Warden 2nd Variant (5e Class)

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Warden d&d style[edit]

Credits go to the creators of the Warden (5e class) and the Warden (For Honor)(5e subclass). I only made this to merge the ideas into a warden within d&d and put in my own take on this. Heads up, I'm bad at writing code.

To be a Warden[edit]

A human in heavy armor draws his sword and prepares to fight a group of gnolls with blade and spell. His sword flares with power and a firebolt launches from his blade.

An elf dances through the blades of her foes. She reaches her allies in the middle and plucks three feathers from her wings, throwing them forward creating physical copies. She and her copies prepare to fight the enclosing horde while defending the helpless civilians behind her.

A knight walks with burning fury in her eyes. The wings behind her give off a menacing sight to behold as she lifts her hand, coursing with the power of her blood, a bolt of energy soars out from her hand striking her target. She throws a phantom greatsword, teleporting to the fleeing royal and executes him before he can escape.

Creating a Warden[edit]

One of your parents is a fallen angel (or maybe you're a slime that is mimicking a warden. This class was made with a human or human-like race in mind so feel free to try other races if you can make it fit). How does your parent interact with the Warden Order? How did you become a warden and how long was it before the Warden Order found out you were a child of a fallen angel? Do you give in to the power in your veins or do you seek to control this new found power? Wardens can be king slayers, mercenaries, honorable knights, or rejects from society based on their "angelic" heritage.

Quick Build

You can make a warden quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Strength. Second, choose the soldier, a city-like background, or folk hero background although knights and wardens can come from all walks of life.

Class Features

As a Warden you gain the following class features.

Hit Points

Hit Dice: 1d8 per Warden level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Warden level after 1st


Armor: medium, heavy
Weapons: martial
Tools: none
Saving Throws: Strength, Constitution
Skills: choose 2 from Arcana, Athletics, Insight, Investigation, Medicine, Perception, Persuasion, and Religion


You start with the following equipment, in addition to the equipment granted by your background:

  • (a) A two-handed martial weapon and a one handed martial weapon or (b) a martial weapon and a shield
  • (a) A Scholar's pack or (b) A dungeoneer's pack
  • (a) heavy crossbow, 20 bolts, and a breastplate or (b) 5 alchemist's fire and scale mail or (c) a medicine kit and half plate
  • If you are using starting wealth, you have to choose a reasonable amount of gold dependent upon level you are starting at and if you have done mercenary work as a knight in funds.

Table: The Warden

Level Proficiency
Features Cantrips Known —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th
1st +2 Protective Ward, Resilience 0
2nd +2 Spellcasting, Soul Blade 2 2
3rd +2 Warden Orders, Shoulder Charge 2 3
4th +2 Ability Score Improvement, Warden Ranged Training 2 3
5th +3 Extra Attack, Soul Blade enhancement 3 4 2
6th +3 Warden Order feature, Fighting Style 3 4 2
7th +3 Execution 3 4 3
8th +3 Ability Score Improvement 3 4 3
9th +4 Medieval Resistance, Savagery 3 4 3 2
10th +4 Warden Order feature 3 4 3 2
11th +4 Favor of the Forsaken, Phantom Weapon Throw 3 4 3 3
12th +4 Ability Score Improvement 4 4 3 3
13th +5 Gift of the Forsaken, Magic Blood 4 4 3 3 1
14th +5 Warden Order feature 4 4 3 3 1
15th +5 the Hand or the Blade, Strength of the Forsaken 4 4 3 3 2
16th +5 Ability Score Improvement 4 4 3 3 2
17th +6 Warden Order feature 4 4 3 3 3 1
18th +6 Ascendence 4 4 3 3 3 1
19th +6 Ability Score Improvement 4 4 3 3 3 2
20th +6 Enchanted Soul 4 4 3 3 3 2

Protective Ward[edit]

At level 1, you can give resistance to a target against non-magical bludgeoning, piercing, and slashing for one minute. You can use your action to use this feature. The amount of uses of this feature are determined by your Constitution modifier. This has a range of 30 ft. but if your target is not within 5 ft, a magical illusion appears next to the target to bestow the ward.

