Primal Warden Class Guide
Primal Warden Class Guide
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Warden
The charging minotaur’s bellowed cry
becomes a thunderous crash as a pillar of ice
erupts in its path, the ground shuddering
from the impact of horn and frost. A large
man advances on the wreckage, his armor
covered in rime, even as fire crackles from his
fist.
The bloodthirsty howls of the werewolf pack
turns to confusion when the scrawny elf that
looked only to be dinner rebuffs a massive
werewolf’s charge, their arms swelling in size
becoming bear-like limbs, dwarfing the
surrounding werewolves’ own once
impressive claws. All around, the werewolf
pack can only look on in confusion as the elf
continues to grow, grabbing and flinging a
yelping werewolf like a rag doll.
The goblins have only a moment of glory,
springing their ambush and pouring out of the
forest upon the hapless group of humans
before the plants beneath their feet writhe to
life. To their shock and horror they find
grasping vines dangling them from trees like
misbegotten ornaments, frantically trying to
remember the word in common for ‘surrender’.
The bandit looks at his broken weapon haft
in confusion, and then back up at the large
woman in strange rocky armor that seems
unaffected by the weapon that has just been
broken against her. His confusion lasts only a
moment before the earth heaves beneath him
and tosses him from his feet in a violent
crunching shake. ‘Urk!’, a crushing force
explodes the air from his lungs, a heavy stone
to purpose and cause. They channel their power as a
boot planted on his chest as the large jagged form
conduit, bringing it to heel through force of will and
looms over him.
inner conviction. As a blacksmith forges a lump of
iron to take on the keen edge of a sword, a Warden
Primal Champions must always refine their power, tame and temper it to
Wardens are not born of civilization and order. be a force of change rather than raw destruction.
Though some Wardens will seek to defend such
things (or at least tolerate them), they are those that Chosen Powers
have harnessed primal chaotic powers. Lashing,
While the situations that lead a Warden to take up
roiling forces of untamed energy, that left unchecked
their mantle of powers varies widely, their powers are
would wash civilization from the face of the material
reflections of who they are, a synchronization that
plane as if it were but a temporary blip.
would be impossible to thrust upon those that did not
choose their path. A Warden may feel they had no
Aspects of Power choice but to embrace their primal powers and wield
The powers of a Warden are expressions of deep and them for a cause, but at the heart of the power is a
primal forces. They are power given sentience and choice: a choice to fight, a choice to stand, and a
will, entropy and destruction harnessed and focused choice to be a champion.
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The Warden
Proficiency Endurance Endurance Primal
Level Features
Bonus Dice Die Size Manifestation
1st +2 — — — Mystic Bulwark, Warden Bond
Warden Bonds
Elemental Soul
Tapping into the endless power of the
elemental planes, these Wardens
shroud themselves in harsh primal forces,
destroying their foes with their very
presence.
Elemental Armaments
Starting at 1st level, when you roll
initiative, or as a bonus action at any time,
you can manifest elemental weapons into
your hands, causing them to burst into
flames, form icy claws, lashes of lightning, or
frozen shields. Select one or two of the following
weapons to manifest. You can manifest the same
weapon in each hand, or different weapons in each
hand. The weapons last until you drop them,
summon new weapons, or dismiss them as a
bonus action.
Primal Flames
You conjure flames around one of your hands. These
become a natural one-handed melee weapon that
deals 1d6 fire damage on hit, and has the Light,
Thrown (30/90), and Special properties. It sheds 20
feet of bright light and an additional 20 feet of dim
light while manifested. When you throw it, the flames
reignite in your hand immediately.
Special: This weapon counts as a free hand for the
purposes of grappling. When you successfully initiate
a grapple with it, the target takes 1d6 fire damage. Special: This weapon counts as a free hand for the
purposes of grappling. When you successfully initiate
Frost Shield a grapple with it, the target takes 1d6 cold damage.
You conjure a slab of ice. This becomes a shield you
can wield in that hand. Summoning the shield in this Lightning Lash
way equips it. Wielding a shield increases your Armor You conjure a whip of lightning, tethered to one of
Class by 2. You can benefit from only one shield at a your hands. This becomes a one handed natural
time. melee weapon that deals 1d6 lightning damage on
hit, and has the Light, Reach, and Special properties.
