Imperial Warden (5e Class)
From D&D Wiki
Imperial Wardens are warriors anointed by High-Imperial magic. The blessings of the imperial magic allows them to transcend what normal warriors can perform, as long as they hold true to their liege, and their gods. An aura of power radiates from wardens that make them recognizable when they bring their power to bare. The signs of their power vary from warden from warden, glowing eyes, runic marks, or radiant wings. All wardens however, bind themselves to a weapon that becomes a signature for them. Many wardens will take mundane weapons as theirs, but eventually the weapons become those that are spoken of in legends.
- 1 Creating an Imperial Warden
- 2 Class Features
- 2.1 Table: The Imperial Warden
- 2.2 Weapon Bonding
- 2.3 Fighting Style
- 2.4 Imperial Magic
- 2.5 Rune Eyes
- 2.6 Archetype Feature
- 2.7 Ability Score Improvement
- 2.8 Imperial Aura
- 2.9 Extra Attack
- 2.10 Rune Bonding
- 2.11 Imperial Shout
- 2.12 Aura of Gravity
- 2.13 Weightless Grace
- 2.14 Imperial Command
- 2.15 Bolster of the Empire
- 2.16 Imperial Ward
- 2.17 Will of the Empire
- 2.18 Warden Incarnate
- 2.19 Imperial Warden Archetypes
- 2.20 Dreadnought
- 2.21 Eldritch Devastator
- 2.22 Living Weapon
- 3 Multiclassing
Creating an Imperial Warden
Imperial Wardens proficiencies and their combat focus vary from warden to warden. A warden can focus on the more martial aspects of their training and they could be a tremendous warrior at the cost of being less magically inclined. Otherwise a warden can focus on the spells of their classes and be a long distance power house. The warden above all should be an embodiment of the empire they serve, and thus will usually attune themselves as such.
|High Imperial Warden|
Put your highest stats in Strength (Or Dexterity if you wish to use finesse weapons) and Wisdom. Your next highest stat should be Constitution if you wish to be an Imperial Dreadnought, or put more points into Wisdom if you wish to be an Eldritch Devastator. A Living Weapon will benefit from either Strength or Dexterity.
As a Imperial Warden you gain the following class features.
- Hit Points
Armor: Light, Medium
Weapons: Simple ranged and melee weapons, Martial melee weapons
Tools: Artisan Tools
Saving Throws: Strength and Wisdom
Skills: Choose three from Acrobatics, Arcana, Deception, Insight, Investigation, Perception, Performance, Persuasion, Sleight of Hand, Stealth, and Survival.
You start with the following equipment, in addition to the equipment granted by your background:
- (a) dungeoneer's pack or (b) explorer's pack
- (a) scale mail or (b) leather armor and a longbow with 20 arrows
- (a) a martial weapon and a shield or (b) two martial weapons
|Features||—Spell Slots per Spell Level—|
|1st||+2||Weapon Bonding, Fighting Style||—||—||—||—||—|
|2nd||+2||Rune Eyes, Imperial Magic||2||—||—||—||—|
|4th||+2||Ability Score Improvement, Ability Score Improvement||3||—||—||—||—|
|5th||+3||Imperial Aura, Extra Attack||4||2||—||—||—|
|7th||+3||Arcane Blood Flow||4||3||—||—||—|
|8th||+3||Ability Score Improvement, Aura of Gravity||4||3||—||—||—|
|11th||+4||Extra Attack (2)||4||3||3||—||—|
|12th||+4||Ability Score Improvement, Weightless Grace||4||3||3||—||—|
|14th||+5||Rune Mastery Eyes||4||3||3||1||—|
|16th||+5||Ability Score Improvement, Imperial Ward||4||3||3||2||—|
|19th||+6||Ability Score Improvement||4||3||3||3||2|
At 1st level you have bonded a weapon to yourself in the past or at start of your character gaining this class. Once you have bonded the weapon, 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. When not in use you can dismiss the weapon to a pocket dimension. At 13th level, the user can bound a second weapon to themselves.
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style more than once, even if you have the option to choose it from another class.
