Zuan Codex (3.5e Sourcebook)/Warden

From D&D Wiki

Jump to: navigation, search
Missing.png One or more images on this page are unattributed. Please include on this page the name of the artist or copyright holder, in addition to a link to the artist's website if available and appropriate.

"Google" isn't a source; it shows web search results. "Pinterest" isn't a source; it's an aggregate of images copied or linked to from other websites.

If you own this image, or it is covered by public domain, consider uploading the image to D&D Wiki. If the source of the image cannot be located or the copyright holder wishes for the image to not be on this page, then remove the image. For more information on copyright law, see D&D Wiki:Copyrights.

Edit this Page | All pages with an unattributed image


A Warden.
One does not use the power of nature, the power of nature uses you.

While druids use the power of nature for themselves, wardens do everything for nature and believe that nature protects them, rather than the other way around. Wardens travel the lands, communing and learning about nature in its purest form. Wardens see more in nature than trees, rocks or even magic, they see nature as a person, with feelings and power greater than any mortal can control; So instead, they ask nature for powers they can control and learn from. Always asking local wildlife about legends and stories of past generations, wardens try to understand the ancient world so that they may preserve, or resurrect it.

Hit Die: d6

Abilities: Wardens use wisdom as their main ability score for the purpose of casting spells, but high strength, dexterity, and constitution can also be important as they determine your effectiveness while shapeshifted. intelligence and charisma are often considered less important as skills aren't really necessary because many of the warden's class features already accomplish whats needed, and charisma because most wardens have no need of social skills when their best friends are trees and squirrels.

Races: Those who see more in nature than meets the eye are lead to the path of preservation by the spirits and magic that reside in it. While elves are the most common, lots of more primitive races often become wardens.

Alignment: Any neutral

Starting Gold: As Druid.

Starting Age: Complex.

Table: The Warden

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special Spells per Day
Fort Ref Will 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +2 +0 +2 Pet, Nature Sense, Wild Empathy 3 1
2nd +1 +3 +0 +3 Shapeshift 4 2
3rd +1 +3 +1 +3 Healing Well, Trackless Step 4 2 1
4th +2 +4 +1 +4 Resist Nature’s Lure 5 3 2
5th +2 +4 +1 +4 Aerial Form 5 3 2 1
6th +3 +5 +2 +5 Gaea's Gift I 5 3 3 2
7th +3 +5 +2 +5 6 4 3 2 1
8th +4 +6 +2 +6 Ferocious Slayer Form 6 4 3 3 2
9th +4 +6 +3 +6 6 4 4 3 2 1
10th +5 +7 +3 +7 Venom Immunity 6 4 4 3 3 2
11th +5 +7 +3 +7 6 5 4 4 3 2 1
12th +6/+1 +8 +4 +8 Forest Avenger Form 6 5 4 4 3 3 2
13th +6/+1 +8 +4 +8 6 5 5 4 4 3 2 1
14th +7/+2 +9 +4 +9 Gaea's Gift II 6 5 5 4 4 3 3 2
15th +7/+2 +9 +5 +9 6 5 5 5 4 4 3 2 1
16th +8/+3 +10 +5 +10 Elemental Fury Form 6 5 5 5 4 4 3 3 2
17th +8/+3 +10 +5 +10 6 5 5 5 5 4 4 3 2 1
18th +9/+4 +11 +6 +11 Timeless Body 6 5 5 5 5 4 4 3 3 2
19th +9/+4 +11 +6 +11 6 5 5 5 5 5 4 4 3 3
20th +10/+5 +12 +6 +12 Wisp Walk 6 5 5 5 5 5 4 4 4 4

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nature) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str).

Class Features[edit]

All of the following are class features of the warden.

Weapon and Armor Proficiency: Wardens are proficient with the following weapons: club, dagger, dart, quarterstaff, sickle, shortspear, sling, and spear. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with shapeshift (see below).

Wardens are proficient with light armor but are prohibited from wearing metal armor; thus, they may wear only padded, leather, or studded leather. (A warden may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. See the ironwood spell description) Wardens are not proficient with shields.