Icy Claws It sheds 10 feet of bright light and an additional 10
feet of dim light while manifested.
You conjure icy claws that grow forth from one of
Special: If you hit a creature with this weapon you
your hands. This becomes a one handed natural
can pull the creature up to 5 feet towards you.
melee weapon that deals 1d6 slashing or cold
damage on hit (your choice), and has the Light and
Special properties. If the damage die is increased to a Elemental Manipulation
d8, it instead becomes 1d4 slashing and 1d4 cold At 1st level, you learn the cantrips manipulate fireK
damage. You choose which damage type to add your and manipulate waterK.
modifier to when you deal damage.
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Innate Magic Elemental Reflection
Additionally when you select this bond, you gain Additionally at 3rd level, when you expend an
access to several innate magical abilities by Endurance Die to block the damage against a melee
channeling the power of your primal connection. attack, the attacker takes cold, fire or lightning
You gain the following spells at the listed levels, and damage (your choice) equal to the amount of damage
can cast each spell once without components or spell blocked.
slots. Once you cast the spell in this way, you cannot
cast it again until you complete a long rest. Wisdom Elemental Body
is your spellcasting modifier for these spells. You can Starting at 7th level, you gain resistance to your
cast a spell again before completing a long rest by choice of cold, fire, or lightning damage. When you
spending 1 + the level of the spell Endurance Dice. complete a long rest, you can change which damage
type you resist.
Innate Spells
Warden Level
(1/long rest each)
Primal State
1st Aldricor’s elemental rebukeTAG Additionally at 7th level, you can expend one
3rd entombK Endurance Die to cast become fireK, become waterK,
or become windK.
5th cold snapK
9th sleet storm Elemental Form
Starting at 14th level, you can cast form of fireK, form
13th fire cycloneK of iceK, or form of windK without expending a spell
17th fire shield slot. When you cast the spell this way, you can cast
the spell as a bonus action, and it does not require
concentration. Once per turn during the
Elemental Interdiction transformation, you can use the action it grants in
Starting at 3rd level, your Primal Interdiction
place of an attack made as part of the Attack action.
becomes a buffeting maelstrom of elemental power
Once you cast the spell in this way, you cannot do
when you manifest an Elemental Armament. The
so again until you complete a long rest. You can use it
difficult terrain of your Primal Interdiction affects
again before completing a long rest by expending 6
flying creatures within range, and you can select one
Endurance Dice.
of the following effects (selecting each time you
manifest an Elemental Armament).
Paraelemental Interdiction
• Creeping Frost: Creatures that start their turn Additionally at 14th level, when you activate your
within the area of your Primal Interdiction have Elemental Interdiction, you can select two options,
their movement speed reduced by 10 feet. activating both effects.
• Blazing Pyre: Fire burns fiercely around you,
creatures of your choice that end their turn within Cataclysm Unleashed
the area of your Primal Interdiction take 1d6 fire Starting at 17th level, when you use your Elemental
damage. Form ability, you can instead cast form of the
• Static Field: The first time a hostile creatures elementsK, and are no longer limited to using the
moves 5 feet or more within your Primal action they grant in place of an attack once per turn,
Interdiction, they take 1d8 lightning damage. Once as long as you use two different actions granted by
this damage occurs, it cannot occur again until the the different forms. When you cast form of the
start of your turn. elementsK this way, you can choose to become a
Large sized creature for the duration of the spell.
The damage of the Blazing Pyre and Charged Field While in this form, the damage dice of your
effects increases by one additional die of damage at Elemental Armaments and Elemental Interdiction
11th level (2d6 for Blazing Pyre, 2d8 for Charged effects are doubled.
Field). Once you do this, you cannot do so until you
complete a long rest.
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Beasthide Art: Trung Tin Shinji
Tapping into the primal ferocity of beasts, Beasthide
Wardens are capable of fighting with a primal ferocity.
They specialize in unleashing terrible wrath on any
that would attack them or their companions.
Bestial Claws
Starting at 1st level, when you roll initiative or as a
bonus action at any time, you can manifest one or both
of your arms into clawed natural weapons. You cannot
wield weapons or shields in hands that you have
morphed, but they can be used to grapple creatures.
While you are grappling a creature with a claw, that
claw can only attack that creature. The
claws last until you dismiss them as a
bonus action.