You gain a +2 bonus with attack rolls you make with ranged weapons.
While you are wearing armor, you gain a +1 bonus to AC.
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, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
- Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
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.
- Tunnel Fighter
You excel at defending narrow passages, doorways, and other tight spaces. As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.
An Imperial Warden can tap into the essence of the empire and call forth unique magics that will allow him to conquer his foes, or undermine his enemies. Wisdom is your spellcasting modifier for this class. They derive spells from the Paladin spell list, and like a Paladin must be prepared at the beginning of the day. As the Imperial Warden Grows new magics are learned. The spells specific to an Imperial Warden are equivalent to spell slots, and are always prepared.
|Level of Spell||Spells Available|
At 2nd level as an action, the user gains the ability to shoot a beam of pure energy 60ft, dealing 2d6 radiant damage. Every spell slot above first adds 1d6 of damage.
The user has learned to channel his will into his weapon for a short period of time. With a bonus action, the next weapon attack causes an extra 1d8 of force damage. This damage increases by 1d8 for each spell slot above first.
At 5th level, as an action the user gains the ability summon a glowing set of heavy armor that surrounds their body and clothing, forming a magical barrier between them and incoming attacks. The armor can last through three hits, and adds a +2 AC to the user.
At 5th level, Wardens gain the ability to teleport to a place within 30 ft of eyesight that is an open square as a bonus action. The location the Imperial Warden teleport to needs to only be within sight, if the way to the location is blocked they can still teleport to that square.
At 9th Level as an action, Radiant energy washes over a creature of your choice that you can see within 120 feet, burning them with pure radiant imperial fire. The target must make a Constitution saving throw with DC equal to (8 + Proficiency Bonus + Wis Mod). The target takes 6d6 radiant damage on a failed save, or half as much damage on a successful one.
At 9th Level, as an action, moving, golden chains fill a 20-foot square on the ground that you can see within a 30ft range. For the duration, these chains turn the ground in the area into difficult terrain. When a creature enters the affected area for the first time on a turn or starts its turn there, the creature must succeed on a Dexterity saving throw with DC equal to (8 + Proficiency Bonus + Wis Mod) or take 3d6 bludgeoning damage and be restrained by the chains until the spell ends. A creature that starts its turn in the area and is already restrained by the chains takes 3d6 bludgeoning damage. A creature restrained by the chains can use its action to make a Strength or Dexterity check (its choice) against your DC. On a success, it frees itself.
At 13th Level, as an action you fire a piece of non-magical ammunition from a ranged weapon or throw a non-magical weapon into the air and choose a point within range(the range is equal to the range of the weapon). Hundreds of duplicates of the ammunition or weapon fall in a volley from above and then disappear. Each creature in a 40-foot-radius, 20-foot-high cylinder centered on that point must make a Dexterity saving throw against a DC equal to (8 + Proficiency Bonus + Wis Mod). A creature takes 6d8 damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the ammunition or weapon.
At 13th Level, as an action you strike the ground, creating a burst of divine energy that ripples outward from you. Each creature you choose within 20 feet of you must succeed on a Constitution saving throw with a DC equal to (8 + Proficiency Bonus + Wis Mod) or take 5d6 thunder damage, as well as 3d6 radiant or force damage (your choice), and be knocked prone. A creature that succeeds on its saving throw takes half as much damage and isn’t knocked prone.
At 17th level, as an action, flames wreathe one creature you can see within 120ft. The target must make a Dexterity saving throw with a DC equal to (8 + Proficiency Bonus + Wis Mod). It takes 7d6 fire damage on a failed save, or half as much damage on a successful one. On a failed save, the target also burns for the spell’s duration which is 1 minute. The burning target sheds bright light in a 30-foot radius and dim light for an additional 30 feet. At the end of each of its turns, the target repeats the saving throw. It takes 3d6 fire damage on a failed save, and the spell ends on a successful one. These magical flames can’t be extinguished through non-magical means. If damage from this spell reduces a target to 0 hit points, the target is turned to ash.
