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Elemental Warden class
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<blockquote data-quote="Alsair" data-source="post: 6817792" data-attributes="member: 6812967"><p><strong>Elemental Warden</strong></p><p><strong></strong></p><p></p><p></p><p>[TABLE="class: grid, width: 1000, align: center"][TR][TD] Level[/TD][TD] Proficiency Bonus[/TD][TD] Features[/TD][TD] Auras Known[/TD][TD] Cantrips[/TD][TD] Spell Level Known[/TD][TD] Spell Slot[/TD][TD] Spell Slot Level[/TD][/TR][TR][TD]1st[/TD][TD]+2[/TD][TD]Elemental Aura, Elemental Magic, Elemental Path[/TD][TD]2[/TD][TD]2[/TD][TD]1st[/TD][TD]1[/TD][TD]1st[/TD][/TR][TR][TD]2nd[/TD][TD]+2[/TD][TD]Sense Elementals, Elemental <span style="color: #333333"><span style="font-family: 'Verdana'">Attunement</span></span>[/TD][TD]3[/TD][TD]2[/TD][TD]1st[/TD][TD]2[/TD][TD]1st[/TD][/TR][TR][TD]3rd[/TD][TD]+2[/TD][TD]Elemental Path Feature[/TD][TD]3[/TD][TD]2[/TD][TD]1st[/TD][TD]2[/TD][TD]2nd[/TD][/TR][TR][TD]4th[/TD][TD]+2[/TD][TD]Ability Score Improvement[/TD][TD]3[/TD][TD]3[/TD][TD]1st[/TD][TD]2[/TD][TD]2nd[/TD][/TR][TR][TD]5th[/TD][TD]+3[/TD][TD]</p><p>[/TD][TD]4[/TD][TD]3[/TD][TD]2nd[/TD][TD]2[/TD][TD]3rd[/TD][/TR][TR][TD]6th[/TD][TD]+3[/TD][TD]Grace of the Elements[/TD][TD]4[/TD][TD]3[/TD][TD]2nd[/TD][TD]2[/TD][TD]3rd[/TD][/TR][TR][TD]7th[/TD][TD]+3[/TD][TD]Elemental Path Feature[/TD][TD]4[/TD][TD]3[/TD][TD]2nd[/TD][TD]3[/TD][TD]4th[/TD][/TR][TR][TD]8th[/TD][TD]+3[/TD][TD]Ability Score Improvement[/TD][TD]5[/TD][TD]3[/TD][TD]2nd[/TD][TD]3[/TD][TD]4th[/TD][/TR][TR][TD]9th[/TD][TD]+4[/TD][TD]</p><p>[/TD][TD]5[/TD][TD]3[/TD][TD]3rd[/TD][TD]3[/TD][TD]5th[/TD][/TR][TR][TD]10th[/TD][TD]+4[/TD][TD]Double Aura.[/TD][TD]5[/TD][TD]4[/TD][TD]3rd[/TD][TD]3[/TD][TD]5th[/TD][/TR][TR][TD]11th[/TD][TD]+4[/TD][TD]Elemental Infusion (6th)[/TD][TD]6[/TD][TD]4[/TD][TD]3rd[/TD][TD]3[/TD][TD]5th[/TD][/TR][TR][TD]12th[/TD][TD]+4[/TD][TD]Ability Score Improvement[/TD][TD]6[/TD][TD]4[/TD][TD]3rd[/TD][TD]4[/TD][TD]5th[/TD][/TR][TR][TD]13th[/TD][TD]+5[/TD][TD]Elemental Infusion (7th)[/TD][TD]6[/TD][TD]4[/TD][TD]4th[/TD][TD]4[/TD][TD]5th[/TD][/TR][TR][TD]14th[/TD][TD]+5[/TD][TD]Elemental Path Feature[/TD][TD]7[/TD][TD]4[/TD][TD]4th[/TD][TD]4[/TD][TD]5th[/TD][/TR][TR][TD]15th[/TD][TD]+5[/TD][TD]Elemental Infusion (8th)[/TD][TD]7[/TD][TD]4[/TD][TD]4th[/TD][TD]4[/TD][TD]5th[/TD][/TR][TR][TD]16th[/TD][TD]+5[/TD][TD]Ability Score Improvement[/TD][TD]7[/TD][TD]4[/TD][TD]4th[/TD][TD]4[/TD][TD]5th[/TD][/TR][TR][TD]17th[/TD][TD]+6[/TD][TD]Greater Grace of the Elements, Elemental Infusion (9th)[/TD][TD]8[/TD][TD]4[/TD][TD]5th[/TD][TD]4[/TD][TD]5th[/TD][/TR][TR][TD]18th[/TD][TD]+6[/TD][TD]Timeless body[/TD][TD]8[/TD][TD]4[/TD][TD]5th[/TD][TD]4[/TD][TD]5th[/TD][/TR][TR][TD]19th[/TD][TD]+6[/TD][TD]Ability Score Improvement[/TD][TD]8[/TD][TD]4[/TD][TD]5th[/TD][TD]4[/TD][TD]5th[/TD][/TR][TR][TD]20th[/TD][TD]+6[/TD][TD]Triple Aura. Elemental Path Feature (Ascendace)[/TD][TD]9[/TD][TD]4[/TD][TD]5th[/TD][TD]4[/TD][TD]5th[/TD][/TR][/TABLE]</p><p></p><p></p><p><strong><u>T</u></strong><strong><u>he Force of Nature</u></strong></p><p>Nature is the ruler of the life, the omnipresent state of the living. Before creatures, all that be in this world were elements combining and existing together, modeling the world all things lives in, the material plane. All that raw power of creation and destruction made balance letting creatures to sprout, rise and live. Elemental wardens are masters of this elements and they tent to preserve the balance that keep this world such alive and beautiful even if they have to use their destructive or healing powers to do so.</p><p>Elemental wardens gain their powers trough knowledge and experiences with elements, they can achieve this by making pacts with intelligent elemental creatures, studying great elemental events on the nature or even live in planes with high elemental influence.</p><p> </p><p><strong><u>R</u></strong><strong><u>ole</u></strong></p><p>Elemental Warden have an important role in helping a group, sometimes right through their skills in combat and elemental damage, sometimes to keep the group alive through defending or healing them. Yet we cannot forget their auras that benefit the group in some mysterious ways.</p><p>Elemental Warden`s role in the world is very similar to druid`s. Elements are natural, as is necessary to protect the plants and animals is well needed to protect the balance of air, earth, fire and water that allows the ecosystem remain standing</p><p> </p><p><strong><u>Class Features</u></strong></p><p>As an Elemental Warden, you gain the following class features.</p><p> </p><p><strong>Hit Points</strong></p><p><strong>Hit Dice:</strong> 1d8 per Elemental Warden Level.</p><p><strong>Hit Points at 1st Level</strong>: 8 + your Constitution modifier</p><p><strong>Hit Points at Higher Levels</strong>: 1d8 (or 5) + your Constitution modifier per Elemental Warden Level after 1[SUP]st[/SUP]</p><p> </p><p><strong><u>Proficiencies</u></strong></p><p><strong>Armor:</strong> Light armor, medium armor and shields</p><p><strong>Extra language</strong>: Primordial</p><p><strong>Weapons</strong>: Simple weapons plus two martial weapons</p><p><strong>Tools</strong>: herbalism kit</p><p><strong>Saving Throws</strong>: Wisdom, and one depending of the Path <strong>Skills:</strong> Choose two from Acrobatics, Athletics, Arcana, Insight, Intimidation, Nature, Perception, and Survival</p><p> </p><p><strong>Equipment</strong></p><p><strong></strong></p><p>You start with the following equipment, in addition to the equipment granted by your background:</p><p></p><ul> <li data-xf-list-type="ul">(a) scalemail or (b) leather armor</li> <li data-xf-list-type="ul">One martial weapon you have proficiency with (and a quiver with 20 ammunition is needed)</li> <li data-xf-list-type="ul">(a) two handaxes or (b) two simple melee weapons or (c) a simple weapon and a shield.</li> <li data-xf-list-type="ul">(a) a dungeoneer's pack or (b) an explorer's pack</li> <li data-xf-list-type="ul">A warden focus</li> </ul><p></p><p><strong><u>Elemental Magic</u></strong></p><p><u>Cantrips</u></p><p>At 1st level, you know two cantrips of your choice from the Elemental Warden spell list. You learn additional Elemental Warden´s cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Elemental Warden table.