D&D 5E How many fans want a 5E Warden?

Do you want a Warden or equivalent primal defender class in 5e?

  • Yes. I wanted it in the core book.

    Votes: 21 23.3%
  • Tentatively yes, but show me why.

    Votes: 11 12.2%
  • Maybe, not sure.

    Votes: 7 7.8%
  • No, but won't get in the way of those that do.

    Votes: 8 8.9%
  • Doesn't the druid/ranger already cover it's niche?

    Votes: 28 31.1%
  • I hate the concept and you should be ashamed for bringing it up.

    Votes: 7 7.8%
  • Taco

    Votes: 8 8.9%

The assumption (and it seems like a fair one) that sub-classes can't 'take away' features from the base class really seems to get in the way of making a new or existing sub-class work. Whether you need to take away features to 'make room' for something else, or because they're inappropriate to the concept.

Alternate Rages for Barbarian sub-classes could get you the 4e PH2 Barbarian with it's crazy-magical '____ Rage' invokations, and, with a more defensive/defender & shape-changing 'Rage' a Warden, and maybe the odd Frenzied Berserker or Battlerager, as well...

That really hurts the Oathbreaker passing as the 5e version of the Blackguard for me. Dealing radiant damage and using LoH with a class that also specifically buffs demons and undead really puts me off a bit.
 

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Since you like the stuff I did, I will do you warden fans a solid. I don't care to much for the class but I love making stuff if people like it. So here: 5 level of Warden. If you want more, please ak and with enough requests I'll put it in the house rules forum

[h=2]WARDEN[/h]
[h=4]Hit Points[/h]
Hit Dice: 1d12 per warden level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 6) + Constitution modifier per warden level.
[h=4]Proficiencies[/h]
Armor: Light Armor, medium armor, shields
Weapons: Simple Weapons, martial weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two skills from Athletics, Insight, Intimidation, Nature, Perception, Performance, and Stealth.

[h=4]Primal Might[/h]
Starting at the 1st level, you can connect to the natural world to augment you armor. After finishing a short or long rest, you can channel primal magic into a single suit of armor and allow nature's power course through it. The effects of this feature last until you use it on again, spend an action to dismiss the effects, or die. You can only use this feature on armors stated by the type of effect chosen.
Earthstrength Armor (any medium or heavy armor): You have a +1 bonus to AC when wearing this armor.
Spiritbond Leather (leather or studded leather): You can use your Strength instead Dexterity for AC when wearing this armor.
Stormheart Steel (chainshirt, scale mail, breastplate, half plate): You have resistance to lighting and thunder damage when wearing this armor.
Tanglevine Chain (chainshirt or chainmail): You have resistance to slashing damage when wearing this armor.
Wildblood Hide (hide only): You have a bonus to AC when wearing this armor equal to your Wisdom modifier.

[h=4]Font of Life[/h]
Beginning at the 1st level, your inner vitality is infused with nature. You can make any one saving throw with advantage. Once you use this feature, you cannot use it again until you finish a short rest.

[h=4]Warden's Wrath[/h]
Starting at the 2nd level, you can infuse a weapon attack with the power of nature. As a bonus action, you can imbue yourself with an element. Then next time you hit with a weapon attack, you deal additional damage to their target based on the element chosen. Some elements require saving throws. You can use this feature a number of times equal to your warden level. You regain uses after finishing a short or long rest.

Saving throw = 8 + your proficiency modifier + you Wisdom modifier.

Air: 1d8 thunder damage
Earth: 1d4 bludgeoning damage and the target must make a Strength saving throw or be knocked prone.
Fire: 2d6 fire damage
Ice: 1d4 cold damage and the target must make a Constitution saving throw or have it's speed reduced by 10 feet until the start of your next turn.
Magma: 1d4 fire damage and one creature within 5 feet of the creature excluding you must make Relex saving throw or take 1d4 fire damage.
Vines: 1d4 piercing damage and the target must make a Strength saving throw or be restained until the start of your next turn.
Water: 2d4 bludgeoning damage

[h=4]]Primal Path[/h]
At the 3rd level, you choose a Primal Path. Your options are the Path of the Seeker and the Path of the Primal Guardian

[h=5]]Path of the Primal Guardian[/h]
___
[h=5]]Guardian Form[/h]
Starting when you take this path at the 3rd level, you can take on a guardian form. Chose one form when you again this feature. Whenever you gain a level, you can replace your guardian form for a new one.
As an action, you can take on the gaurdian form you choose and gain the benefits described. In addition when you take on a guardian from you gain temporary hit points equal to 10 plus your warden level. The form lasts for 5 minutes or until you dismiss it as an action. Once you use this feature, you cannot use it again until you finish a short or long rest.

