Mystic Warden (Variant) (3.5e Class)
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A class with a wide variety of skills and magic for many situations but immense restrictions on personal ethics and behavior to maintain such power. A more balanced variant designed for more general campaigns (based off this  class) Mystic Wardens have a special weapon  that they can use innately without any penalties and are even treated as if they have no penalties while using the weapon (no penalties for using this weapon are given to them at all) in addition they always start with this weapon and it is the only weapon they have proficiency with. in addition the weapon grows out of them and they cannot be disarmed. the weapon also regenerates from damage slowly (1hp per round) however enchantments are 3 times as expensive but never cost xp (cot is only doubled instead of tripled if the enchantment lacked an xp cost to begin with)
Making a Mystic Warden
Mystic Wardens were created from the ground up as elite guardians and slayers of tough opponents however in doing so they were also created with a very crippling weakness and an annoying but manageable one. a mystic warden has an oath they must follow (detailed down below) that they simply cannot deviate from ever meaning they are rigid and inflexible. Mystic Wardens are physically incapable of disguising their alignment giving off a subtle aura of it to anyone within 10 feet of them
Mystic Wardens benefit heavily from allies able to cover for these weaknesses and able to cover for the inflexibility of the mystic warden.
In addition the mystic warden has a unique weakness of their base speed being halved however they are also unaffected by terrain or obstacles that reduce movement speed (cannot go below 10) and can simply walk through it unaffected. in addition mystic warden armor check penalties if wearing heavy armor are doubled
However they also have a unique strength in that any size increases/decreases given to this class are treated as if they are monsters and as such use the size scaling category from the monster manual (MM pg 291 table 4-2 changes to statistics by size) 
Abilities: Strength and Constitution are both very important for a mystic warden to increase their combat effectiveness, Wisdom is also very important as that is their stat they use for casting magic.
Races: Humans are the most likely, Dwarves are as well, Elves and other weaker races are unlikely but still possible.
Alignment: "Defined By Oath" See below however most mystic wardens have a very strong inclination towards law.
Starting Gold: 2d10×10 gp (avg: 120 gp).
Starting Age: Complex.
|Saving Throws||Special||Spells per Day|
|1st||+1||+1||-4||+1||Warden Awakens, Chains of Unity, Chain of Punishment||2||0||—||—||—||—||—||—||—||—|
|2nd||+2||+2||-3||+2||Share Pain, Share Love||3||1||—||—||—||—||—||—||—||—|
|3rd||+3||+2||-2||+2||Clear Your Head||3||1||0||—||—||—||—||—||—||—|
|6th||+6/1||+4||+0||+4||Power Through, Durable Body||4||2||2||1||—||—||—||—||—||—|
|9th||+9/4||+6||+1||+6||Spikes of Agony, Unmoved||5||3||3||2||1||0||—||—||—||—|
|12th||+12/7/2||+9||+2||+9||Unyielding Determination, Magical Dabble 2||5||4||3||3||2||2||1||—||—||—|
|14th||+14/9/4||+11||+2||+11||Hold On For Me||5||4||4||3||3||2||2||1||—||—|
|18th||+18/13/8/3||+12||+4||+12||My Blood Is Yours||5||4||4||4||4||3||3||2||2||1|
|20th||+20/15/10/5||+13||+4||+13||Magical Dabble 3||5||4||4||4||4||4||3||3||3||3|
Class Skills (2 + Int modifier per level, ×4 at 1st level)
Mystic Wardens are very heavy on their abilities and are very heavy and slow as a whole. All of the following are class features of the Mystic Warden.
Weapon and Armor Proficiency: Mystic Wardens only have 1 weapon proficiency at base as described above however at every 3 levels they may gain another 1 weapon proficiency of their choice provided the weapon is not exotic. they however also only have proficiency with heavy armor but also are treated as specialists in it as well (gains 1 heavy armor feat by default) due to the fact that their unique weapon is bonded to them even when not being used all armor they wear is treated as heavy by default)
Spells: Mystic Wardens have most of the same abilities for casting as a cleric does but slightly reduced (they lack bonus domain spells and for spell points they are treated as a cleric but with 20% less spell points) in addition the cannot convert other spells into heal or inflict spells however they can turn spells into rubuke or control undead attempts and are treated as if they can do so naturally in addition their casting is spontaneous not prepared. Mystic Wardens cast divine spells which are drawn from cleric spell list in addition to any spells gain from dabbling in other arts (essentially if a cleric can cast it so may they) all spells of the mystic warden are governed by the Wisdom stat
Warden Awakens: The power of the Mystic Warden has awakened in earnest due to the swearing of their oath (an oath has to be made to 1 of 4 categories. category 1 is a deity (special restrictions: must follow that deities code and alignment perfectly any deviation is treated as a violation see ex-mystic wardens for details)
category 2 is a person/organization (must follow all orders/requests from this person to the letter and intent with no deviation to do otherwise is a violation you must also match their alignment within 1 step even if said alignment changes yours does as well).