Bestial Claws
A vicious set of claws extending
from one of your hands. This becomes
a natural one handed melee weapon that
deals 1d8 slashing damage on hit, and has the
Light and Special properties.
Special: This weapon counts as a free hand for the
purposes of grappling. When you successfully initiate
a grapple with it, the target takes 1d6 slashing
damage.
Innate Spells
Warden Level
(1/long rest each)
1st grasping rootsK
3rd entangle
5th speak with plants
9th plant growth
13th summon plantK
17th carnivorous gardenK
Body of Thorns
Starting at 3rd level, when you are hit by a melee
attack, the attacker takes piercing damage equal to
the damage reduction of Mystic Bulwark.
Spiked Interdiction
Additionally at 3rd level, the difficult terrain caused by
your Primal Interdiction becomes overgrown with
spiky thorns. Creatures of your choice take 1d4
piercing damage for each 5 feet of travel within your
Primal Interdiction. When you move this effect is Creatures two sizes larger than you that you are
suspended until the end of your turn. grappling can no longer drag you, meaning they
This damage increases to 2d4 piercing damage at cannot leave your reach without breaking the grapple.
11th level. You can end your tree form at any time as an action.
Empowered Earth
At 1st level, you gain the
manipulate earthK and stone
formingK cantrips. When you
use stone formingK, you can
meld any one handed weapon created with it
with your Stone Fists, giving you proficiency in
that weapon and replacing Stone Fist’s
properties (including Special property) with
the created weapon’s damage dice, damage
type, and any properties (beside thrown).
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Seismic Backlash following benefits:
Starting at 3rd level, each time you expend an
Endurance Die, you store the die in a special pool of • Strength Advantage. You have advantage on
charged power for 1 minute. You can have a number Strength checks and saving throws.
of charges stored equal to your proficiency bonus. As • Endless Vitality. You regain hit points equal to half
a bonus action on your turn, you can unleash all of your Warden level (rounded down).
this stored power in an explosive tremor, rolling all • Call of the Earth. Creatures lose their flying speed
the stored dice and expending them from the pool. in range of your Primal Interdiction.
All creatures of your choice within the radius of your • Reflective Carapace. If you are targeted by a magic
Primal Interdiction feature must make a Strength missile, a line spell, or a spell that requires a
saving throw with a DC of 8 + your Strength or ranged attack roll, roll a d6. On a 4–5 you are
Wisdom modifier (your choice) + your Proficiency unaffected. On a 6, you are unaffected and the
bonus. On a failed save, they take damage equal to the effect is reflected back at the caster as though it
amount rolled and fall prone. On a successful save, originated from you, turning the cast into the target.
they take half as much damage and do not fall prone. • Empowered Backlash. You add a bonus die to
your Seismic Backlash pool.
Gravitational Pull
Once you use this feature, you cannot use it again
Additionally at 3rd level, when you take the Attack
until you complete a long rest.
action on your turn, you can replace one of your
attacks with a surge of gravitational force. A Large or
smaller creature of your choice within 60 feet of you Sunwatcher
must make a Strength saving throw with a DC of 8 + Drawing power from the highest primal authority, you
your Strength or Wisdom modifier (your choice) + embody the radiance of the sun. The sun burns away
your proficiency bonus. On a failure, they are pulled all that lurks in the darkness, while bringing the relief
up to 15 feet toward you or knocked prone (your of morning light to those that seek it. Ever vigilant,
choice). The distance they are pulled toward is these Wardens weave fire and radiance to destroy
doubled if the target creature is flying. their enemies and empower their allies.
Innate Spells
Warden Level
(1/long rest each)
1st heroism
3rd guiding bolt
5th blazing beaconK
9th daylight
13th brilliant bladeK
17th heavenly rayK
Solar Flare
At 3rd level, when you expend an Endurance Die to
block damage, you can cause a brilliant flare of
blinding light. The attacker must make a Constitution
saving throw with a DC of 8 + your Constitution
modifier + your proficiency bonus, or become blinded Art: Trung Tin Shinji
until the start of their next turn. Pass or fail, if the Empowering Presence
target is invisible, it is revealed until the start of their Starting at 7th level, when you expend an Endurance
next turn Die to boost a saving throw against a spell, all allies
within your Primal Interdiction that make a saving
throw against the same spell before the start of your
Radiant Aura next turn can add the same Endurance Die to their
Additionally at 3rd level, your Primal Interdiction is saving throw.