At 17th level, as an action three pillars of fire erupt on a place of your choosing. The pillars are cylindrical in shape and are ten feet in radius and fifty feet tall. The pillars can not be placed directly on top of one another, but can overlap. Each creature in the area must make a Dexterity saving throw. It takes 7d10 fire damage on a failed save, or half as much damage on a successful one. The fire damages objects in the area and ignites flammable objects that aren’t being worn or carried. If you choose, plant life in the area is unaffected by this spell.
At 2nd level a rune of power empowers your eyes, you can see normally in non-magical and magical darkness to sixty feet. Furthermore you have advantage on Intelligence(Arcana) checks. The range of your Rune Eyes grows to 120 feet at level 9, and at level 14 you can see invisible creatures within 30 feet.
At 3rd level, you choose an archetype that specializes in the play-style you want: Dreadnought, Living Weapon, or Eldritch Devastator, all detailed at the end of the class description.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of you 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.
At 5th level, as a bonus action, upon command, arcane magic surrounds the Imperial Warden in 10 foot radius aura. Wisps of the magic flit through the air around you and embolden your allies as they strike. While you have this aura active, the first time you and your allies attack on a turn the person gains a bonus to the attack equal to your proficiency bonus. An Imperial Warden can use this ability a number of times a day equal to their Wisdom Modifier(minimum of 1). The aura's range increases to 30ft at 13th level.
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
At 6th level, you learn a ritual that can enhance your bonded weapon. Over the course of one hour you infuse your weapon with yet more magic. You must stay within physical contact of the weapon to infuse the weapon. At the end of the hour you now add bonus damage to your attacks with the weapon equal to half your proficiency rounded down.
At 7th level an Imperial Warden's voice carries like a horn across the battlefields. As an action, the Imperial Warden can release a magic filled shout. All allies within 60ft of the Imperial Warden are bolstered by the reassurance of the Imperial Warden, and gain temporary HP equal to the Imperial Warden's class level and proficiency bonus(rounded down).
Alternatively, the Imperial Warden can choose to attempt to intimidate enemies with their shout. All enemies within 60ft must make a Wisdom saving throw equal to the Imperial Warden's saving throw, or be feared until the end of their next turn. While an enemy is feared like this their speed is reduced to 0. On a successful save there is no effect.
An Imperial Warden can use this ability a number of times a day equal to their Wisdom Modifier.
Aura of Gravity
At 8th level an Imperial Warden's presence is a weight to their enemies, but keeps their allies grounded. Enemies within ten feet treat your radius as difficult terrain, while allies have advantage on Dexterity saving throws, and effects that would displace them or knock them prone.
Starting at 12th level, the armor your wearing starts to feel like a second skin and your movement in it seems to be effortless. You do not suffer disadvantage on Dexterity(Stealth) checks if wearing medium or heavy armor, and you receive a bonus to Dexterity saving throws equal to half of your proficiency.
Beginning at 13th level an Imperial Warden has learned to turn even a furious enemy into an ally, albeit even for a brief few moments. The Imperial Warden has advantage on Charisma checks with a guard, nobleman, or anyone else of a high station. In addition, as a bonus action the Imperial Warden can cast Charm Person, Crown of Madness, and Command a number of times equal to their Wisdom Modifier per long rest. At 17th level the Imperial Warden adds Geas to this list.
Bolster of the Empire
Starting at 14th level, the Imperial Warden carries the will of the entire empire behind them. As a bonus action they can embolden them-self or an ally they can touch. The creature affected with this ability has a bonus to all saving throws equal to the Imperial Warden's proficiency, and they gain temporary HP equal to the Imperial Warden's class level.
At the 16th level, you are able to inscribe an Imperial Rune on a creature up to 8 hours. The Imperial Warden can place these Runes on a number of creatures up to their Wisdom modifier per long rest. While a creature has an Imperial Ward on them, the first time they take damage it is negated, after the first instance of damage the Rune disappears.
Will of the Empire
At 18th level your will is nigh unconquerable. You automatically succeed on any Wisdom saving throw and have advantage on all other saving throws. In addition all allies within 30 feet of you have a bonus to their saving throws equal to your proficiency bonus.