Uses= Con. modifier

Upgrades to include elemental damage at level 11.


At level 1, after a short or long rest, you gain temporary hit points equal to your warden level + Proficiency bonus


By 2nd level, you have learned to draw upon the arcane magic in your blood

Spell casting ability

Constitution is your spellcasting ability for your warden spells, since your power comes from the magic in your blood. You use your Constitution whenever a spell refers to your spellcasting ability. In addition, you use your Constitution modifier when setting the saving throw DC for a warden spell you cast and when making an attack roll with one.

Preparing and Casting Spells

The Warden table shows how many spell slots you have to cast your spells. To cast one of your warden spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of warden spells that are available for you to cast, choosing from the sorcerer spell list. When you do so, choose a number of warden spells equal to your Constitution modifier + half your warden level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 5th-level warden, you have four 1st-level and two 2nd-level spell slots. With a Constitution of 16, your list of prepared spells can include five spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell burning hands, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of warden spells requires time spent in experimenting or meditation: at least 1 minute per spell level for each spell on your list.

Spell save DC = 8 + proficiency bonus + Constitution modifier

Spell attack modifier = proficiency bonus + Constitution modifier

Spell casting focus

You can use your weapon as a focus

Soul Blade[edit]

Beginning at level 2, you can charge your next strike with a hex of magic fire to deal an additional 1d4 fire damage while setting the enemy magically on fire and it must make a DC con. save or take 1d4 fire damage every turn until a DC save is successful to successfully smother the magic fire. This charge stays until discharged on a successful hit and can be used as a bonus action

Uses equal Proficiency bonus + Constitution modifier.

Upgrades to damage of fire are: 2d4 at 5th, 3d4 at 11th, 4d4 at 17th, and 5d4 at 19th.

DC=10 + Con. modifier + proficiency bonus

Warden Orders[edit]

At level 3, you choose a order to follow. Assault the evil with the might of a greatsword, or keep the evil on their toes with polearms, shield and weapons, or dual weapons.

Shoulder Charge[edit]

Beginning at level 3, your shove becomes a shoulder charge, dealing 2d4 + Str. modifier bludgeoning damage, pushes the target back 10 ft., and knocks them down. You can use your action for the shoulder charge. If Shoulder Bash fails, target takes half damage, isn't pushed, and isn't knocked down. At level 11, the damage doubles to 2d6 + str. modifier

If you have chosen the Specialist Warden archetype then you do not gain the damage, push distance, and the save.

DC=10 + proficiency modifier, dex. save

Ability Score Increase[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your 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.

Warden Ranged Training[edit]

At level 4, you learn how to craft ammunition for martial ranged weapons and Alchemist's Fire.

Extra Attack[edit]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Soul Blade Enhancement[edit]

At level 5, you have learned to cut the soul of your enemy to cause them to be stunned momentarily while still burning them with magic fire. If successful, the target is stunned until your next turn and must use its action trying to succeed against the save. Soul Blade's fire and stun saves are rolled separately by the affected creature.

Fighting Style[edit]

At level 6, you adopt a particular fighting style to aid you in your warden training. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.


While wearing armor, add a bonus +1 to your 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.


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.

Two Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack


Beginning at 7th level, you can attempt a daring and brutal attack that decimates a singular target. If you reduce a target to 1/4 hp on your turn, you can end your turn by using all remaining actions, bonus actions, and reactions to attempt to execute the target. Make an attack roll against a DC instead of the target's AC. The stats are taken for the DC from the enemy and you roll against the DC instead. Intimidate all enemies within 15 ft radius of the executed target.

Uses= Proficiency bonus

DC=10 + Con. or Dex (halved, from enemy) whichever is higher.