filled with bright light, and it casts dim light for an
additional radius equal to the radius of your Primal
Interdiction. This light is difficult to quench, and
Transcendent Passage
counts as a spell equal to half your Warden level Starting at 14th level, as a bonus action, you can
(rounded down) for the purposes of countering transform into a swirling burst of radiant sunlight,
magical darkness. You can dim, extinguish, or relight traveling up to 60 feet in a straight line. You can pass
this light at any time, no action required. through creatures and objects, but are blocked by
Creatures inside your Primal Interdiction remain obstructions that completely block light (such as solid
comfortably warm, ignoring the effects of cold opaque walls). This movement does not provoke
weather, or heat caused by the sun (though other attacks of opportunity.
sources of heat may still cause discomfort, such as Hostile creatures of your choice in your path must
lava). You and all friendly creatures within range of make a Dexterity saving throw against 8 + your
Primal Interdiction can apply the damage reduction of Strength or Wisdom modifier (your choice) + your
your Mystic Bulwark to cold and necrotic damage. proficiency bonus. On failure, they take 2d6 fire
damage, 2d6 radiant damage, and are blinded until the
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start of your next turn. On a success, they take half as Armor Bond
much damage and are not blinded. Allied creatures of At 1st level, as an action, you can touch a set of metal
your choice in your path gain 4d6 temporary hit armor worn by a creature of your choice (including
points. Once you use this ability, you cannot use it yourself) and fortify it. The creature gains temporary
again until you complete a short or long rest. hit points equal to 1d8 + your Warden level. Once you
use this ability, you cannot use it again until you
Solar Avatar complete a short or long rest. Any temporary hit
Starting at 17th level, as a bonus action you can call points remaining from this feature fade when you use
upon the power of the sun to embody its power for 1 it again.
minute. For the duration, you gain the following
benefits: Innate Magic
Additionally when you select this bond, you gain
• Sun Light. You shed bright light for 60 feet, and
access to several innate magical abilities by
dim light for additional 60 feet. The bright light is
channeling the power of your primal connection.
sunlight.
You gain the following spells at the listed levels, and
• Harsh Light. Creatures in the bright light you shed
can cast each spell once without components or spell
have disadvantage on saving throws against your
slots. Once you cast the spell in this way, you cannot
Warden abilities and spells.
cast it again until you complete a long rest. Wisdom is
• Empowered Radiance. When you make a Radiant
your spellcasting modifier for these spells. You can
Blast, you can shoot a beam of energy instead of an
cast a spell again before completing a long rest by
attack, forcing all creatures in a 60 foot line to
spending 1 + the level of the spell Endurance Dice.
make a Dexterity saving throw against 8 + your
Strength or Wisdom modifier (your choice) + your
proficiency bonus, taking damage equal to your Warden Level Innate Spells (1/long rest each)
Radiant Blast damage on failure, or half as much 1st unburdenK
on a success.
• Lingering Light. When you deal radiant damage 3rd arcane ablationK
against a target, you imbue the target with a 5th clay touchK
radiant illumination, granting advantage to the
next attack made against that target before the 9th protection from energy
start of your next turn. 13th iron gardenK
Once you use this ability, you cannot use it again 17th repairK
until you complete a long rest.
Unbreakable Endurance
Ironbound At 3rd level, when you use an Endurance Die to block
Ironbound Wardens assert that all that comes of earth damage, if it does not completely block the damage
is born of primal power, embracing forged metal. taken, you gain resistance to the remaining damage.
Often drawn from mining communities, blacksmiths,
or otherwise those with deep understanding and Binding Interdiction
appreciation of the fusion of nature and civilization Additionally at 3rd level, you gain the ability to
that forged metal represents, they take full advantage manifest chains within the range of your Primal
of its power to become invincible edifices of iron. Interdiction.