</p><p> </p><p>By 1st level, you have learned to draw on elemental magic through interaction with elemental spirits to cast spells. See chapter 10 for the general rules of spellcasting (player’s handbook) and the final of the document for the elemental warden spell list.</p><p> </p><p><u>Preparing and Casting Spells</u></p><p>The Elemental Warden table shows how many spell slots you have to cast your spells, all your spell slots are the same level. To cast one of your elemental warden spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest. For example, when you are 5th level, you have three 3rd-level spell slots. To cast the 1sl-level spell Thunderwave, you must spend one of those slots, and you cast it as a 3rd-level spell.</p><p>You prepare the list of elemental warden spells that are available for you to cast, choosing from the elemental warden spell list. When you do so, choose a number of elemental warden spells equal to your Wisdom modifier + half your elemental warden level, rounded down (minimum of one spell). The spells must be of a level for which you have spell level know as shown in the class table. For example, if you are a 5th-level elemental warden, you know spells from 1st- level and 2nd-level. With a Wisdom of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. Casting a 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 elemental warden spells requires time spent in focus and meditation: at least 1 minute per spell level for each spell on your list.</p><p>Although as you regain your spell slots every short rest you should not abuse of your spell recharge, your DM can penalty you if you use the same spell over and over again taking time to recharge your spell slots.</p><p>You use a warden focus to cast spells, this are like druid focus.</p><p> </p><p><u>Elemental Casting Fla</u><u>v</u><u>or</u></p><p>Elemental Warden´s spells have an elemental flavor. Because of this some spells varies in their use. Any summon conjuration looks like a mix from various elements; this spells Works the same as usual but the form of the animal, creature or monster is made from a combinations of elements. Any Spell you cast have flavors like this. Talk to your DM if you want to vary some of your spells flavor.</p><p> </p><p><u>S</u><u>pell Casting ability</u></p><p>Wisdom is your spellcasting ability for your Elemental Warden spells. The power of your spells comes from your pact with the elements. You use your Wisdom whenever an elemental warden spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for an Elemental Warden spell you cast and when making an attack roll with one.</p><p> </p><p>Spell save DC = 8 + your proficiency bonus + Your Wisdom modifier</p><p> </p><p>Spell attack modifier = your proficiency bonus + Your Wisdom modifier</p><p> </p><p><strong><u>E</u></strong><strong><u>lemental Path</u></strong></p><p>The elemental Wardens have a stronger bond with one element than the others. This bond determinate many options and give the flavor to the characters.</p><p>Choose one path related to your preference: Air, Earth, Fire or Water. Each Path is detailed at the end of the class description. Your choice grants you a save proficiency at 1St level. It also grants additional benefits at 3nd, 7th,14th and 20th levels.</p><p>Each path grants a bonus cantrip at 1[SUP]st[/SUP] level (it doesn’t count on the total of cantrip knows shown in the class table) and you get a list of spells —its path spells— that you gain at the elemental warden levels noted in the path description starting at 1set level. Once you gain a path spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you have a path spell that doesn’t appear on the elemental warden spell list, the spell is nonetheless an elemental warden spell for you.</p><p> </p><p><strong><u>E</u></strong><strong><u>lemental Aura</u></strong></p><p>Elemental Wardens excel in helping their allies, controlling elemental spirits to grant bonuses to their effectiveness. At 1st level, you can channel the mighty powers of the Elements to project an aura that grants a benefit. You can begin projecting the aura as a bonus action, and you can only project one specific elemental aura at a time. The number of auras you can maintain at one time increases to two at 10th level and 3 at 20th level. The aura lasts for one minute, and once you use this ability you must complete a short or long rest before you can use it again. You must be conscious and participating in the task to grant the bonus, and if you are ever unconscious, the ability does not end, but the bonuses do not resume until you can participate in the action again.</p><p>The aura affects all allies within 30 feet (including yourself) that can see or hear you. You can change one of your currently projected auras as a bonus action on your turn. At 1st level, you know two auras, one of which must match your chosen path element. You learn one additional aura at 2[SUP]nd[/SUP], 5[SUP]th[/SUP], 8[SUP]th[/SUP], 11[SUP]th[/SUP], 14[SUP]th[/SUP], 17[SUP]th[/SUP] and 20[SUP]th[/SUP] levels, for a total of nine known. Each time you use your Elemental Aura feature, you choose which auras you want to activate from the auras you know.</p><p>The bonus granted by your aura is half your proficiency bonus or as noted</p><p> </p><p><u>A</u><u>ir Auras:</u></p><p>· Air precision: Bonus on Attack rolls with weapons</p><p>· Air Shield: Bonus on armor class</p><p>· Quick winds: Bonus on dexterity checks.</p><p><u>Earth Auras:</u></p><p>· Earth Nature: Bonus on strength checks.</p><p>· Stone Hardening: Damage reduction from any type of damage.</p><p>· Stone Burst: Bonus on damage rolls with weapons as bludgeoning damage.</p><p><u>F</u><u>ire Auras:</u></p><p>· Fire Power: Bonus on Spells attacks and save DC with spells.</p><p>· Fire retaliation: Any creature striking you or your ally with a natural attack or a non-reach melee weapon is dealt your proficiency bonus as fire damage.