Form of the Fearsome Ram: You grow horns and hooves to display the new might you have. Equipment on your head and feed meld into your body during this form. Your speed is increased by 10 feet and whenever you hit a creature with a melee attack on your turn, you may shove them as a bonus action.
Form of the Willow Sentinel: Your skin turns dark like smooth bark. You automatically succeed on Strength saving throws and Strength ability checks to be moved or knocked prone when touching any hard surface.
Form of Winter's Herald: You skin turn blue as death and hair as white as snow. You gain immunity to cold damage and all the ground within 5 feet of you is difficult terrain.
___

[h=5]Path of the Spirit Seeker[/h]
__
[h=5]Inevitable Shot[/h]
Starting when you take this path at the 3rd level, whenever you miss a ranged attack with a weapon, you can as a bonus action make another ranged attack against another creature within 10 feet of the first creature you attack. Once you use this feature, you cannot use it again until you finish a short or long rest or score a critical hit with a ranged attack.

[h=5]Spirit Rebuke[/h]
Starting when you take this path at the 3rd level, you can use your Font of Life feature to impose disadvantage on one opportunity attack targeting you.
___
[H=4]Extra Attack[/H]
At the 5th level. you can attack twice instead of once, when you take the Attack action on your turn.
 


Since you like the stuff I did, I will do you warden fans a solid. I don't care to much for the class but I love making stuff if people like it. So here: 5 level of Warden. If you want more, please ak and with enough requests I'll put it in the house rules forum.
If we where starting fresh...

I would make a non-magical ranger, non-magical barbarian, and non-magical warlord under the fighter (by shifting more power to the sub-class. With the 3-4 attacks being specific to the champion sub-class).
And then a primal weapon class like this would make plenty of sense.


But given the current class landscape, i still see warden under barbarian (rage of the winter's herald, rage of the oak sentinel) and seeker under ranger (ensnaring shot, hail of thorns).
 

If we where starting fresh...

I would make a non-magical ranger, non-magical barbarian, and non-magical warlord under the fighter (by shifting more power to the sub-class. With the 3-4 attacks being specific to the champion sub-class).
And then a primal weapon class like this would make plenty of sense.


But given the current class landscape, i still see warden under barbarian (rage of the winter's herald, rage of the oak sentinel) and seeker under ranger (ensnaring shot, hail of thorns).

If we were going fresh, the warrior classes to me would be.

Barbarian
-Berserker
-Savage (unarmed unarmed rager)
-Rage Mage (1/3 caster, can cast during rage)
-Totem Warrior
-Warden (more magical totem warrior)

Fighter
-Battlemaster
-Brawler/Brute (bonus to unarmed/improvised/simple weapons)
-Cavalier (nonmagical paladin: Cha to saves, immune to fear, Third Wind)
-Champion
-Eldritch Knight
-Scout (nonmagical ranger: Natural Explorer and Defensive Tactics only)

Paladin
-Oath of Devotion
-Oath of Hope (healer build)
-Oath of the Ancients
-Oath of Vengence

Ranger
-Beast Master
-Hunter
-Seeker (magic arrow build)
-Survivalist (skills build)
 

I do like the notion of the warden under the barbarian, although the "hit the guy and roots trap them" bit works for the Oath of the Ancients. I was surprised that we didn't get elemental totems (or a parallel subclass to totems that did elemental stuff) to go with PotA (and no elemental warlock pact) and even a little disappointed there wasn't a "demon rage" totem/parallel subclass in OotA (although that was more for NPC's than PC's).
 

I do like the notion of the warden under the barbarian, although the "hit the guy and roots trap them" bit works for the Oath of the Ancients. I was surprised that we didn't get elemental totems (or a parallel subclass to totems that did elemental stuff) to go with PotA (and no elemental warlock pact) and even a little disappointed there wasn't a "demon rage" totem/parallel subclass in OotA (although that was more for NPC's than PC's).
To me, the biggest difference is that the paladin is in heavy metal armor and has lay on hands to restore HP.

The barbarian is bare chested relying on Con to AC and damage reduction. Pure natural toughness.
 

I'm with this. One of my favorite 4e characters was a warden I played for like 3 years. It's like a very survivable melee-ranged controller. I'd play that in 5e, easy.

But I don't see the need for ti as a separate class. Oath of Ancients paladin with the Sentinel feat is one good cover. And there are others as well. It already exists enough in the system I don't see the need of differentiation of creating a new class just so it says "Warden".

Now, I had a heck of a time converting an existing paragon-level runepriest who was all about handing out 2-3 buffs and debuffs a round due to the concentration mechanic (eventually went with a bard base), but the Warden's feel and role is fairly easy to recreate in 5e.
 

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