As a reaction to a creature attempting to leave your
Ironmonger Primal Interdiction or as an attack as part of the
Starting at 1st level you gain proficiency in heavy Attack action, you can manifest a chain and attempt to
armor and martial melee weapons. Your Mystical bind a Large or smaller creature with it, making a
Bulwark functions even when using heavy armor, grapple check against the target. On a success, they
though if you gain additional sources of passive are grappled by the chain until they escape
damage reduction, additional sources beyond the (contesting your grapple check), the chain is
highest value only increase the damage reduction by destroyed, or they are no longer within your primal
one for each additional source of passive damage interdiction.
reduction. The chain can be destroyed. It has an AC of 18 and
number of hit points equal to your Warden level, but
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you take no damage when the chain is destroyed. If a Metallic Monolith
target escapes the chains, the chains fall to the ground Starting at 17th level, as an action you can empower
and turn to dust. yourself for 1 minute. You gain the following benefits:
You can manifest one chain at a time. If you manifest
an additional chain while you already have your • Enlarged Weapons. Metal weapons you are
maximum number of chains manifested, the first created carrying grow larger and more powerful,
one vanishes, releasing the target. The number of chains increasing their damage by 1d8 while you wield
you can manifest this way increases by one each time them.
you gain an effect that would increase the damage die of • Unlimited Chains. You can generate an unlimited
your Warden natural weapons (such as Evolving Power number of chains with Binding Interdiction, and
or Savage Weapons). Once you can manifest more than they no longer have any size limit on what they can
one chain, you can target the same creature with restrain.
multiple chains. A creature is restrained while grappled • Implacable Monolith. You are immune to any
by more than one chain. effect that would move you against your will or
knock you prone.
Iron Carapace • Damage Resistance. You gain resistance to
Starting at 7th level, you can use your power to morph bludgeoning, piercing, and slashing damage.
and adapt heavy armor you are wearing. As an action,
you can reconfigure your armor, selecting one of Once you use this ability, you cannot use it again
the following options. until you complete a long rest.
Iron Incarceration
Starting at 14th level, as bonus action, you can force all
Large or smaller creatures of your choice within range
of your primal Interdiction to make a Dexterity saving
throw against 8 + your Strength or Wisdom modifier
(your choice) + your Proficiency bonus. On failure, they
are grappled by chains as per your Binding Interdiction
feature. Chains created by this feature do not count
against your maximum number of chains. You can
choose to pull creatures that fail their saving throw to
the closest available space to you when they fail their
save.
Once you use this feature, you cannot use it again
until you complete a short or long rest.
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Dreadwing
The Dreadwing Warden utilizes and ancient bond
that taps into the deeply rooted primal powers that
flow within dragonkind. United with the essence of
these legendary beings, they embody the draconic
virtues of strength, elemental fury, and fear. These
Wardens wield the might and majesty of dragons to
dominate the battlefield, leaving all that
would oppose them in terrified awe of
their power.
Draconic Talons
Starting at 1st level, when you roll initiative or as
a bonus action at any time, you can manifest one
or both of your hands into draconic talons. You
cannot wield weapons or shields in hands that
you have morphed into talons, but they can be
used to grapple creatures. While you are grappling
a creature with a talon, that talon can only attack that
creature. The talons last until you dismiss them as a
bonus action.
Draconic Talons
A set of draconic talons extending from one of your
hands. This becomes a natural one handed melee
weapon that deals 1d6 slashing damage on hit, and
has the Light and Special properties.
Special: This weapon counts as a free hand for the
purposes of grappling. When you successfully initiate
a grapple with it, the target takes 1d6 slashing
damage.
Art: Trung Tin Shinji
Dragon’s Presence
At 1st level, you learn the draconic language, and gain Innate Spells
Warden Level
the ability to channel a fragment of the supernatural (1/long rest each)
dread of dragonkind possess, giving you proficiency 1st elemental orbK
in the Intimidation skill.
3rd dragon surgeK
Empowered Wings
Starting at 14th level, you can use your Dragon
Wings to fly, gaining a flying speed of 30 feet.
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Timetwister
The Timetwister draws upon the enigmatic
forces of time, its unstoppable march, and the
ebb and flow of the past, present, and future.
These Wardens manipulate the battlefield,
expedite their allies’ actions to a blur while slow their
enemies to a crawl. They witness flickers of the past,
glimpses of the future, and the ever
branching pathways of the present. In
battle, a fleeting moment is the only gap
between life and death, and these Wardens
are the masters of moments.