A warden who wears prohibited armor or carries a shield is unable to cast warden spells or use any of her supernatural or spell-like class abilities while doing so.

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

To prepare or cast a spell, the 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. Her base daily spell allotment is given on Table: The Warden. In addition, she receives bonus spells per day if she has a high Wisdom score. She does not have access to any domain spells or granted powers, as a cleric does.

A warden prepares and casts spells the way a cleric does, though she cannot lose a prepared spell to cast a cure spell in its place (but see Spontaneous Casting, below). A warden may prepare and cast any spell on the warden spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

Spontaneous Casting: A warden can channel stored spell energy into summoning spells that she hasn’t prepared ahead of time. She can “lose” a prepared spell in order to cast any summon nature’s ally spell of the same level or lower.

Chaotic, Evil, Good, and Lawful Spells: A warden can’t cast spells of an alignment opposed to her own or her deity’s (if she has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.

Bonus Languages: A warden’s bonus language options include Sylvan, the language of woodland creatures. This choice is in addition to the bonus languages available to the character because of her race.

A warden also knows Druidic, a secret language known only to wardens and druids, which she learns upon becoming a 1st-level warden. Druidic is a free language for a warden; that is, she knows it in addition to her regular allotment of languages and it doesn’t take up a language slot. Wardens are forbidden to teach this language to nonwardens and nondruids.

Druidic has its own alphabet.

Pet (Ex): At 1st level, a warden can obtain a pet. Doing so takes 24 hours and uses up no magical materials or gold. A pet is a tiny mundane beast and is quite skilled. The creature serves as a companion and servant.

The warden chooses the kind of pet he gets, and gains abilities based on that choice. As the warden advances in level, his pet also becomes more skilled.

If the pet dies or is dismissed by the warden, the warden loses no gold or experience points. A slain or dismissed pet cannot be replaced for a minimum of 2 weeks. A slain pet can be raised from the dead just as a character can be, and it does not lose a level or a Constitution point when this happy event occurs.

A character with more than one class that grants a familiar, Animal Companion, or pet may have only one at a time. Only a normal, unmodified animal may become a pet. An animal companion or familiar cannot also function as a pet, and vice versa.

Pet Special
Bat Master gains a +3 bonus on Listen checks
Cat Master gains a +3 bonus on Move Silently checks
Hawk Master gains a +3 bonus on Spot checks in bright light
Lizard Master gains a +3 bonus on Climb checks
Owl Master gains a +3 bonus on Spot checks in shadows
Rat Master gains a +2 bonus on Fortitude saves
Raven1 Master gains a +3 bonus on Appraise checks
Snake2 Master gains a +3 bonus on Bluff checks
Toad Master gains +3 hit points
Weasel Master gains a +2 bonus on Reflex saves
  1. A raven familiar can speak one language of its master's choice as a supernatural ability.
  2. Tiny viper.
  3. More pets can be found in Dragon Magazine #341.

A pet retains the appearance and all the original stats of a normal animal of the same type except for skills.

Skills: For each skill in which either the master or the pet has ranks, use either the normal skill ranks for an animal of that type or the master’s skill ranks, whichever are better. In either case, the pet uses its own ability modifiers. Regardless of a pet’s total skill modifiers, some skills may remain beyond the pet’s ability to use.

The master and pet understand each other so well they can communicate as though the master was under the effects of the Speak with Animals spell; The pet can also communicate with other animals of its kind.

Nature Sense (Ex): A warden gains a +2 bonus on Knowledge (nature) and Survival checks.

Wild Empathy (Ex): A warden can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The warden rolls 1d20 and adds her warden level and her Charisma modifier to determine the wild empathy check result.

The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the warden and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.

A warden can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.

Shapeshift (Su): At 2nd level, you can shapeshift at will into powerful animal or nature-oriented forms. Each time you use this ability, you can choose the exact look that your shapeshifted form takes. Wardens pick animals from the terrain and climate they’re most familiar with. For example, a warden from a jungle might adopt the form of a black panther when in predator form, while one from the taiga might shapeshift into a white wolf. The two forms look different, but functionally they’re identical. This is a supernatural ability. It requires only a swift action to shapeshift. If you are capable of taking more than one form, you can shapeshift directly between two forms without returning to your normal form. There’s no limit to the number of times per day you can change forms, nor to the amount of time you can spend in a shapeshifted form.