category 3 is an ideal/alignment (must always act towards that ideal or alignment with no deviation to do otherwise is a violation). the available alignments are LG (Lightbringer), NG (Benefactor), CG (Good Spirit), LN (Justicar), N (Wanderer) CN (Freedom-Seeker), LE (Tyrant), NE (Hedonist), CE (Ruiner). the ideals are things like justice or vengeance, seeking to right any perceived wrongs or such. or upholding a promise or code.
category 4 is to ones self (often overlaps with hedonist but is seperate in not being necessarily evil but to clarify this oth is one of selfishness, always taking rewards, total refusal of sacrifice, and constant seeking of self improvement at any cost) (must always act for the benefit and betterment of ones self with no deviation to do otherwise is a violation).
if and only if the oath cannot be followed further (deity/person dies or organization disbands the mystic warden may change oaths but must select a new one within 1 month or it is treated as a violation).
selecting an oath carries additional benefits and drawbacks however: First, the mystic warden grows in size category (all equipment they carry scales as well) by 1 step (medium becomes large, large becomes huge. etc.). Second, their unique weapon the heavy chains grows out of their back with a cost if a mystic warden ever "de-chains" themselves or they have their chains ripped off (harder than you think opposed strength check (with a + 1/2 class level bonus in favor of the warden) to attempt to rip them out of their flesh but they will re-grow out of their bodies after 2d6 hours the chains are immune to rust or breaking until fully formed and while fully formed regenerate 1 hp and hardness until fixed each round) they lose access to all abilities/effects and spell casting this class has access to until they are once again re-united with their chains(after level 10 mystic wardens may 1/ 2 days create spectral chains for 2d4 minutes as a stand in for their chains and as such are not considered de-chained during this time). in addition the mystic warden loses all abilities and effects of the class if they multi-class and the mystic warden class is not either the highest of class levels or equal to the highest level (if this class is chosen as a class to multi-class into this restriction is slightly relaxed as long as all levels gained are placed into mystic warden until mystic warden is greater than or equal to the highest class level failing this is an oath violation)
Chains of Unity: The Mystic Warden launches a number of spectral green chain that links to a number of willing allies, they can cast spells on the allies linked though the chains as if they were within touch range. the number of allies that can be linked to simultaneously is 5 + the level of the mystic warden the link is continual until willingly broken (free action) or the range (15ft per level of the mystic warden) is exceeded. casting this ability is a movement action
Chain of Punishment: The warden launches a spectral red chain (as a either movement or standard action their choice) towards an enemy that forces the enemy to focus on them (the mystic warden) exclusively (all actions taken must either be an offensive action against the mystic warden or moving towards the mystic warden (not away) no exceptions in addition the target chained is counted as flanked if attacked by anyone besides the Mystic Warden) unless they pass an opposed will check which will break the chain (for the first round of this activation the mystic warden gains a +5 and adds their class level as well but each time the check is made against the same enemy during the same encounter the mystic warden's check will lower by 2 each time). the chain cannot be broken without either the warden or target dying, an anti-magic field, or the warden failing the opposed will save, or the mystic warden may choose to break it themselves. once the mystic warden reaches level 7(or has 7 class levels in mystic warden) they may cast offensive magic through the chain as if within touch range with no penalty (the range requirement of the chains is they must be within the sight range of a mystic warden or the mystic warden must know exactly where they are)
: The Mystic Warden may only use this ability (counts as a move action) on a target affected by or recently targeted by chain of punishment, the mystic warden may sacrifice up to their class level + 1 in hp to deal that much damage in d4's to the target (damage is magical in nature and can be resisted as such and is treated as so for the purposes or resistances)
: The Mystic Warden may use this ability (counts as a move action) only on allies affected by Chains of Unity the Mystic Warden may sacrifice health (up to 3 times their class level) and roll that many d3's to gain a health pool to distribute between their allies(the Mystic Warden may not target themselves with this) as they see fit (ex: Hadrian the 10th level Mystic Warden sacrifices 20 hp and as such rolls 20 d3s and gains a healing pool of 27hp and say he has 3 allies attached with Chains of Unity he may choose to distribute the 27 hp however he wishes between his allies the number however may not exceed his healing pool) after a warden uses this ability the damage they receive from this sacrifice cannot be healed for 1d4 hours unless a spell to remove curses is used on them (DC 5 + health sacrificed) after said time they may heal/regenerate as normal)