Time Dilation
Starting at 1st level, you gain the ability to
manipulate the flow of time for a creature. As an
action, you can accelerate the movement through time
for a creature within 60 feet of you, allowing them to
move more rapidly. That creature’s movement speed is
increased by 10 feet, and when they take the Attack
action, they can make a single additional weapon
attack as part of the same action until the start of your
next turn.
Alternatively, you can decelerate down the
movement through time of a creature within 60 feet of
you. That creature’s speed is reduced by 10 feet and it
subtracts a d4 from its attack rolls and Dexterity
saving throws until the start of your next turn. When
you gain a feature that increases the size of the die for Art: Trung Tin Shinji
natural weapons you gain from the Warden class, the
Innate Magic
size of the die increases by one step.
Additionally when you select this bond, you gain
When you reach 5th level in this subclass, you can
access to several innate magical abilities by
accelerate or decelerate a creature as an attack as
channeling the power of your primal connection.
part of attack action, but you can only do each once
You gain the following spells at the listed levels, and
per turn.
can cast each spell once without components or spell
slots. Once you cast the spell in this way, you cannot
Foreshadowing cast it again until you complete a long rest. Wisdom
Additionally at 1st level, you can glimpse future is your spellcasting modifier for these spells. You can
possibilities. When you roll initiative, record the result cast a spell again before completing a long rest by
on the d20. Within the next minute, you can replace spending 1 + the level of the spell Endurance Dice.
one of your attack rolls, ability checks, or saving
throws with the roll.
Innate Spells
Alternatively, you can replace one attack roll or Warden Level
(1/long rest each)
contested ability check of an enemy within 5 feet of
you with the roll. This range extends to the range of 1st longstrider
your Primal Interdiction when you gain that feature. 3rd hold person
Contested Ability Checks 5th alacrityK
A contested ability check is one where two creatures are
9th slow
rolling against each other, such as a Grapple check. This
means you cannot use it to prevent a creature succeeding 13th haste
a check against a spell (such as a Strength ability check to
escape Entangle). Note you also cannot use it on enemy 17th hold monster
saving throws, only your own.
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Time Distortion Time Lock
Starting at 17th level, you can cast time stop without
Starting at 3rd level, your Primal Interdiction begins
expending a spell slot. When you cast time stop, you
to distort time. The difficult terrain created by your
always stop time for maximum amount of time rather
Primal Interdiction affects the movement of flying
than rolling.
creatures as well, and when you recklessly defend
Once you use this ability, you cannot use it again
your allies with your Primal Interdiction you can
until you complete a long rest.
grant them advantage on Dexterity saving throws as
well.
Astral Guardian
Timely Intervention Embarking on a path less traveled, the Astral
Additionally at 3rd level, you can expend Endurance Guardian Warden transcends the earthly plane and
Dice to further bend time within your Primal draws from the power of the infinite planes. Touched
Interdiction, gaining the following new options for by the enigmatic forces of space and energy, they
using them: embody the mystery of the universe, controlling
spatial distortions and manipulating celestial
• Missed Beat: As a reaction to a creature within energies.
your Primal Interdiction being attacked, you can
expend an Endurance Die to slow the creature's Astral Arms
reactions, giving the triggering attack against Starting at 1st level, you gain the ability to form up to
them advantage. two astral arms as a bonus action. These are natural
• Minor Adjustment: As a reaction to a creature melee weapons with the Light property which deal
within your Primal Interdiction being affected by 1d4 force damage on hit. You can additionally use
an area of effect, you stop time long enough for them to grapple creatures and make unarmed strikes
them to move up to 5 feet before the effect applies, with them. You can use your Wisdom modifier in
potentially moving out of the area of effect. place of your Strength or Dexterity modifier for
• Arrow Time: As a reaction to a creature within attack and damage rolls made with these weapons.
your Primal Interdiction being attacked by a These arms last until you fall unconscious or you
ranged weapon projectile attack, you can stop the dismiss them as a bonus action. The maximum
projectile in time, rolling the Endurance Die and number of arms you can form increases to 4 at 9th
subtracting the roll from the weapon’s attack roll. level, and 6 at 17th level. The number of arms do not
affect the number of attacks you can make, but the
Time Zone arms can be used to grapple creatures.
