiring Aura can move up to their speed in the direction you charged as a reaction. In addition, Allies in your Inspiring Aura have advantage on Constitution saving throws due to forced marching (as found in Ch. 8 of the Players Handbook). Courage Bender Beginning at 10th level, you can use your action to sap the courage of someone with your menacing presence or fierce battlecry. When you do so, choose any number of creatures that you can see within your Inspiring Aura range. If those creatures can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be Frightened of you. The effected creatures reroll this saving throw at the end of their turns, ending the effect on a success. Additionally, those your Inspiring Aura have advantage on saving throws against being Charmed or Frightened. Rallying Strike At 15th level, when you make a critical hit, you and all allies that saw you do so within 60ft. gain your Charisma modifier in Temp HP. Additionally, when you Execute with a Heavy Attack from your Warden's Wrath feature, all allies within 60ft. that saw you do so gain the HP as well. Roamer You are the one flitting from skirmish to skirmish, dealing with what needs to be dealt with speed, and efficiency. Dexterous Expert Weapon Starting at 3rd level, When Making an Attack with your current Expert Weapon, you use your choice of your Strength or Dexterity modifier for the Attack and Damage Rolls. You must use the same modifier for both rolls. Coming to Aid Starting at 7th level, If an enemy makes an attack against an ally you can see, you may use your reaction to move up to your movement toward that enemy. Unbounded Step At 10th level; Your speed cannot be reduced below 30ft., your speed can still be set to 0 however. Your speed is never reduced by wearing heavy armor. Your speed increases by 10ft. when not wearing heavy armor. Body Count Starting at 15th level, when you reduce a small or larger creature to 0 HP, you gain 5 Temp HP. Chain Killing Starting at 18th level, When you reduce a creature to 0 HP, you can use your reaction to move up to your speed and make a single melee attack with advantage against another creature.

Anchor You are the holder of the front line. The immovable object. The dependable and durable. The wall. Shield Expertise At 3rd level, you have extened your Weapon Expertise extends to shields. If you spend 8 hours with a specific shield during a long rest, you gain the following benefits while weilding that specific shield: If you wield your Expert Weapon with one hand you still gain all the benefits of Weapon Expertise.

You gain a +1 bonus to your AC on top of what the shield normally gives you.

You equip the shield as a free action, as long as you are not restrained and it is on your person. Immovable Starting at 7th level You cannot be moved against your will while not incapacitated, prone, or flying. Thick Blood Starting at 10th level, you have advantage on all constitution saving throws. Stand your Ground Starting at 15th level, if you have not moved since the start of your last turn and don't move this turn, all attacks have disadvantage against you. This doesn't apply while incapacitated, prone, or flying Revenge Mode At 18th Level, if you have taken 1/4 your max health(rounded down) in damage since your last turn, you can enter Revenge Mode at the start of your turn. If you do, you gain 100 Temp HP, and all your damage rolls are maximumized. These effects last until your next turn starts. Once you use this feature, you must finish a short or long rest before you can use it again.