Clear Your Head: The Mystic Warden is now immune to fear and gains their class level as a bonus to resisting all other mind altering effects in addition any allies currently within 50ft of the mystic warden gain 1/4 the mystic warden's will modifier as a bonus to any checks made against fear effects
Magical Dabble: After a little bit of magical fiddling in other talents the mystic warden may add 2 spells to their spell list that they normally couldn't cast (such as arcane spells) provided it still follows any restrictions that it may have (barring spell failure chance) (the mystic warden can select these spells at any time but they may not be changed) and they have access to that spell level normally
Deny Satisfaction: The Mystic Warden's sheer determination prevents them from falling victim to anything they consider cheap or cowardly, and as such they are now immune to paralysis, ability damage, and ability drain. also, they don't die easily the hp they must be reduced to to fully die is now set to -30 instead of -10 and they may continue acting even when at negative hp but are considered disabled and each action they take they lose 2 hp per turn until healed
Power Through (Ex): Twice per day the Mystic Warden may regain (2d20 + 10)% of their current maximum hp as a full round action however this does provoke attacks of opportunity
Durable Body: The Mystic Warden gains dr2/- (increases by 2 every 3 levels after unlocking) and their body and chains gain 10 hardness for the purposes of resisting/attempting(chains only) sunder attempts
Persevering Oath: The Mystic Warden may add half their class level to any saves made to resist stunning or any attempt to knock them back/prone
Spikes Of Agony: Any grapples made by or against the mystic warden deal 1d10+str mod slashing/piercing damage to the person/creature that is not the mystic warden in addition the mystic warden gains the monstrous feat (awesome blow) even if they do not meet the prerequisites provided they are attacking with their chains
Unmoved: The Mystic Warden is immune to all negative morale modifiers and is also gains a +(1/2 class+ wisdom modifier) to resist any diplomacy checks/ charm (or control) attempts that are opposed to the mystic warden's wishes
Death Grip: The Mystic Warden is now considered as 1 size category bigger for the purposes of grapple checks, additionally if the mystic warden lacks this feat already they are treated as if they have the monstrous feat snatch each time they attack unarmed, and each turn they remain grappled to or successfully grapple an enemy they deal half of an unarmed damage roll as a constrict attack to that enemy in addition if the enemy is more than 1 size category smaller than them they can hold them one handed with no penalties other than 1 hand is now occupied
Mercy (Ex): The Mystic Warden can choose to at-will take damage in place of an ally they have linked to with Chains of Unity (they may do this 1/day per every 3 class levels)
Vengeance (Ex): The Mystic Warden can choose to immediately upon being damaged deal the same amount of damage to the enemy that just harmed them(enemy must be clearly seen and visible by Mystic Warden) (this can only be done 1/day per every 7 class levels)
Unyielding Determination: The Mystic Warden gains a +(1/2 class level) to all concentration checks
Magical Dabble 2: As Magical Dabble above
Mental Fortitude: The Mystic Warden may now add half of their wisdom modifier to their hp rolls in addition to the constitution modifier and if they ever lose their constitution score (such as becoming undead) their hp instead scales completely off of their wisdom
Hold on for me: any ally linked via chains of unity now is treated as if they have Deny Satisfaction but only the ability to act while at negative hp and the -30hp to death
Undying: The Mystic Warden gains immunity to instant death effects and now whenever they die they must make a dc 20 will save to come back to life with 4d20% + 20% hp (in addition all negative effects are purged) each time they do this the DC increases by 10 and only resets every month also the mystic warden gains a health gate making them only able to lose up to 25% of their hp per attack and no more than 50% of their hp each round. in addition the mystic warden now has regeneration 1 as a continual effect
Execution: The Mystic Warden deals 50% more damage to targets that are below 1/3 of their maximum hp and when the mystic warden slays a target all of their allies linked with chains of unity gain a +1 morale bonus to all stats/saves for 1d6 +1 rounds
My Blood Is Yours: The mystic warden may choose to at will heal any ally linked with Chains of Unity at the cost of losing twice the hp they heal the ally for in addition if the mystic warden is at below 25% hp an ally linked with chain of unity can choose to heal the mystic warden at will using the same 2 to 1 heal ratio
Iron Vitals: Any additional damage the mystic warden takes from critical hits is now reduced by 50%
Magical Dabble 3: As Magical Dabble above
If a warden ever willingly violates their mystic oath through an action they chose to commit willingly they die instantly with no spells/saves to prevent this, if the violation is unwilling they have 3 months to attempt to correct the violation they committed unless the action was due to mental manipulation and is unable to be corrected in which case the action is forgiven only if they commit 3 actions in favor of their oath within 3 months, should a violated warden be resurrected after dying from oath breaking they lose all class levels and abilities/effects from the class permanently down to a level 1 commoner if they had no other class levels (not even a wish will fix this).