You retain your normal Hit Dice, hit points, base attack bonus, base saving throw bonuses, and skill ranks regardless of your form. You also retain your normal ability scores, though each form grants a bonus to your Strength score. You keep all extraordinary, supernatural, and spell-like special attacks and qualities of your normal form, except for those requiring a body part your new form does not have. All your held, carried, or worn gear melds into your new form and becomes nonfunctional until you return to your normal form. You cannot speak in shapeshifted form, and your limbs lack the precision required to wield a weapon or perform tasks requiring fine manipulation. You can’t cast spells or activate magic items while in shapeshifted form, even if you have the Natural Spell feat or other ability that would allow you to cast spells while wild shaped. Unless otherwise noted in the descriptions below, you retain your size and space when you adopt a new form. You always retain your type and subtypes, regardless of the nature of the form assumed. You don’t gain any special attacks or qualities while shapeshifted except as described below. When you shapeshift into a form other than your own, you gain natural weapons (and reach with those weapons) as described below. These natural weapons gain an enhancement bonus on attack rolls and damage rolls equal to 1/4 your warden level, and at 4th level and higher they are treated as magic weapons for the purpose of overcoming damage reduction. The damage dice given are for Medium wardens; smaller or larger wardens should adjust those values according to the table on page 28 of the Dungeon Master’s Guide. If knocked unconscious or slain in shapeshifted form, you revert to your original form.

The forms you attain at various levels are listed below, under "Shapeshift Forms."

Healing Well (Su): At 3rd level, a warden can call upon the healing magic in the earth. As a standard action, a warden may enchant an area to heal his allies over a period of time. This ability has a 10 ft radius centered on the caster and lasts for 1 round/level. For any creature of friendly disposition who begins their round within the area of this ability, they are healed 1 hit point for every warden level the caster has. This ability may be used once per day plus an additional time for every 4 warden levels the caster possesses. This ability does not provoke attacks of opportunity.

Trackless Step (Ex): Starting at 3rd level, a warden leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.

Resist Nature’s Lure (Ex): Starting at 4th level, a warden gains a +4 bonus on saving throws against the spell-like abilities of fey.

Gaea's Gift (Su): At 6th level a warden has gained mother nature's trust, and may convince her to assist in times of dire need. Once per day as a full round action a warden may cast a spell at one caster level higher than normal.

At 14th level, a warden has mastered this ability. Using this ability, a warden may now cast a spell at two caster levels higher than normal, instead of just one caster level higher.

Venom Immunity (Ex): At 10th level, a warden gains immunity to all poisons.

Timeless Body (Ex): After attaining 18th level, a warden no longer takes ability score penalties for aging and cannot be magically aged. Any penalties she may have already incurred, however, remain in place.

Bonuses still accrue, and the warden still dies of old age when her time is up.

Wisp Walk (Su): At 20th level the warden has become attuned to the spirits of nature, allowing her to cast Etherealness at will.

Shapeshift Forms[edit]

Predator Form: This form, traditionally that of a wolf, panther, or other predatory mammal, is the first one a shapeshifting warden learns. While in predator form, you gain a primary bite attack that deals 1d6 points of damage. You have the reach of a long creature of your size (5 feet for Small or Medium). You gain a +4 enhancement bonus to Strength, and your natural armor bonus improves by 4. Your base land speed becomes 50 feet. At 4th level, you gain Mobility as a bonus feat whenever you are in predator form (even if you don’t meet the prerequisites).

Aerial Form: At 5th level, you can shapeshift into a flying creature. Traditionally resembling an eagle, vulture, or bat, the aerial form enables fast travel and the ability to soar out of harm’s way. While in aerial form, you gain a primary talon attack that deals 1d6 points of damage. You have the reach of a long creature of your size (5 feet for Small or Medium). You gain a +2 enhancement bonus to Strength and a +2 enhancement bonus on Reflex saves, and your natural armor bonus improves by 2. You gain a fly speed of 40 feet (good maneuverability). At 7th level, you gain Flyby Attack as a bonus feat whenever you are in aerial form.

