Critical Resurgence: If you score a critical hit on your turn using the Attack action, you can use this feature as a bonus action without expending a use.
Warden Subclasses
The Bulwark is the embodiment of defense, using both shield and armor to become an impenetrable bastion on the frontlines. Their mere presence inspires allies, as they absorb the brunt of enemy assaults, allowing comrades to focus on the offensive. Bulwarks are masters of positioning, able to intercept attacks and mitigate damage through sheer tenacity and tactical awareness.
You have mastered the art of drawing enemy attention and placing yourself between danger and your allies. You gain proficiency in the Perception skill.
Taunting Leap. When a creature within 15 feet per tier of play of you is targeted by an attack or a spell that affects only one creature, you can use your reaction to teleport to an unoccupied space within 5 feet of that creature. The triggering attack or spell targets you instead. The protected ally gains resistance to all damage until the start of your next turn.
Tireless Defender. Once a creature that you can see within 5ft of you is hit with an attack roll, you can use your reaction to swap places with the creature, and you are hit by the attack instead.
A creature marked by you has disadvantage on attack rolls against anyone other than you while within 5 feet of you.
If a marked creature damages someone else, you can make a special melee attack against it as a bonus action on your next turn.
As a bonus action, choose up to six friendly creatures (which can include yourself) within 30 feet of you who can see or hear you and who can understand you. Each creature can gain temporary hit points equal to your level + your Charisma modifier.
A creature can't gain temporary hit points from this feat again until it has finished a short or long rest.
If you aren’t incapacitated, you can add your shield's AC bonus to any Dexterity saving throw you or an ally within 10 feet of you makes against a spell or other harmful effect. If you are not wielding a shield, you instead add +2 to the saving throw.
You can use this feature a number of times equal to your Constitution modifier (minimum 1), and you regain all expended uses when you finish a long rest.
As they grow stronger, the Geo Warden channels earth's raw power into offensive bursts like the Cataclysmic Charge, turning defenses into devastating strikes. This blend of defense and offense makes the Geo Warden a versatile protector, serving as the immovable cornerstone of any adventuring party.
The Storm Herald wields nature's power, becoming a force of thunder and lightning in battle. This Warden subclass delivers devastating elemental attacks while protecting allies with electrifying barriers, making them a fierce and unpredictable defender.
The creature takes 2d8 cold, fire, lightning, or thunder (your choice) on a failed saving throw, and half as much damage on a successful one.
You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Your aura's effect depends on that chosen environment, as detailed below. You can change your environment choice whenever you gain a level in this class. If your aura's effects require a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.
Desert: When this effect is activated, all other creatures in your aura take fire damage equal to your proficiency bonus.
Sea: When this effect is activated, you can choose one other creature you can see in your aura. The target must make a Dexterity saving throw. The target takes a number of d6 lightning damage equal to your proficiency bonus on a failed save, or half as much damage on a successful one.
Tundra: When this effect is activated, each creature of your choice in your aura gains a number of temporary hit points equal to your proficiency bonus, as icy spirits inure it to suffering.
The aura extends 10 feet from you in every direction, but not through total cover.
Desert: For the duration, creatures that hit you with an attack take fire damage equal to your Warden level.
Sea: When you hit a creature in your aura with an attack, you can use your reaction to force that creature to make a Strength saving throw. On a failed save, the creature is knocked prone, as if struck by a wave.
Tundra: Whenever the effect of your Storm Aura is activated, you can choose one creature you can see in the aura. That creature must succeed on a Strength saving throw, or its speed is reduced to 0 until the start of your next turn, as magical frost covers it.
You become a living conduit of the storm’s fury, able to unleash its wrath across the battlefield.
While your Wrath of the Storm or Aura of the Storm is active, you can increase its radius up to 120 feet. As a bonus action on your turn, you can reduce the radius to any value between 10 and 120 feet, or dismiss the effect entirely.
When activating Wrath of the Storm or triggering damage from Aura of the Storm, the damage increases to 8d8 of the chosen type. Creatures that succeed on a saving throw take half damage as normal.
You gain proficiency in the Insight and Perception skills.
In addition, you and any allies who can see or hear you gain a bonus to initiative rolls equal to your Wisdom modifier (minimum of +1).
As a bonus action, you can mark a creature you can see within 60 feet. The mark lasts for 1 minute. While marked, whenever you or an ally hits the target with a weapon attack or deals damage to it with a spell, the target takes additional radiant damage equal to your proficiency bonus. A creature can only take this additional damage once per turn per attacker.
If the marked creature drops to 0 hit points before the duration ends, you can use a bonus action on a later turn to mark another creature you can see.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.
As a bonus action, you can choose one ally within 30 feet of you who can see or hear you. That creature gains temporary hit points equal to your Warden level, and the creature can use its reaction to make one weapon attack or cast a spell that targets only one creature.
You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.
While you are not incapacitated, you and your allies within 30 feet of you gain the following benefits:
- You can't be surprised.
- You have advantage on Wisdom (Perception) checks.
- When you roll initiative, you gain temporary hit points equal to your Wisdom modifier.
You have advantage on attack rolls against aberrations, celestials, elementals, fey, and fiends.
You punish those who dare use beguilements against you or your allies. Whenever you or a creature you can see within 30 feet of you succeeds on an Intelligence, a Wisdom, or a Charisma saving throw, you can use your reaction to deal 2d8 + your Charisma modifier force damage to the creature that forced the saving throw.
Your presence inspires destiny itself. When you or an ally within 60 feet of you rolls a 1 on an attack roll, saving throw, or ability check, you can use your reaction to treat the roll as if it were a 20 instead.
Once you use this feature, you can’t do so again until you finish a long rest. However, you can also expend a use of your Judgment feature to use it again.