At 20th level, you become the embodiment and will of both the empire and your gods. Once per long rest you can tap activate the ability, and gain the following benefits for 1 hour:
You are immune to Necrotic and have resistance to all damage. Your bound weapon or weapons attacks also deal an additional 2d10 Radiant or Force damage with every hit(your choice). All spells and attacks with a bound weapon ignore damage resistances. All auras that bolster allies gain a range of 60ft.
Imperial Warden Archetypes
Imperial Wardens can specialize in a few ways, each one detailing the extremities of combat. Choose from the Dreadnought, Eldritch Devastator, or Living Weapon, reflecting what path you wish to take.
Dreadnoughts are living embodiment's of resilience and endurance, and can take such a punishment that some even wonder if they're any longer mortal. Striding the battlefield outfitted with armor fit for a god the Dreadnought is truly the epitome of physical endurance.
As an action the warden can choose to defend ONE of their allies within five feet. All enemies attacking the target of the warden's defense have disadvantage or must choose to attack the warden. If they continue to attack the target but miss due to the disadvantage, the warden can use their reaction to strike the enemy once, knock the enemy prone, or to knock the enemy back five feet.
- Bound Arsenal
A warden after taking this archetype can now bind weapons, armor, shields, and heavy weaponry such as a ballista to themselves instead of just weapons. When you take this archetype you may bind two of the listed items to you; for the purposes of this your armor counts as one object(for example one weapon and one shield, or a shield and a suit of armor). If a Dreadnought Warden binds a suit of armor or a shield to themselves it is treated as a +1 magical shield or suit. At 9th level, a Dreadnought Warden can bind two additional various items to themselves.
- Thick Skinned
At 3rd level, a Dreadnought Warden gains 1d12 + Con Mod + 5 in place of their standard hit dice. This bonus is gained again at levels 5, 7, 10, 13, 16, and 20.
At 9th level, a Dreadnought Warden has defended against countless sieges and countless more enemies. They can use the Shield Spell a number of times equal to their Constitution Modifier(minimum of once) per long rest. In addition if an effect would move the Dreadnought against their will they can choose to not be moved a number of times equal to their Constitution Modifier(minimum of once) per long rest.
At 13th level, the Dreadnought Warden has learned to use their magic to push past their physical limits. A Dreadnought Warden can add double their proficiency bonus to any Strength checks, or they can choose to double their proficiency bonus for one round on their attacks. This can be used a number of times equal to their Wisdom Modifier per long rest. In addition the Dreadnought gains resistance to either bludgeoning, piercing, or slashing damage.
- Overwhelming Defense
At 17th level, a Dreadnought Warden, once per long rest, can make themselves as if they were a mountain, unbreakable. When they do this they gain resistance to all damage for one minute and their strength score increases by 2. The Dreadnought Warden also gains an imposing aura and gains advantage on intimidation checks against creatures that can see them.
These warden's have changed their focus of combat towards a spell casting focus with such a degree of intensity that even longtime wizards and scholars are stunned. Nothing is forbidden knowledge to an Eldritch Devastator, and no magic is outside of their reach. Such Eldritch Devastor's have the blessing and power of even their gods.
- War Magic
An Eldritch Devastator studies the divine magic of the gods, and the magics of wizards. An Eldritch Devastator prepares their spells the same as they always have, but can now prepare from both the Paladin and Wizard spell lists.
A Phylactery is a personal magic item that a Eldritch Devastator can craft, this allows the warden to never permanently die so long as their phylactery remains unbroken. Once their phylactery is broken, if the Warden can remain alive for two weeks they can remake it. But if they die without an active phylactery they remain dead. If a warden dies while their Phylactery is unbroken, they return to life at 1 hit point after 1d12 minutes. If their body is completely destroyed or then the warden regenerates in a spot closest to their Phylactery. To craft a phylactery, it requires:
Tears of a Griffin, Flowers grown on top of a warrior's grave, Blood of a Undead, Holy Water, Powder crushed Gems, Gold Coin dipped in Warden's Blood.