Medieval Resistance[edit]

Beginning at level 9, you gain resistance to necrotic damage and disease thanks to your magic and the sickness of others.


At level 9, you do not falter your strikes when in a battle. You gain a +1 bonus to crit range. 19-20, 18-20,...etc.

Phantom Weapon Throw[edit]

At level 11, you have learned to use your magic to create a ghost-like version of your current weapon to throw at the enemy. However, once this weapon impacts the target, or any object, you have the choice of dealing half of your max damage to the triggering object (or enemy) and then use a bonus action to teleport to the affected target or attack without teleporting. This a spell attack action. Once the attack is complete or you teleport the weapon disappears. Add an extra die of damage for each spell slot used if any are used. The range of this weapon throw is 40 ft.

Favor of the Forsaken[edit]

Beginning at level 11, wings (of the parent you chose) sprout from your back. You gain a flight speed of 30 ft. Speed increases to 30 + half of your walking speed at level 14 and then to your 30 flight speed + your walking speed at level 17. If you already have a natural flight speed granted by wings then you do not gain the basic 30 ft. flight speed but still gain the increases and if you cannot fly with medium or heavy armor you now can.

Magic Blood[edit]

At level 13, your training and magic blood cause some spells to fail against you. You can now reroll spell saving throws but must take the new roll. The uses of this feature are half of your Con. modifier. Uses are restored after a long rest.

Strength of the Forsaken[edit]

At level 15, based upon your subclass, you learn to channel your fallen strength into new found power. Assault wardens gain a +10 to flight speed and razor tipped feathers they can use as weapons. Specialist wardens gain magical feathers that can be plucked, up to 2 + con. modifier per day which allows physical copies to be made to aid you in battle for a day.

Assault= +10 flight speed (along with flight speed upgrade from Favor), razor wings act as a 1d8 long sword or 1d10 double swipe with wings.

Specialist= 2 + Con. modifier charges per day of magical feathers that cast mirror image as a physical entity and when these copies are hit you and the copy take half damage. If you are hit you can direct that damage to your copies. The copies cannot be out of a 40 ft. range or they become dispelled and turn back into magic feathers.

the Hand or the Blade[edit]

At level 15, choose a feature.


Your magic gathers in your hand, allowing you to store a number of spells for 1 + con. modifier days. The number of the spells stored can equal but not exceed this modifier. Ex. 16 Con.= 3 spells can be stored of any spell level if you use a spell slot to store it when you decide to store spells. These can be discharged as a reaction or bonus action if the spell is not a ritual. A ritual spell cannot be stored unless you devot spaces equal to its spell level along with the normal requirements.



Your magic extends into the weapon you are holding, allowing you to gain a spell slot of the level up to your Constitution modifier if you kill a creature. Each time this is done your power seeps into the weapon causing the part of the weapon that touches the enemy to have a different appearance such as the power slowly crawls up the blade like vines. This has the appearance of "cracks" on the blade or an effect of your choosing considering how you use the enemy's energy.


Beginning at level 18, you have almost achieved a status equal to an angel (or demon) of the like of your parent. You gain a resistance to radiant damage when you have temporary hp. If you are already resistant to radiant damage then pick another damage type instead.

Enchanted Soul[edit]

At level 20, Your body becomes enchanted, gain proficiency in Dex. and Cha. saving throws.

Assault Warden[edit]

Assault Wardens value being aggressive and in the face of the enemies. The assault warden trains to become more dangerous and attune their spells to war while wielding a greatsword or a similar weapon. There can be exceptions.

War Casting

Beginning at level 3 because of your training, you can attack with your melee weapon as a bonus action after you have cast a spell.

Soul Delve

Part of your training at level 3, dive into your magic and decide if you will embrace it or control it. Choose one of the following features

Dark Delve

You decide to use the darker side of your power and take from others. You gain a spell melee attack with your hand (not the one wielding your weapon) to drain an enemy. Upon success, you gain 1d4 health and 1d4 Temporary HP while dealing 2d4 necrotic damage. DC is your spell save.