Starting at 7th level, as a bonus action you can When you take the Attack action on your turn, you
project your Primal Interdiction to be centered on a can make a single unarmed strike or grapple check
point within 60 feet instead of you. When you do so, with one of your Astral Arms as a bonus action.
the effects of difficult terrain and your abilities that
take place inside your Primal Interdiction cover the Sixth Sense
area within range of the point rather than you. The Additionally at 1st level, you gain a special sense
aura returns to surrounding you if you move more allowing you to sense extraplanar energies. You can
than 60 feet from the point, or if you return it to you detect if you are being watched through magic or by
as a bonus action. You cannot recklessly defend your creatures within 30 feet of you in the ethereal plane if
allies with your Primal Interdiction while it is your passive Perception is equal to or higher than 10
projected at a point that does not also contain you + their CR (or their spell save DC if they are using a
within its radius. spell to observe you).
Innate Spells
Warden Level
(1/long rest each)
1st detect magic
3rd arcane conduitK
5th misty step
9th ghost stepK
13th dimension cutterK
17th dimension door
Dimensional Interdiction
Starting at 3rd level, the difficult terrain of your
Primal Interdiction affects flying creatures within
range as well. Additionally, any creature that attempts
to teleport into or out of the radius of your Primal
Interdiction must succeed a Charisma saving throw
with a DC equal to 8 + your Wisdom modifier + your
proficiency bonus. On a failed save, the teleport is
wasted and they are not transported. You can
choose to allow a creature to teleport in or out of
Primal Interdiction without making a save.
Astral Strike
Additionally at 3rd level When you expend an
Endurance Die, you can empower your next attack
with your Astral Arms before the end of your next
turn. The attack gains a reach equal to the range of
Dimensional Guardian
your Primal Interdiction, and if it hits, deals additional Additionally at 7th level, you gain resistance to force
damage equal to one of your Endurance Dice. damage, and advantage on any saving throw against
Additionally, you can force the target to make a being teleported or moved between planes against
Charisma saving throw with a DC of 8 + your Wisdom your will.
modifier + your Proficiency bonus. On a failure, you
can teleport them to an empty space within range of Astral Rift
your Primal Interdiction. Starting at 14th level, as an action, you can open an
Astral Rift connecting two places with a tear in
Astral Beacon reality. One rift appears in an empty space within 5
Starting at 7th level, as bonus action, you can teleport feet of you of your choice, and the other appears in an
a willing creature within 60 feet into any empty space empty space at a point you are familiar with within a
within range of your Primal Interdiction. You can do number of miles equal to your Warden level. The tear
this a number of times equal to your proficiency takes the shape of a swirling opaque roughly circular
bonus, regaining all uses when you complete a long portal with a 5 foot radius. A willing creature that
rest. passes through it is teleported to an empty space
Additionally, your Primal Interdiction is always within 5 feet of the other portal
considered as in range of allied creature’s teleport The rift remains open for 1 minute once opened, or
abilities, even if it would normally be out of range of until you close it as an action. Once you create an
the teleport, as long as they are within 300 feet of you. astral rift, you cannot do so again until you complete
a long rest.
79
Astral Projection
Starting at 17th level, you can astrally project your
soul out of your body as an action. When you do so,
your body becomes stunned and incapacitated, but
you can act in your astral form. While in your astral
form, you have the following benefits:
Bonded Endurance
Macabre Mantle Additionally at 3rd level, you can use Endurance Dice
At 1st level, if your armor becomes damaged, you can to reduce damage taken by your Bone Construct.
repair it using the bones of a medium or larger When you do so, you gain temporary hit points equal
creature’s corpse (provided it has bones). You can to the value rolled on the die. When you block
forge entirely new armor this way. Armor forged this damage with an Endurance Die against yourself, your
way can be any mundane armor with a maximum Bone Construct gains temporary hit points equal to
value of 100 times your Warden level in gold pieces, value rolled on the die.
and can only be used by you.
Additionally, while you are wearing armor created Unearthed Titan
this way or that you’ve bonded with Mystic Bulwark, Starting at 7th level, your Bone Construct gain the
you gain proficiency with the Intimidation skill. following features:
Innate Magic • Large Size. When you summon it, you can
Additionally when you select this bond, you gain summon it as a Large sized creature.
access to several innate magical abilities by • Immediate Commands. When you use your
channeling the power of your primal connection. action to summon it, you can use your bonus
You gain the following spells at the listed levels, and action to command it to take one of its actions.
can cast each spell once without components or spell • Magical Attacks. Its attacks become magical for
slots. Once you cast the spell in this way, you cannot the purposes of overcoming resistance to
cast it again until you complete a long rest. Wisdom nonmagical attacks.
is your spellcasting modifier for these spells. You can
cast a spell again before completing a long rest by Unliving Resilience
spending 1 + the level of the spell Endurance Dice. Additionally at 7th level, you gain resistance to one
damage type of your choice from cold, necrotic, or
poison damage.