The ritual to craft a phylactery is drawing a runic circle and place all of the items within it. They then channel their magic into the circle for seven days and nights, at the end of which the phylactery is made but the Warden loses 20% of their maximum health. If the Phylactery is ever broken, the health is returned to them.
- Spell Mastery
You gain advantage on all arcana checks, as well as add your Wis Mod on attack rolls with bound weapons and spells
- Arcane Cannon
At 3rd level the damage dealt by arcane blast is upgraded from d6 to a d10, and to a d12 at 6th level. Also adds a +5 force damage to the spell at level 3, which is replaced by a +10 damage at level 9.
- Eldritch Tome
At 9th level the manifestation of an Eldritch Devastator's god-given power transforms into a tome of power. The tome grants one learned spell upon a successful Arcana check and one week of study, after which the tome becomes blank for one week afterwards. Text returns to the tome at midnight of the seventh day, and the Eldritch Devastator can attempt to learn a new spell. The DC to learn each spell is higher than the last as their powers are even greater.
-Mystic Explosion DC 17 Arcana Check to learn. An 2nd Level Evocation spell. The user builds up their magical reserves and unleashes them all at once in a personal explosion of power around them. The explosion is the color of the Warden's personal magic signature. 60ft range, 10ft explosion. 4d10 force damage. As a action to cast it. Dex Save against the user's spell save. On fail they take the full damage, on save only half. -Eldritch Ballista DC 19 Arcana check to learn. An 3rd Level Evocation spell. Concentrating their magical power into an single large ballista like projectile, the user launches it with impressive force across the battlefield, tearing about buildings and foes alike. As a action to cast, 120ft ranged spell attack. 7d12 force damage. Enemies within 5ft of attacking area need to make dex save against user's spell save or take half damage. On save, no damage is taken. -Palm of Arcane God DC 21 Arcana Check to learn. An 4th Level Evocation spell. Gathering magical energy into their palm, the user throws his palm out towards an area. As a action a 40ft area within eyesight is pressed upon by the full Arcane might of the Eldritch Devastator Warden, the area is left with the impression of a giant palm pressed down upon it. 10d12 force damage, all creatures caught need to make a dex save against user's spell save. On a fail, they take the full damage and are knocked prone. On a success, they take half damage.
- Arcane Decay
At 13th level, as a action you summon a rain of arcane flecks of energy and they begin eroding against the enemies armor. A enemy within eye sight must make wisdom save against user's spell save DC. On a fail their AC is reduced by 5 for one minute, on a success it is reduced by 5 for just your turn.
- Spell Mastery
At 17th level, you can unleash a flurry of devastation upon your enemies as a action. Your knowledge of the arcane arts is vast enough that you know how to add that special twist on most spells to get the most damage out of them. You are the ultimate incarnation of imperial war magic. If you roll an attack for a spell (like arcane blast) you now score a critical hit if you roll an 18 - 20 with all spells.
These wardens focus purely on destroying their opponent with any weapon, be it from the simplest knife or cudgel to a masterwork blade. Such wardens are known far and across the empire for being an unstoppable warrior.
You gain proficiency in improvised weapons and exotic weapons, as well as all simple and martial weapons. In addition your unarmed strikes deal 1d4, similar to the monk.
- Fighting Style
When you choose this archetype you may choose one additional fighting style from the list detailed earlier in the Imperial Warden class, but can not take the same one.
- Extension of Your Body
When you choose this archetype choose one weapon that you master(longsword, shortsword, battleaxe, etc.). You have become so practiced with this weapon it is an extension of you. When you deal damage with this weapon if you roll a 1 you can reroll the damage once per turn. When you reach 9th level in this class you can add both your strength and dexterity modifiers for damage to your mastered weapon.
Prerequisites. To qualify for multiclassing into the Imperial Warden class, you must meet these prerequisites: Cannot be True Neutral Must have at least 13 Str or Dex, and at least 13 Wisdom.
Proficiencies. When you multiclass into the Imperial Warden class, you gain the following proficiencies:
- Light armor, Medium Armor
- One skill from the Imperial Warden skill list
- Artisan Tools