</p><p>· Hot Mind: bonus on Charisma checks.</p><p><u>Water Auras:</u></p><p>· Healing rain: Cure points of damage.</p><p>· Water Calm: Bonus on Wisdom checks.</p><p>· Water bond: you can bond yourself to any ally in the aura range and transfer to you damage he suffers equals to your proficiency bonus.</p><p> </p><p><strong><u>E</u></strong><strong><u>lemental Attunement</u></strong></p><p>From 2ND level, your body and mind get used to the advantages that elements can give. You can choose one of the attunements every time you active the ability and it will grant a skill advantage and one special benefit. You can activate it any time you want and it last for one hour per level. You can use this again every long rest</p><p> </p><p>Air Attunement:</p><p>You gain 5fts bonus to movement speed and advantages with Acrobatics checks.</p><p>Earth Attunement</p><p>You gain +1 to AC and advantage with Athletics checks.</p><p>Fire Attunement:</p><p>You gain +3 to initiative checks and advantage with Intimidations checks. </p><p>Water Attunement:</p><p>You gain 1 extra hit point per level and advantage with Insight checks.</p><p> </p><p><strong><u>S</u></strong><strong><u>e</u></strong><strong><u>n</u></strong><strong><u>se elementals</u></strong></p><p>The presence of elements registers on your senses. As an action, you can open your awareness to detect elemental creatures or objects with elemental power inside them. Until the end of your next turn, you know the location of any elemental creature within 60 feet of you that is not behind total cover. You know the elemental type of any being whose presence you sense, but not its identity or kind. Within the same radius, you also detect the presence of any place or object that has elemental power inside them, as a door with fireball trap or a weapon that does any elemental damage.</p><p>You can use this feature a number of times equal to</p><p>1 + your Wisdom modifier. When you finish a long rest, you regain all expended uses.</p><p> </p><p><strong><u>Ability </u></strong><strong><u>score Improvement</u></strong></p><p>When you reach 4th level, and again at 8th, 12th, 16th, and</p><p>19th level, you can increase one ability score of your choice by</p><p>2, or you an increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.</p><p> </p><p><strong><u>G</u></strong><strong><u>ra</u></strong><strong><u>c</u></strong><strong><u>e of the Elements</u></strong></p><p>The force of elements emanates from your body like they were part of you. You learn how to use your fighting techniques as part of the cast of your Elemental Warden spells.</p><p>Beginning at 6th level you get War Magic as the Eldritch Knight Fighter archetype Class Feature</p><p> </p><p><strong><u>E</u></strong><strong><u>lemental Infusion</u></strong></p><p>At 11th level, you infuse yourself with the Elemental magic, you gain a free spell slot of 6th-level per long rest.</p><p>This slot upgrades to 7th-level spell slot at 13th level, 8th-level spell slot at 15th level and 9th-level spell slot at 17th level.</p><p> </p><p><strong><u>G</u></strong><strong><u>r</u></strong><strong><u>e</u></strong><strong><u>a</u></strong><strong><u>t</u></strong><strong><u>e</u></strong><strong><u>r Grace of the Elements</u></strong></p><p>At level 17th, you gain Improve War Magic as the Eldritch Knight Fighter archetype Class Feature</p><p> </p><p><strong><u>Timeless Bod</u></strong><strong><u>y</u></strong></p><p>Starting at 18th level, the Elemental magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year.</p><p> </p><p><strong><u>Asce</u></strong><strong><u>nd</u></strong><strong><u>a</u></strong><strong><u>n</u></strong><strong><u>c</u></strong><strong><u>e</u></strong></p><p>Al 20th level the elemental warden get an ascension to a higher meaning in spiritual and physical level. She becomes part elemental and gain some of the elemental powers of his path. This abilities are described in every path as <em>one with </em>an element.</p><p> </p><p><strong><u>E</u></strong><strong><u>lemental Paths:</u></strong></p><p> </p><p><strong><u>Air</u></strong></p><p>Its represent all about air, flaying, lightning and Thunder</p><p> </p><p><u>Save Proficiency</u>: Dexterity</p><p> </p><p><u>Bonus Cantrip Known:</u></p><p>Choose one:</p><p>Message, Shocking Grasp, Booming blade, Gust, Lightning Lure or Thunderclap</p><p> </p><p><u>Air Spell list</u></p><p> </p><table style='width: 100%'><tr><td>Warden Level<br /> </td><td>Spells<br /> </td></tr><tr><td>1st<br /> </td><td>Feather Fall, Thunderwave<br /> </td></tr><tr><td>5th<br /> </td><td>Misty Step, Shatter<br /> </td></tr><tr><td>9th<br /> </td><td>Lightning Bolt, Wind Wall<br /> </td></tr><tr><td>13th<br /> </td><td>Banishment, Freedom of Movement<br /> </td></tr><tr><td>17th<br /> </td><td>Chain Lightning*, Wind Walk*<br /> </td></tr></table><p><u>Tempest</u></p><p>At 3th level, you add your proficiency bonus to your weapon damage as lightning or thunder damage. You can change the type of damage every long rest.</p><p> </p><p><u>Lightning Lash</u></p><p>You learn how to arc some of your elemental power in a thunderous lightning leaded by one weapon attack.</p><p>At 7th level, as an action, the elemental warden can hit a number of enemies in a 30 ft. radius, centered on the first target, equal to her wisdom modifier with a lightning arc. You make a single attack roll with your weapon bonus and compare it to the AC of every enemy chosen. Roll weapon damage, every enemy affected take this damage as half lightning and half thunder damage. You can use this times equal to your wisdom modifier (minimum 1) every long rest.