Epic Mystic Wardens
|21st||+1 str, con, or wis|
|24th||Magic Dabble 4|
|25th||+1 str, con, or wis|
|28th||Magic Dabble 5|
|29th||+1 str, con, or wis|
2 + Int modifier skill points per level.
Magic Dabble 4: as Magic Dabble above but instead 3
Magic Dabble 5: As Magic Dabble 4. in addition gain another level of this every 4 levels after
Bonus Feats: The epic Mystic Warden gains a bonus feat every 4 levels after 22nd.
Playing a Mystic Warden
Religion: They follow their oath to an obsessive, fanatical degree, (they kind of have to be honestly) depending on what they swear to (including gods) is what they follow without fear or hesitation.
Other Classes: Typically Mystic Wardens get along well enough with other disciplined classes of the same alignment as them as long as their goals are similar. However, mystic wardens typically have a sharp disdain for the more chaotic and non-disciplined classes but can work with them as long as their oath is being pursued and they stay out of said warden's way. the only people the mystic warden will outright refuse to work with are people who act counter to their oath in which case they regard these people as either vermin or bitter enemies.
Combat: The Mystic Warden's role in combat is often to support their party on the defensive and on the offensive. they focus on single targets to try to shut them down quickly since they often do not switch targets.
Advancement: They can multi-class into any class that doesn't either violate their oath or have a code/alignment restriction of it's own, should they do so it counts as willingly violating their oath (which means death).
Mystic Wardens in the World
|“||We serve, not because it is convenient, we fight, not because we are suicidal, we live, not because we have to, We are Wardens, because we choose to be and we will never be swayed away from our oath||”|
|—Lady Mira Cossant Duchess of Eras, Human Mystic Warden (Tyrant)|
Mystic wardens are often elite guards or a step up from paladins in their devotion
Daily Life: Total servitude and pursuit of their goals and oath with little heed paid to anything else baring taking care of daily needs
Notables: Lady Mira Cossant level 24 Mystic Warden (Tyrant) Bound and Serves her husband Lord Aureus Cossant Duke of The City of Eras
Organizations: Unless mystic warden's share oaths or have similar people under their protection they do not actually congregate or necessarily have much if anything in common with each other mystic warden is more of a breakthough of pure devotion rather than a unified idea
NPC Reactions: Many do not know who or what mystic wardens are and the few that do either think of them as fanatical loons or as pure devoted idealists. Paladins/Blackguards of similar ideas or alignments typically respect their devotion but with differing view they can easily become bitter enemies.
Mystic Warden Lore
Characters with ranks in Knowledge (Religion) and Knowledge (History) can research Mystic Wardens to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
|5||Mystic Wardens are very strong classes with a wide variety of skills and follow very strict oaths.|
|10||Mystic wardens are often employed or even trained by very wealthy people or kings, and occasionally other mages or even wardens.|
|15||This will tell exact details of how wardens are made.|
|20||Specific knowledge about a particular Mystic Warden (oath,age,race,height,weight,descriptions).|
Mystic Wardens in the Game
Mystic Wardens are often elite guards or enforcers of their oath likely in addition to or to the detriment of nearby Paladins
Adaptation: They are basically super paladins so they fit pretty much wherever they could/would
Sample Encounter: 2 Mystic Wardens placed outside of a holy temple to prevent attacks and to ensure no would-be thieves escape unharmed