Upgrades at level 5 (3d4), level 11 (4d4), level 17 (5d4), and level 19 (6d4)

DC=10 + Con. modifier + proficiency bonus


Bright Delve

You come back with the knowledge of how to use your magic in ways of good. You can heal 1d8 health + the ally's con. modifier (minimum of 1) when you use Protective Ward on them and if the ally is below zero hp then it also stabilizes them.

Greatsword Training

Beginning at level 6, you train with a greatsword to be able to use the half-swording technique and mastery over Greatswords. Gain Greatsword Mastery which allows you to choose piercing, slashing, or bludgeoning damage when attacking with a greatsword. Gain half-swording technique which allows you to safely grab the blade of your greatsword giving you better leverage. This allows you to grapple while two-handing a greatsword and have advantage on grapple and shove actions

Fearless Strikes

Through training at level 10, you are at peace on the battlefield, where your mind and body are in sync. You gain advantage on Intimidation rolls and against Frighten and Charm effects.

Spiteful Rage

Beginning at level 14, whenever you are hit with a melee attack you can choose to use your reaction to do max damage on your next attack and frighten the target.

DC=14 + proficiency modifier, for frighten

Aim the Catapult

At level 17, you can cause a ball of fire and rock to land where you point. This feature costs 2 actions and can only be used based on half your Con. modifier per long rest. There must be a resting period of 4 minutes after casting this feature or you will receive a 2 levels of exhaustion per overuse. The range of this feature is 60tf and it has an explosion radius of 15 ft. If the enemy is hit they take 10d10 blast damage and are set magically on fire for 4d4 fire until they pass the DC otherwise they take half damage and aren't set on fire. This also set the entire radius area on fire

Spell save DC= 8 + proficiency modifier + Con. modifier

Specialist Warden[edit]

Revolving around the use of halberds, mauls, flails, and other weapon of that like and the manipulation of the enemies while being a tower of metal. You cannot use finesse or light weapons in this subclass. There can be exceptions.


Beginning at level 3, you learn to push enemies around with ease. Your shove becomes a bonus action, an integrated part of your fighting style, and stronger. You gain the ability to push an enemy down to the ground 5 ft. away and perform a follow up attack with your weapon, or as a reaction to push enemies out of reach during their attack on you, which does not trigger an opportunity attack. For this to happen they must be within 5 ft. of you ("touching distance") if you are to push them 5 ft away.

This overrides Shoulder Charge's damage, push distance, and save.

DC= 8 + proficiency bonus + Str. modifier

Mind Delve

At level 6, choose a feature for you to delve your mind into about the essence of your magic

Claw Gauntlet

You return with knowledge of your powers in the ways of good. Your magic causes any metal gauntlet you wear to slowly, over 4 hours, form claws on the ends of your gauntlet fingers. You gain a melee of 1d6 instead of regular unarmed damage and do not suffer from disadvantage while grappling with one arm.


Corrupted Arm

You return with the knowledge of how to control the souls of others. Your upper arm and a part of your torso becomes dark and spiked like a thing from the abyss. You gain charges based on your Constitution modifier for each spell. You can cast necromancy spells each costing a charge. To slot a spell for this you must be of the appropriate level based on your Warden level and spell slot table.

Charges= Con. modifier


At level 6, you can charge forward with your weapon with a spear head on the end of your weapon regardless of what it is unless it is a weapon like a flail which causes you to use a spike on your shield. You can charge forward 30ft. causing any opportunity attacks to hit the first speared enemy instead of you. This deals 2d10 piercing to all targets hit and all targets hit are knocked prone after 30 ft. or your remaining movement is used up.