</p><p><u>Teleport</u></p><p>At 14th level, you can cast Teleport once a week with no cost. </p><p> </p><p><u>One with the Wind</u></p><p>At 20th level, you have a flying speed equal to your current walking speed, the Air form and the ability to do a whirlwind as an Air Elemental</p><p> </p><p><strong><u>E</u></strong><strong><u>ar</u></strong><strong><u>th</u></strong></p><p>Its represent all about rock, earth, acid and metals</p><p> </p><p><u>S</u><u>a</u><u>v</u><u>e Proficiency</u>: Constitution</p><p><u>Bonus Cantrip Known</u>:</p><p>Choose one: Acid Splash, Blade Ward, Mending, Poison Spray, Magic Stone or Mold Earth</p><p> </p><p><u>Earth Spell list</u></p><p> </p><table style='width: 100%'><tr><td>Warden Level<br /> </td><td>Spells<br /> </td></tr><tr><td>1st<br /> </td><td>Earth Tremor, Shield of Faith<br /> </td></tr><tr><td>5th<br /> </td><td>Maximilian’s Earthen Grasp, Melf´s Acid Arrow<br /> Acid Arrow<br /> </td></tr><tr><td>9th<br /> </td><td>Meld into Stone, Protection from<br /> Energy<br /> </td></tr><tr><td>13th<br /> </td><td>Stone Shape, Stoneskin<br /> </td></tr><tr><td>17th<br /> </td><td>Creation, Wall of Stone<br /> </td></tr></table><p><u>Earth Shield</u></p><p>At 3th level, you gain proficiency with Heavy Armor.</p><p> </p><p><u>Stone Defender</u></p><p>At 7th level, you gain protection combat style, you can use this even if you don’t have a shield.</p><p>Also, as bonus action, you can rise a flaying stone shield to protect you, this grant you temporary hit points equal to your level plus Wisdom modifier, when the shield is destroyed you can rise another one. You can use this times equal to your wisdom modifier (minimum 1) every long rest.</p><p> </p><p><u>Antimagic Field</u></p><p>At 14th level, you can cast Antimagic Field once a week with no cost.</p><p> </p><p><u>One with the Earth</u></p><p>At 20th level, you have the ability to do an earth glide and siege monster as an Earth Elemental</p><p> </p><p><strong><u>Fir</u></strong><strong><u>e</u></strong></p><p>Its represent all about fire, light, heat and magma</p><p> </p><p><u>Save Proficiency</u>: Charisma</p><p> </p><p>Bonus Cantrip Known: Choose one from:</p><p>Fire Bolt, Light, Produce Flame or Control Flames</p><p> </p><p><u>Fire Spell list</u></p><p> </p><table style='width: 100%'><tr><td>Warden Level<br /> </td><td>Spells<br /> </td></tr><tr><td>1st<br /> </td><td>Burning Hands, Faerie Fire<br /> </td></tr><tr><td>5th<br /> </td><td>Heat Metal, Scorching Ray<br /> </td></tr><tr><td>9th<br /> </td><td>Daylight, Fireball<br /> </td></tr><tr><td>13th<br /> </td><td>Fire Shield, Wall of Fire<br /> </td></tr><tr><td>17th<br /> </td><td>Cloudkill, Conjure Elemental<br /> </td></tr></table><p><u>Hearth of Fire</u></p><p>At 3rd level, you add Proficiency bonus to the damage of your damaging spells and cantrips as fire damage (one time with the initial damage)</p><p> </p><p><u>Wild Fire</u></p><p>At 7th level, when you cast a damaging spell, you can take a bonus action to cast a free fire bolt cantrip to an enemy that have been hit with that spell in that round. You can use this times equal to your wisdom modifier (minimum 1) every long rest.</p><p> </p><p><u>Firestorm</u></p><p>At 14th level, you can cast Firestorm once per long rest with no cost.</p><p> </p><p><u>One with the Fire</u></p><p>At 20th level, you have the ability to do a Illuminate, Fire form, water susceptibility and Fire Touch as a Fire Elemental</p><p> </p><p><strong><u>Water</u></strong></p><p>Its represent all about water, oceans, ice, rain and restoration</p><p> </p><p><u>Save Proficiency</u>: Intelligence</p><p><u>Tool:</u> healer’s kit</p><p> </p><p><u>Bonus Cantrip Known</u>: Choose one:</p><p>Minor Illusion. Ray of Frost. Spare the dying. Frostbite or</p><p>Shape Water</p><p> </p><p><u>Water Spell list</u></p><p> </p><table style='width: 100%'><tr><td>Warden Level<br /> </td><td>Spells<br /> </td></tr><tr><td>1st<br /> </td><td>Create or Destroy Water, Cure<br /> Wounds<br /> </td></tr><tr><td>5th<br /> </td><td>Lesser Restoration, Misty Step<br /> </td></tr><tr><td>9th<br /> </td><td>Mass Healing Word, Aura of Vitality<br /> </td></tr><tr><td>13th<br /> </td><td>Control Water, Ice Storm<br /> </td></tr><tr><td>17th<br /> </td><td>Cone of Cold, Heal*<br /> </td></tr></table><p><u>Bless of the Oceans</u></p><p>At 3rd level, you add your Proficiency bonus to the healing of your spells that restore hit points and cold damage spells. Also you heal one extra hit point with the healing rain aura.</p><p> </p><p><u>Torrents</u></p><p>At 7th level, choose one of this two to learn:</p><p> </p><p>- Every time you heal one or several allies with a Spell, you can deliver a healing the next round equal 1d4 per spell slot level used to up to wisdom modifier allies affected by that Spell.</p><p>- When you do cold damage with a spell you freeze the targets. Up to wisdom modifiers enemies affected by the spells are restrained for the end of your next turn.</p><p> </p><p>You can use this times equal to your wisdom modifier</p><p>(Minimum 1) every long rest.</p><p> </p><p><u> Regenerate</u></p><p>At 14th level, you can cast Regenerate once a week with no cost.</p><p> </p><p><u>One with the Water</u></p><p>At 20th level, you have a swim speed equal to your current walking speed, the water form, freeze ability and the ability to do a Whelm as a Water Elemental</p><p> </p><p></p><p></p><p><strong><u>Elemental Warden Spells:</u></strong></p><p></p><p></p><p><strong>Cantrips</strong></p><p>Acid Splash</p><p>Fire Bolt</p><p>Light</p><p>Mending</p><p>Message</p><p>Minor Illusion</p><p>Poison Spray</p><p>Produce Flame</p><p>Ray of Frost</p><p>Shocking Grasp</p><p>Spare the dying</p><p></p><p><strong>1st Level</strong></p><p>Armor of Agathys</p><p>Burning Hands</p><p>Chromatic Orb </p><p>Create or Destroy Water</p><p>Cure Wounds</p><p>Detect Magic ®</p><p>Detect Poison and Disease ®</p><p>Expeditious Retreat</p><p>Faerie Fire </p><p>Feather Fall</p><p>Fog Cloud</p><p>Grease</p><p>Guiding Bolt</p><p>Healing Word</p><p>Jump</p><p>Purify Food and Drink®</p><p>Searing Smite</p><p>Thunderous smite</p><p>Thunderwave</p><p></p><p><strong>2nd Level</strong></p><p>Blur</p><p>Branding Smite</p><p>Continual Flame</p><p>Enhance Ability</p><p>Find Steed (with an elemental flavor with it appearance) ®</p><p>Flame Blade </p><p>Flaming Sphere </p><p>Gust of Wind</p><p>Heat Metal </p><p>Invisibility</p><p>Levitate</p><p>Melf´s Acid Arrow</p><p>Mirror Image</p><p>Misty Step</p><p>Prayer of Healing</p><p>Protection from Poison</p><p>Scorching Ray </p><p>Shatter</p><p></p><p><strong>3rd Level</strong></p><p>Aura of Vitality</p><p>Call Lightning</p><p>Conjure Animals</p><p>Daylight </p><p>Dispel