Additionally, you gain advantage on saving throws
against poison or disease, and you can go twice as
long without breathing, eating, and sleeping without
suffering negative consequences.
81
Grave Grip Primal Manifestations
Starting at 14th level, as an action, you can call for The following can be selected as Primal
skeletal grasping hands to raise from the ground and Manifestations. If it lists a level requirement, you
bind your foes. All Large or smaller creatures of your must have that level in the Warden class.
choice within range of your Primal Interdiction (or
the Primal Interdiction of your Bone Construct) must Balanced Assault
make a Dexterity saving throw with a DC of 8 + your You gain the Two Weapon Fighting Style. Two-
Strength or Wisdom modifier (your choice) + your Weapon Fighting: When you engage in two-weapon
proficiency bonus. fighting, you can add your ability modifier to the
On failure, the creature becomes Restrained by a damage of the second attack.
skeletal hand rising from the earth. The creature can
break free as an action by making a Strength saving Create Barrier
throw with the same DC as the original save, or can When you take the attack action on your turn, you
be freed if the skeletal hand is destroyed. It has an AC can replace one of your attacks with manifesting an
of 13 and 13 hit points, with a vulnerability to elemental barrier in an unoccupied space on the
bludgeoning damage. ground within 30 feet of you. This elemental barrier
If a creature ends its turn while restrained by a forms out of nearby materials (such as dirt, wood, or
skeletal hand from this ability, it takes 3d6 necrotic stone), and cannot be formed in the absence of
damage. natural materials. The barrier roughly blocks a 5 foot
Once you use this ability, you cannot use it again cube of space, and has an AC of 15, and hit points
until you complete a short or long rest. equal to 10 + your Warden level. You can have a
number of these created equal to your proficiency
Death’s Domain bonus. When creating a new one beyond your limit,
Starting at 17th level, as a bonus action you can the oldest previously created one crumbles.
project your domain around you for 1 minute, with Based on your subclass, you may be able to create
the following effects: other kinds of barriers:
• Expanded Domain. The range of your Primal • Astral Barrier. (Prerequisite: Astral Guardian
Interdiction is doubled. subclass) The barrier does not require any nearby
• Spare the Dying. If an allied creature falls to 0 hit materials to form from.
points within range of your Primal Interdiction, • Ice Barrier. (Prerequisite: Elemental Soul
you can cast spare the dying on them as a reaction subclass) The barrier does not require any nearby
(without needing to be able to touch them). natural materials to form from, and deals 1d6 cold
• Boneyard. Skeletal constructs you create damage to any creature that attacks it.
(including your Bone Construct, skeletal hands • Iron Barrier. (Prerequisite: Ironbound subclass)
from Grave Grip, objects created by spells such as The barrier has resistance to bludgeoning,
ribcage, or skeletons created by spells such as piercing, and slashing damage.
animate dead) gain resistance to all damage while • Tree Barrier. (Prerequisite: Elderheart subclass)
within range of your Primal Interdiction. The barrier does not require any nearby natural
materials to form from, has hit points equal to 10
Once you use this ability, you cannot use it again + twice your Warden level, and can form up to 20
until you complete a long rest. feet tall.
• Stone Barrier. (Prerequisite: Stoneblood
subclass) The barrier has an AC equal to your AC
(unless it is already higher).
One With Stone (Prerequisite: 9th level) Planar Guardian (Prerequisite: 16th level, Astral
You can cast meld into stone without expending a Guardian subclass)
spell slot. Once you do so, you cannot do so again You can cast the spell plane shift without expending
until you complete a long rest. a spell slot. You can only target willing creatures
when you cast it this way. Once you do so, you cannot
do so again until you complete a long rest.
Arise Stone (Prerequisite: 12th level)
You can cast wall of stone without expending a spell
slot. Once you do so, you cannot do so again until you
complete a long rest.
348
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