DC= 8 + Str. modifier + proficiency bonus, dex. save

You can also do a melee attack as a bonus action after casting a cantrip

Forsaken's Message

At level 10, you can let your magic leak from your bones to do 2 effects within a 10 ft. radius of you while sacrificing the ability to spell cast while this is active. You can activate this aura to grant disadvantage on enemy spells that happen or pass within 10 ft. of you while dealing your Constitution modifier as damage or stabilize and heal one hp to any ally that starts their turn in this aura. This costs a spell slot to activate.

Double Strike

at level 14, you can slip in a quick attack if your first strike hits. If your first attack of your attack action hits then you can choose to make a second attack with advantage that pushes an enemy 5 ft. and deals half damage of either slash, bludgeoning, or pierce depending upon the weapon. This cannot trigger a opportunity strike from you if this pushes an enemy out of melee range but it can trigger an opportunity attack with advantage from allies if the enemy goes out of their range.


at level 17, you can condense the lingering radiant energy from your fallen angel parent into a powerful lightning bolt. The uses are based on your Con. modifier and are only restored after a long rest. There must be a resting period of no use of this feature for a period of 1 minute (10 rounds) or you will gain a level of exhaustion per overuse. Choose a feature

Fellbolt Spear

The fellbolt narrows and elongates, writhing with radiant lightning. This spear can travel a set 200 ft. before unraveling and arcing to any nearby bits of metal harmlessly. This takes an action to use and can target any enemy you can see or know of their location but must travel around obstacles. This thrown spear deals 5d12 lightning damage and has advantage against metal targets.


Fellbolt Hammer

The fellbolt widens and becomes more unstable looking. This is a melee attack that has a radius of 10 ft. and takes and action. This fellbolt deals 4d10 Force damage on impact and 2d12 lightning damage in a 10 ft. radius. The explosion also affects the melee target.

Warden Spell List[edit]

You know all of the spells on the basic Sorcerer spell list and additional spells based on your subclass (and the other homebrew spells if you want them) and what you could possibly find in your adventures if they apply.


"Acid Splash, Blade Ward, Chill Touch, Dancing lights, Fire Bolt, Friends, Light, Mage Hand, Mending, Message, Minor Illusion, Poison Spray, Prestidigitation, Ray of Frost, Shocking Grasp, True Strike."

1st Level

Burning Hands, Charm Person, Chromatic Orb, Color Spray, Comprehend Languages, Detect Magic, Disguise Self, Expeditious Retreat, False Life, Feather Fall, Fog Cloud, Jump, Mage Armor, Magic Missile, Ray of Sickness, Shield, Silent Image, Sleep, Thunderwave, Witch Bolt.

2nd Level

Alter Self, Blindness/Deafness, Blur, Cloud of Daggers, Crown of Madness, Darkness, Darkvision, Detect Thoughts, Enhance Ability, Enlarge/Reduce, Gust of Wind, Hold Person, Invisibility, Knock, Levitate, Mirror Image, Misty Step, Phantasmal Force, Scorching Ray, See Invisibility, Shatter, Spider Climb, Suggestion, Web.

3rd Level

Blink, CLairvoyance, Counterspell, Daylight, Dispel Magic, Fear, Fireball, Fly, Gaseous Form, Haste, Hypnotic Pattern, Lightning Bolt, Major Image, Protection from Energy, Sleet Storm, Slow, Stinking Cloud, Tongues, Water Breathing, Water Walk.

4th Level

Banishment, Blight, Confusion, Dimension Door, Dominate Beast, Greater Invisibility, Ice Storm, Polymorph, Stoneskin, Wall of Fire.

5th Level

Animate Objects, Cloudkill, Cone of Cold, Creation, Dominate Person, Hold Monster, Insect Plague, Seeming, Telekinesis, Teleportation Circle, Wall of Stone.


Keep in mind this will change some of your backstory if you have not prepared for this.

Prerequisites. To qualify for multiclassing into the warden class, you must meet these prerequisites: 13 strength, 14 Constitution

Proficiencies. When you multiclass into the warden class, you gain the following proficiencies: martial weapons, medium or heavy armor

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