Magic</p><p>Elemental Weapon</p><p>Fireball </p><p>Fly</p><p>Gaseous Form</p><p>Haste</p><p>Lightning Arrow</p><p>Lightning Bolt</p><p>Mass Healing Word</p><p>Meld into Stone ®</p><p>Protection from Energy</p><p>Revivify</p><p>Sleet Storm</p><p>Slow</p><p>Spirit Guardians</p><p>Stinking Cloud</p><p>Water Breathing</p><p>Water Walk ®</p><p>Wind Wall</p><p></p><p><strong>4th Level</strong></p><p>Banishment</p><p>Conjure Minor Elementals</p><p>Control Water</p><p>Dimension Door</p><p>Fire Shield</p><p>Freedom of Movement</p><p>Greater Invisibility</p><p>Ice Storm</p><p>Stone Shape</p><p>Stoneskin</p><p>Wall of Fire</p><p></p><p><strong>5th Level</strong></p><p>Commune with Nature ®</p><p>Conjure Elemental</p><p>Cone of Cold</p><p>Destructive Wave</p><p>Flame Strike</p><p>Mass Cure Wounds</p><p>Plane Shift (only primaries planes)*</p><p>Reincarnate</p><p>Teleportation Circle</p><p>Wall of Stone</p><p></p><p>*this spells are from lower level than usual, you use 5th spell slot level to cast this spells </p><p></p><p></p><p><strong>New Spells from Elemental Evil, and Sword Coast Adventures</strong> </p><p></p><p></p><p><strong>Cantrips:</strong></p><p>Booming blade</p><p>Control Flames</p><p>Frostbite</p><p>Gust </p><p>Magic Stone </p><p>Mold Earth </p><p>Lightning Lure</p><p>Shape Water </p><p>Thunderclap </p><p></p><p><strong>1st Level:</strong></p><p>Absorb Elements</p><p>Earth Tremor</p><p>Ice Knife </p><p></p><p><strong>2nd Level</strong>:</p><p>Aganazzar’s Scorcher</p><p>Earthbind </p><p>Maximilian’s Earthen Grasp</p><p>Skywrite</p><p>Snilloc’s Snowball Swarm </p><p>Warding Wind</p><p></p><p><strong>3rd Level</strong></p><p>Erupting Earth</p><p>Flame Arrows </p><p>Melf’s Minute Meteors </p><p>Tidal Wave</p><p>Wall of Sand </p><p>Wall of Water</p><p></p><p><strong>4th Level:</strong></p><p>Elemental Bane </p><p>Storm Sphere </p><p>Vitriolic Sphere </p><p>Watery Sphere</p><p></p><p><strong>5th Level:</strong></p><p>Control Winds </p><p>Immolation </p><p>Maelstrom </p><p>Transmute Rock</p></blockquote><p></p>
[QUOTE="Alsair, post: 6817792, member: 6812967"] [B]Elemental Warden [/B] [TABLE="class: grid, width: 1000, align: center"][TR][TD] Level[/TD][TD] Proficiency Bonus[/TD][TD] Features[/TD][TD] Auras Known[/TD][TD] Cantrips[/TD][TD] Spell Level Known[/TD][TD] Spell Slot[/TD][TD] Spell Slot Level[/TD][/TR][TR][TD]1st[/TD][TD]+2[/TD][TD]Elemental Aura, Elemental Magic, Elemental Path[/TD][TD]2[/TD][TD]2[/TD][TD]1st[/TD][TD]1[/TD][TD]1st[/TD][/TR][TR][TD]2nd[/TD][TD]+2[/TD][TD]Sense Elementals, Elemental [COLOR=#333333][FONT=Verdana]Attunement[/FONT][/COLOR][/TD][TD]3[/TD][TD]2[/TD][TD]1st[/TD][TD]2[/TD][TD]1st[/TD][/TR][TR][TD]3rd[/TD][TD]+2[/TD][TD]Elemental Path Feature[/TD][TD]3[/TD][TD]2[/TD][TD]1st[/TD][TD]2[/TD][TD]2nd[/TD][/TR][TR][TD]4th[/TD][TD]+2[/TD][TD]Ability Score Improvement[/TD][TD]3[/TD][TD]3[/TD][TD]1st[/TD][TD]2[/TD][TD]2nd[/TD][/TR][TR][TD]5th[/TD][TD]+3[/TD][TD] [/TD][TD]4[/TD][TD]3[/TD][TD]2nd[/TD][TD]2[/TD][TD]3rd[/TD][/TR][TR][TD]6th[/TD][TD]+3[/TD][TD]Grace of the Elements[/TD][TD]4[/TD][TD]3[/TD][TD]2nd[/TD][TD]2[/TD][TD]3rd[/TD][/TR][TR][TD]7th[/TD][TD]+3[/TD][TD]Elemental Path Feature[/TD][TD]4[/TD][TD]3[/TD][TD]2nd[/TD][TD]3[/TD][TD]4th[/TD][/TR][TR][TD]8th[/TD][TD]+3[/TD][TD]Ability Score Improvement[/TD][TD]5[/TD][TD]3[/TD][TD]2nd[/TD][TD]3[/TD][TD]4th[/TD][/TR][TR][TD]9th[/TD][TD]+4[/TD][TD] [/TD][TD]5[/TD][TD]3[/TD][TD]3rd[/TD][TD]3[/TD][TD]5th[/TD][/TR][TR][TD]10th[/TD][TD]+4[/TD][TD]Double Aura.[/TD][TD]5[/TD][TD]4[/TD][TD]3rd[/TD][TD]3[/TD][TD]5th[/TD][/TR][TR][TD]11th[/TD][TD]+4[/TD][TD]Elemental Infusion (6th)[/TD][TD]6[/TD][TD]4[/TD][TD]3rd[/TD][TD]3[/TD][TD]5th[/TD][/TR][TR][TD]12th[/TD][TD]+4[/TD][TD]Ability Score Improvement[/TD][TD]6[/TD][TD]4[/TD][TD]3rd[/TD][TD]4[/TD][TD]5th[/TD][/TR][TR][TD]13th[/TD][TD]+5[/TD][TD]Elemental Infusion (7th)[/TD][TD]6[/TD][TD]4[/TD][TD]4th[/TD][TD]4[/TD][TD]5th[/TD][/TR][TR][TD]14th[/TD][TD]+5[/TD][TD]Elemental Path Feature[/TD][TD]7[/TD][TD]4[/TD][TD]4th[/TD][TD]4[/TD][TD]5th[/TD][/TR][TR][TD]15th[/TD][TD]+5[/TD][TD]Elemental Infusion (8th)[/TD][TD]7[/TD][TD]4[/TD][TD]4th[/TD][TD]4[/TD][TD]5th[/TD][/TR][TR][TD]16th[/TD][TD]+5[/TD][TD]Ability Score Improvement[/TD][TD]7[/TD][TD]4[/TD][TD]4th[/TD][TD]4[/TD][TD]5th[/TD][/TR][TR][TD]17th[/TD][TD]+6[/TD][TD]Greater Grace of the Elements, Elemental Infusion (9th)[/TD][TD]8[/TD][TD]4[/TD][TD]5th[/TD][TD]4[/TD][TD]5th[/TD][/TR][TR][TD]18th[/TD][TD]+6[/TD][TD]Timeless body[/TD][TD]8[/TD][TD]4[/TD][TD]5th[/TD][TD]4[/TD][TD]5th[/TD][/TR][TR][TD]19th[/TD][TD]+6[/TD][TD]Ability Score Improvement[/TD][TD]8[/TD][TD]4[/TD][TD]5th[/TD][TD]4[/TD][TD]5th[/TD][/TR][TR][TD]20th[/TD][TD]+6[/TD][TD]Triple Aura. Elemental Path Feature (Ascendace)[/TD][TD]9[/TD][TD]4[/TD][TD]5th[/TD][TD]4[/TD][TD]5th[/TD][/TR][/TABLE] [B][U]T[/U][/B][B][U]he Force of Nature[/U][/B] Nature is the ruler of the life, the omnipresent state of the living. Before creatures, all that be in this world were elements combining and existing together, modeling the world all things lives in, the material plane. All that raw power of creation and destruction made balance letting creatures to sprout, rise and live. Elemental wardens are masters of this elements and they tent to preserve the balance that keep this world such alive and beautiful even if they have to use their destructive or healing powers to do so. Elemental wardens gain their powers trough knowledge and experiences with elements, they can achieve this by making pacts with intelligent elemental creatures, studying great elemental events on the nature or even live in planes with high elemental influence. [B][U]R[/U][/B][B][U]ole[/U][/B] Elemental Warden have an important role in helping a group, sometimes right through their skills in combat and elemental damage, sometimes to keep the group alive through defending or healing them. Yet we cannot forget their auras that benefit the group in some mysterious ways. Elemental Warden`s role in the world is very similar to druid`s. Elements are natural, as is necessary to protect the plants and animals is well needed to protect the balance of air, earth, fire and water that allows the ecosystem remain