Warden (3.5e Class)

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As mountains stand fast against the buffeting wind and trees bend but do not break in the storm, wardens are stalwart protectors who draw on the primal spirits of nature to defend the natural world from those who would corrupt or destroy it. Some wardens use the power of earth and stone to shield their allies from harm, whereas others summon the primal strength within themselves to increase their ferocity and tenacity.

As a warden, you might be the staunch defender of a tribe, chosen by the spirits to be your people's champion. Perhaps you were visited by spirits at a sacred grove and charged with protecting it against a spreading corruption. You might have been raised by a bear or nurtured by dryads, chosen from infancy to stand fast against nature's enemies.

Making a Warden[edit]


Abilities: Wisdom is the most important. Constitution can improve the low HP, Charisma .

Races: .

Alignment: Any.

Starting Gold: Like Shaman.

Starting Age: Complex.

Table: The Warden

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special Spells per Day1
Fort Ref Will 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +0 +2 +2 Path of the Manifold 3 1
2nd +1 +0 +3 +3 Initiate of the Manifold 4 2
3rd +2 +1 +3 +3 Manifold Fleetfoot 4 2 1
4th +3 +1 +4 +4 5 3 2
5th +3 +1 +4 +4 Apprentice of the Manifold 5 3 2 1
6th +4 +2 +5 +5 Fletching of the Manifold +1 5 3 3 2
7th +5 +2 +5 +5 Manifold Marksmanship 6 4 3 2 1
8th +6/+1 +2 +6 +6 Student of the Manifold 6 4 3 3 2
9th +6/+1 +3 +6 +6 6 4 4 3 2 1
10th +7/+2 +3 +7 +7 Fletching of the Manifold +2 6 4 4 3 3 2
11th +8/+3 +3 +7 +7 Disciple of the Manifold 6 5 4 4 3 2 1
12th +9/+4 +4 +8 +8 6 5 4 4 3 3 2
13th +9/+4 +4 +8 +8 6 5 5 4 4 3 2 1
14th +10/+5 +4 +9 +9 Scholar of the Manifold 6 5 5 4 4 3 3 2
15th +11/+6/+1 +5 +9 +9 Fletching of the Manifold +3 6 5 5 5 4 4 3 2 1
16th +12/+7/+2 +5 +10 +10 6 5 5 5 4 4 3 3 2
17th +12/+7/+2 +5 +10 +10 Adept of the Manifold 6 5 5 5 5 4 4 3 2 1
18th +13/+8/+3 +6 +11 +11 6 5 5 5 5 4 4 3 3 2
19th +14/+9/+4 +6 +11 +11 Fletching of the Manifold +4 6 5 5 5 5 5 4 4 3 3
20th +15/+10/+5 +6 +12 +12 Master of the Manifold 6 5 5 5 5 5 4 4 4 4

Class Skills (2 + Int modifier per level, ×4 at 1st level)
Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Profession (Wis), Sense Motive (Wis) Spellcraft (Int), Spot (Wis).

Class Featu=es[edit]

. All of the following are class features of the .

Weapon and Armor Proficiency: Wardens are proficient with all simple weapons, plus the weapons granted from the Path of the Manifold class feature. Wardens are proficient with light armor, but not with shields.

Spells: A warden casts divine spells, which are drawn from the cleric spell list. However, his alignment may restrict him from casting certain spells opposed to his moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells, below. A warden must choose and prepare his spells in advance (see below).

To prepare or cast a spell, a warden must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a warden’s spell is 10 + the spell level + the warden’s Wisdom modifier.

Like other spellcasters, a warden can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Warden. In addition, he receives bonus spells per day if he has a high Wisdom score.

Wardens meditate or pray for their spells. Each warden must choose a time at which he must spend 1 hour each day in quiet contemplation or supplication to regain his daily allotment of spells. Time spent resting has no effect on whether a warden can prepare spells. A warden may prepare and cast any spell on the cleric spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.

Path of the Manifold: The Path of the Manifold is a divided tree of specialization which determines which form of ranged weapon with which the warden will become proficient in. There are two seperate paths that the warden may choose: the Path of the String or the Path of the Trigger. The Path of the String focuses on the use of the weapons as classified in the bow category while the Path of the Trigger instead allows the warden to use crossbows. Once the decision for either path is made, it cannot be reversed under any circumstances.

Once the decision is made, the warden will gain both proficiency with weapons of the chosen path along with the Weapon Focus feat respectively. These feats are gained at 2nd and every proceeding third level afterwards. Depending on which path, the warden gains feats as per the table below:

Those that choose the Path of the String gain proficiency with the longbow and shortbow including their composite counterparts, also gaining the Weapon Focus feat with either variety, but only one.

Table: Path of the String
Mastery Path of the String Proficiency
Initiate Point Blank Shot
Apprentice Precise Shot
Student Rapid Shot
Disciple Far Shot Greatbow or Elven Double Bow
Scholar Manyshot
Adept Greater Manyshot
Master Shot on the Run

Those that choose the Path of the Trigger gain the Weapon Focus Feat with one variety of the crossbows whether the light or heavy version but only one. Those of this path will also gain Rapid Reload as a bonus feat.

Table: Path of the Trigger
Mastery Path of the Trigger Proficiency
Initiate Crossbow Sniper
Apprentice Point Blank Shot
Student Precise Shot
Disciple Improved Crossbow Sniper Great Crossbow or Repeating Crossbow
Scholar Shot on the Run
Adept Far Shot
Master Rapid Shot

Manifold Fleetfoot (Ex): The Path of the Manifold has taught the warden that he should always be aware of his surroundings, to never let down his guard or stop moving. At 3rd level, the warden now gain a bonus to AC as a dodge bonus equal to his Wisdom modifier.

Fletching of the Manifold (Su): at 6th level, a Warden can suppliment small amounts of magic into the fletching of his arrows or bolts in order to allow them to fly straighter and deal more damage. All arrows and bolts that are not already enhanced in some way or form are now counted as having a +1 enhancement bonus to attack rolls and damage rolls. This bonus will only apply when the bolt or arrow is being fired, whilst in storage or otherwise not being used in combat, the arrows that are not already enhanced are counted as mundane for all purposes. This ability increases to +2 at 10th, +3 at 15th and +4 at 19th.

Manifold Marksmanship (Ex): By slowing their breathing and taking an extra second to aim, a warden can greatly improve their accuracy and judgement of the flight of the arrow or bolt about to be launched. At 7th level, a warden may now sacrifice a move action to gain half their Wisdom modifier as a circumstance bonus to their next attack roll. This ability must be executed before and in the same turn as the attack the warden is planning.



Epic Warden[edit]

Table: The Epic

Hit Die: d

Level Special
+ Int modifier skill points per level.



Bonus Feats: The epic gains a bonus feat (selected from the list of epic bonus feats) every levels after 20th.

Epic Bonus Feat List: .

Warden Starting Package[edit]

Weapons: .

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Skill Ranks Ability Armor

Feat: .

Bonus Feats: .

Gear: .

Gold: .

Campaign Information[edit]

Playing a Warden[edit]

Religion: .

Other Classes: .

Combat: .

Advancement: .

Wardens in the World[edit]


Daily Life: .

Notables: .

Organizations: .

NPC Reactions: .

Warden Lore[edit]

Characters with ranks in can research to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

DC Result
5 .
10 .
15 .
20 .

Wardens in the Game[edit]

Adaptation: .

Sample Encounter: .

EL whatever: .

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