Ferocious Slayer Form: At 8th level, you can shapeshift into a large and fierce predatory form, such as a tiger, brown bear, or dire wolf. While in ferocious slayer form, you gain a primary bite attack that deals 1d8 points of damage and two secondary claw attacks that each deal 1d6 points of damage. Your size increases by one category (to a maximum of Colossal), and you have the reach of a long creature of your size (5 feet for Medium or Large). You gain a +8 enhancement bonus to Strength and a +4 enhancement bonus on Fortitude saves, and your natural armor bonus improves by 8. Your base land speed changes to 40 feet. At 10th level, you gain Improved Critical (bite) and Improved Critical (claw) as bonus feats whenever you are in ferocious slayer form.

Forest Avenger Form: At 12th level, you can take the form of a massive plantlike creature, similar to a shambling mound or a treant. (Wardens not native to forest terrains typically rename this form to fit their environment.) While in forest avenger form, you gain a pair of primary slam attacks that deal 1d8 points of damage each. Your size increases by one category (to a maximum of Colossal) and you have the reach of a tall creature of your size (5 feet for Medium, 10 feet for Large). You gain a +12 enhancement bonus to Strength and a +4 enhancement bonus on Fortitude and Will saves, and your natural armor bonus improves by 12. Your base land speed becomes 20 feet. You gain damage reduction 5/slashing while in forest avenger form. At 14th level, you gain Improved Overrun as a bonus feat while in forest avenger form (even if you don’t meet the normal prerequisites).

Elemental Fury Form: At 16th level, you can shapeshift into a giant form of air, earth, fire, or water (your choice each time you shapeshift). While in elemental fury form, you gain a pair of primary slam attacks that deal 2d6 points of damage each. Your size increases by two categories (to a maximum of Colossal), and you have the reach of a tall creature of your size (10 feet for Large, 15 feet for Huge). You gain a +16 enhancement bonus to Strength and a +4 enhancement bonus on Fortitude, Reflex, and Will saves, and your natural armor bonus improves by 16. You do not gain any new modes of movement in elemental fury form, nor does your base land speed change. You gain immunity to extra damage from critical hits while in elemental form. You also gain immunity to an energy type related to the element chosen (air = electricity, earth = acid, fire = fire, water = cold). You don’t need to breathe while in elemental fury form. At 18th level, you gain Great Cleave as a bonus feat while in elemental fury form (even if you don’t meet the normal prerequisites).


A warden who ceases to revere nature, changes to a prohibited alignment, or teaches the Druidic language to a nonwarden loses all spells and warden abilities (including her pet and shapeshifting, but not including weapon, armor, and shield proficiencies). She cannot thereafter gain levels as a warden until she atones (see the atonement spell description).

Epic Warden[edit]

Table: The Epic Warden

Hit Die: d8

Level Special
23rd Bonus Feat
26th Bonus Feat
29th Bonus Feat

4 + Int modifier skill points per level.

Spells: The warden’s caster level is equal to his or her class level. The warden’s number of spells per day does not increase after 20th level.

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

Epic Warden Bonus Feat List: Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Colossal Wild Shape, Diminutive Wild Shape, Dragon Wild Shape, Energy Resistance, Enhance Spell, Epic Spell Focus, Epic Spell Penetration, Epic Spellcasting, Fast Healing, Fine Wild Shape, Gargantuan Wild Shape, Ignore Material Components, Improved Combat Casting, Improved Elemental Wild Shape, Improved Heighten Spell, Improved Metamagic, Improved Spell Capacity, Intensify Spell, Magical Beast Companion, Magical Beast Wild Shape, Multispell, Perfect Health, Permanent Emanation, Plant Wild Shape, Spell Stowaway, Spell Opportunity, Spontaneous Spell, Tenacious Magic, Vermin Wild Shape.

Back to Main Page3.5e HomebrewSourcebooks

Home of user-generated,
homebrew pages!