standing [B][U]Class Features[/U][/B] As an Elemental Warden, you gain the following class features. [B]Hit Points[/B] [B]Hit Dice:[/B] 1d8 per Elemental Warden Level. [B]Hit Points at 1st Level[/B]: 8 + your Constitution modifier [B]Hit Points at Higher Levels[/B]: 1d8 (or 5) + your Constitution modifier per Elemental Warden Level after 1[SUP]st[/SUP] [B][U]Proficiencies[/U][/B] [B]Armor:[/B] Light armor, medium armor and shields [B]Extra language[/B]: Primordial [B]Weapons[/B]: Simple weapons plus two martial weapons [B]Tools[/B]: herbalism kit [B]Saving Throws[/B]: Wisdom, and one depending of the Path [B]Skills:[/B] Choose two from Acrobatics, Athletics, Arcana, Insight, Intimidation, Nature, Perception, and Survival [B]Equipment [/B] You start with the following equipment, in addition to the equipment granted by your background: [LIST] [*](a) scalemail or (b) leather armor [*]One martial weapon you have proficiency with (and a quiver with 20 ammunition is needed) [*](a) two handaxes or (b) two simple melee weapons or (c) a simple weapon and a shield. [*](a) a dungeoneer's pack or (b) an explorer's pack [*]A warden focus [/LIST] [B][U]Elemental Magic[/U][/B] [U]Cantrips[/U] At 1st level, you know two cantrips of your choice from the Elemental Warden spell list. You learn additional Elemental Warden´s cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Elemental Warden table. By 1st level, you have learned to draw on elemental magic through interaction with elemental spirits to cast spells. See chapter 10 for the general rules of spellcasting (player’s handbook) and the final of the document for the elemental warden spell list. [U]Preparing and Casting Spells[/U] The Elemental Warden table shows how many spell slots you have to cast your spells, all your spell slots are the same level. To cast one of your elemental warden spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest. For example, when you are 5th level, you have three 3rd-level spell slots. To cast the 1sl-level spell Thunderwave, you must spend one of those slots, and you cast it as a 3rd-level spell. You prepare the list of elemental warden spells that are available for you to cast, choosing from the elemental warden spell list. When you do so, choose a number of elemental warden spells equal to your Wisdom modifier + half your elemental warden level, rounded down (minimum of one spell). The spells must be of a level for which you have spell level know as shown in the class table. For example, if you are a 5th-level elemental warden, you know spells from 1st- level and 2nd-level. With a Wisdom of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. Casting a 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 elemental warden spells requires time spent in focus and meditation: at least 1 minute per spell level for each spell on your list. Although as you regain your spell slots every short rest you should not abuse of your spell recharge, your DM can penalty you if you use the same spell over and over again taking time to recharge your spell slots. You use a warden focus to cast spells, this are like druid focus. [U]Elemental Casting Fla[/U][U]v[/U][U]or[/U] Elemental Warden´s spells have an elemental flavor. Because of this some spells varies in their use. Any summon conjuration looks like a mix from various elements; this spells Works the same as usual but the form of the animal, creature or monster is made from a combinations of elements. Any Spell you cast have flavors like this. Talk to your DM if you want to vary some of your spells flavor. [U]S[/U][U]pell Casting ability[/U] Wisdom is your spellcasting ability for your Elemental Warden spells. The power of your spells comes from your pact with the elements. You use your Wisdom whenever an elemental warden spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for an Elemental Warden spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + Your Wisdom modifier Spell attack modifier = your proficiency bonus + Your Wisdom modifier [B][U]E[/U][/B][B][U]lemental Path[/U][/B] The elemental Wardens have a stronger bond with one element than the others. This bond determinate many options and give the flavor to the characters. Choose one path related to your preference: Air, Earth, Fire or Water. Each Path is detailed at the end of the class description. Your choice grants you a save proficiency at 1St level. It also grants additional benefits at 3nd, 7th,14th and 20th levels. Each path grants a bonus cantrip at 1[SUP]st[/SUP] level (it doesn’t count on the total of cantrip knows shown in the class table) and you get a list of spells —its path spells— that you gain at the elemental warden levels noted in the path description starting at 1set level. Once you gain a path spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you have a path spell that doesn’t appear on the elemental warden spell list, the spell is nonetheless an elemental warden spell for you. [B][U]E[/U][/B][B][U]lemental Aura[/U][/B] Elemental Wardens excel in helping their allies, controlling elemental spirits to grant bonuses to their effectiveness. At 1st level, you can channel the mighty powers of the Elements to project an aura that grants a benefit. You can begin projecting the aura as a bonus action, and you can only project one specific elemental aura at a time. The number of auras you can maintain at one time increases to two at 10th level and 3 at 20th level. The aura lasts for one minute, and once you use this ability you must complete a short or long rest before you can use it again. You must be conscious and participating in the task to grant the bonus, and if you are ever unconscious, the ability does not end, but the bonuses do not resume until you can participate in the action again. The aura affects all allies within 30 feet (including yourself) that can see or hear you. You can change one of your currently projected auras as a bonus action on your turn. At 1st level, you know two auras, one of which must match your chosen path element. You learn one additional aura at 2[SUP]nd[/SUP], 5[SUP]th[/SUP], 8[SUP]th[/SUP], 11[SUP]th[/SUP], 14[SUP]th[/SUP], 17[SUP]th[/SUP] and 20[SUP]th[/SUP] levels, for a total of nine known. Each time you use your Elemental Aura feature, you choose which auras you want to activate from the auras you know. The bonus granted by your aura is half your proficiency bonus or as noted [U]A[/U][U]ir Auras:[/U] · Air precision: Bonus on Attack rolls with weapons · Air Shield: Bonus on armor class · Quick winds: Bonus on dexterity checks. [U]Earth Auras:[/U] · Earth Nature: Bonus on strength checks. · Stone Hardening: Damage reduction from any type of damage. · Stone Burst: Bonus on damage rolls with weapons as bludgeoning damage. [U]F[/U][U]ire Auras:[/U] · Fire Power: Bonus on Spells attacks and save DC with spells. · Fire retaliation: Any creature striking you or your ally with a natural attack or a non-reach melee weapon is dealt your proficiency bonus as fire damage. · Hot Mind: bonus on Charisma checks. [U]Water Auras:[/U] · Healing rain: Cure points of damage. · Water Calm: Bonus on Wisdom checks. · Water bond: you can bond yourself to any ally in the aura range and transfer to you damage he suffers equals to your proficiency bonus. [B][U]E[/U][/B][B][U]lemental Attunement[/U][/B] From 2ND level, your body and mind get used to the advantages that elements can give. You can choose one of the attunements every time you active the ability and it will grant a skill advantage and one special benefit. You can activate it any time you want and it last for one hour per level. You can use this again every long rest Air Attunement: You gain 5fts bonus to movement speed and advantages with Acrobatics checks. Earth Attunement You gain +1 to AC and advantage with Athletics checks. Fire Attunement: You gain +3 to initiative checks and advantage with Intimidations checks. Water Attunement: You gain 1 extra hit point per level and advantage with Insight checks. [B][U]S[/U][/B][B][U]e[/U][/B][B][U]n[/U][/B][B][U]se elementals[/U][/B] The presence of elements registers on your senses. As an action, you can open your awareness to detect elemental creatures or objects with elemental power inside them. Until the end of your next turn, you know the location of any elemental creature within 60 feet of you that is not behind total cover. You know the elemental type of any being whose presence you sense, but not its identity or kind. Within the same radius, you also detect the presence of any place or object that has elemental power inside them, as a door with fireball trap or a weapon that does any elemental damage. You can use this feature a number of times equal to 1 + your Wisdom modifier. When you finish a long rest, you regain all expended uses. [B][U]Ability [/U][/B][B][U]score Improvement[/U][/B] 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 an increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. [B][U]G[/U][/B][B][U]ra[/U][/B][B][U]c[/U][/B][B][U]e of the Elements[/U][/B] The force of elements emanates from your body like they were part of you. You learn how to use your fighting techniques as part of the cast of your Elemental Warden spells. Beginning at 6th level you get War Magic as the Eldritch Knight Fighter archetype Class Feature [B][U]E[/U][/B][B][U]lemental Infusion[/U][/B] At 11th level, you infuse yourself with the Elemental magic, you gain a free spell slot of 6th-level per long rest. This slot upgrades to 7th-level spell slot at 13th level, 8th-level spell slot at 15th level and 9th-level spell slot at 17th level. [B][U]G[/U][/B][B][U]r[/U][/B][B][U]e[/U][/B][B][U]a[/U][/B][B][U]t[/U][/B][B][U]e[/U][/B][B][U]r Grace of the Elements[/U][/B] At level 17th, you gain Improve War Magic as the Eldritch Knight Fighter archetype Class Feature [B][U]Timeless Bod[/U][/B][B][U]y[/U][/B] Starting at 18th level, the Elemental magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year. [B][U]Asce[/U][/B][B][U]nd[/U][/B][B][U]a[/U][/B][B][U]n[/U][/B][B][U]c[/U][/B][B][U]e[/U][/B] Al 20th level the elemental warden get an ascension to a higher meaning in spiritual and physical level. She becomes part elemental and gain some of the elemental powers of his path. This abilities are described in every path as [I]one with [/I]an element. [B][U]E[/U][/B][B][U]lemental Paths:[/U][/B] [B][U]Air[/U][/B] Its represent all about air, flaying, lightning and Thunder [U]Save Proficiency[/U]: Dexterity [U]Bonus Cantrip Known:[/U] Choose one: Message, Shocking Grasp, Booming blade, Gust, Lightning Lure or Thunderclap [U]Air Spell list[/U] [TABLE][TR][TD]Warden Level [/TD][TD]Spells [/TD][/TR][TR][TD]1st [/TD][TD]Feather Fall, Thunderwave [/TD][/TR][TR][TD]5th [/TD][TD]Misty Step, Shatter [/TD][/TR][TR][TD]9th [/TD][TD]Lightning Bolt, Wind Wall [/TD][/TR][TR][TD]13th [/TD][TD]Banishment, Freedom of Movement [/TD][/TR][TR][TD]17th [/TD][TD]Chain Lightning*, Wind Walk* [/TD][/TR][/TABLE] [U]Tempest[/U] At 3th level, you add your proficiency bonus to your weapon damage as lightning or thunder damage. You can change the type of damage every long rest. [U]Lightning Lash[/U] You learn how to arc some of your elemental power in a thunderous lightning leaded by one weapon attack. At 7th level, as an action, the elemental warden can hit a number of enemies in a 30 ft. radius, centered on the first target, equal to her wisdom modifier with a lightning arc. You make a single attack roll with your weapon bonus and compare it to the AC of every enemy chosen. Roll weapon damage, every enemy affected take this damage as half lightning and half thunder damage. You can use this times equal to your wisdom modifier (minimum 1) every long rest. [U]Teleport[/U] At 14th level, you can cast Teleport once a week with no cost. [U]One with the Wind[/U] At 20th level, you have a flying speed equal to your current walking speed, the Air form and the ability to do a whirlwind as an Air Elemental [B][U]E[/U][/B][B][U]ar[/U][/B][B][U]th[/U][/B] Its represent all about rock, earth, acid and metals [U]S[/U][U]a[/U][U]v[/U][U]e Proficiency[/U]: Constitution [U]Bonus Cantrip Known[/U]: Choose one: Acid Splash, Blade Ward, Mending, Poison Spray, Magic Stone or Mold Earth [U]Earth Spell list[/U] [TABLE][TR][TD]Warden Level [/TD][TD]Spells [/TD][/TR][TR][TD]1st [/TD][TD]Earth Tremor, Shield of Faith [/TD][/TR][TR][TD]5th [/TD][TD]Maximilian’s Earthen Grasp, Melf´s Acid Arrow Acid Arrow [/TD][/TR][TR][TD]9th [/TD][TD]Meld into Stone, Protection from Energy [/TD][/TR][TR][TD]13th [/TD][TD]Stone Shape, Stoneskin [/TD][/TR][TR][TD]17th [/TD][TD]Creation, Wall of Stone [/TD][/TR][/TABLE] [U]Earth Shield[/U] At 3th level, you gain proficiency with Heavy Armor. [U]Stone Defender[/U] At 7th level, you gain protection combat style, you can use this even if you don’t have a shield. Also, as bonus action, you can rise a flaying stone shield to protect you, this grant you temporary hit points equal to your level plus Wisdom modifier, when the shield is destroyed you can rise another one. You can use this times equal to your wisdom modifier (minimum 1) every long rest. [U]Antimagic Field[/U] At 14th level, you can cast Antimagic Field once a week with no cost. [U]One with the Earth[/U] At 20th level, you have the ability to do an earth glide and siege monster as an Earth Elemental [B][U]Fir[/U][/B][B][U]e[/U][/B] Its represent all about fire, light, heat and magma [U]Save Proficiency[/U]: Charisma Bonus Cantrip Known: Choose one from: Fire Bolt, Light, Produce Flame or Control Flames [U]Fire Spell list[/U] [TABLE][TR][TD]Warden Level [/TD][TD]Spells [/TD][/TR][TR][TD]1st [/TD][TD]Burning Hands, Faerie Fire [/TD][/TR][TR][TD]5th [/TD][TD]Heat Metal, Scorching Ray [/TD][/TR][TR][TD]9th [/TD][TD]Daylight, Fireball [/TD][/TR][TR][TD]13th [/TD][TD]Fire Shield, Wall of Fire [/TD][/TR][TR][TD]17th [/TD][TD]Cloudkill, Conjure Elemental [/TD][/TR][/TABLE] [U]Hearth of Fire[/U] At 3rd level, you add Proficiency bonus to the damage of your damaging spells and cantrips as fire damage (one time with the initial damage) [U]Wild Fire[/U] At 7th level, when you cast a damaging spell, you can take a bonus action to cast a free fire bolt cantrip to an enemy that have been hit with that spell in that round. You can use this times equal to your wisdom modifier (minimum 1) every long rest. [U]Firestorm[/U] At 14th level, you can cast Firestorm once per long rest with no cost. [U]One with the Fire[/U] At 20th level, you have the ability to do a Illuminate, Fire form, water susceptibility and Fire Touch as a Fire Elemental [B][U]Water[/U][/B] Its represent all about water, oceans, ice, rain and restoration [U]Save Proficiency[/U]: Intelligence [U]Tool:[/U] healer’s kit [U]Bonus Cantrip Known[/U]: Choose one: Minor Illusion. Ray of Frost. Spare the dying. Frostbite or Shape Water [U]Water Spell list[/U] [TABLE][TR][TD]Warden Level [/TD][TD]Spells [/TD][/TR][TR][TD]1st [/TD][TD]Create or Destroy Water, Cure Wounds [/TD][/TR][TR][TD]5th [/TD][TD]Lesser Restoration, Misty Step [/TD][/TR][TR][TD]9th [/TD][TD]Mass Healing Word, Aura of Vitality [/TD][/TR][TR][TD]13th [/TD][TD]Control Water, Ice Storm [/TD][/TR][TR][TD]17th [/TD][TD]Cone of Cold, Heal* [/TD][/TR][/TABLE] [U]Bless of the Oceans[/U] At 3rd level, you add your Proficiency bonus to the healing of your spells that restore hit points and cold damage spells. Also you heal one extra hit point with the healing rain aura. [U]Torrents[/U] At 7th level, choose one of this two to learn: - Every time you heal one or several allies with a Spell, you can deliver a healing the next round equal 1d4 per spell slot level used to up to wisdom modifier allies affected by that Spell. - When you do cold damage with a spell you freeze the targets. Up to wisdom modifiers enemies affected by the spells are restrained for the end of your next turn. You can use this times equal to your wisdom modifier (Minimum 1) every long rest. [U] Regenerate[/U] At 14th level, you can cast Regenerate once a week with no cost. [U]One with the Water[/U] At 20th level, you have a swim speed equal to your current walking speed, the water form, freeze ability and the ability to do a Whelm as a Water Elemental [B][U]Elemental Warden Spells:[/U][/B] [B]Cantrips[/B] Acid Splash Fire Bolt Light Mending Message Minor Illusion Poison Spray Produce Flame Ray of Frost Shocking Grasp Spare the dying [B]1st Level[/B] Armor of Agathys Burning Hands Chromatic Orb Create or Destroy Water Cure Wounds Detect Magic ® Detect Poison and Disease ® Expeditious Retreat Faerie Fire Feather Fall Fog Cloud Grease Guiding Bolt Healing Word Jump Purify Food and Drink® Searing Smite Thunderous smite Thunderwave [B]2nd Level[/B] Blur Branding Smite Continual Flame Enhance Ability Find Steed (with an elemental flavor with it appearance) ® Flame Blade Flaming Sphere Gust of Wind Heat Metal Invisibility Levitate Melf´s Acid Arrow Mirror Image Misty Step Prayer of Healing Protection from Poison Scorching Ray Shatter [B]3rd Level[/B] Aura of Vitality Call Lightning Conjure Animals Daylight Dispel Magic Elemental Weapon Fireball Fly Gaseous Form Haste Lightning Arrow Lightning Bolt Mass Healing Word Meld into Stone ® Protection from Energy Revivify Sleet Storm Slow Spirit Guardians Stinking Cloud Water Breathing Water Walk ® Wind Wall [B]4th Level[/B] Banishment Conjure Minor Elementals Control Water Dimension Door Fire Shield Freedom of Movement Greater Invisibility Ice Storm Stone Shape Stoneskin Wall of Fire [B]5th Level[/B] Commune with Nature ® Conjure Elemental Cone of Cold Destructive Wave Flame Strike Mass Cure Wounds Plane Shift (only primaries planes)* Reincarnate Teleportation Circle Wall of Stone *this spells are from lower level than usual, you use 5th spell slot level to cast this spells [B]New Spells from Elemental Evil, and Sword Coast Adventures[/B] [B]Cantrips:[/B] Booming blade Control Flames Frostbite Gust Magic Stone Mold Earth Lightning Lure Shape Water Thunderclap [B]1st Level:[/B] Absorb Elements Earth Tremor Ice Knife [B]2nd Level[/B]: Aganazzar’s Scorcher Earthbind Maximilian’s Earthen Grasp Skywrite Snilloc’s Snowball Swarm Warding Wind [B]3rd Level[/B] Erupting Earth Flame Arrows Melf’s Minute Meteors Tidal Wave Wall of Sand Wall of Water [B]4th Level:[/B] Elemental Bane Storm Sphere Vitriolic Sphere Watery Sphere [B]5th Level:[/B] Control Winds Immolation Maelstrom Transmute Rock [/QUOTE]
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