While the most classic example of a warden is something akin to a paladin that has not so wholly devoted themselves to a god or divine cause, there are many ways in which wardens can differ. A warden can be a cunning strategist who knows the power of confident words that boost the morale of their soldiers, or they can be a ruthless tyrant who uses their intimidating presence to bully minions into fighting harder out of the fear of displeasing them.

A warden’s words are in many ways the most powerful tool in their possession, as long as they have allies at their side. By no means, though, does this mean that a warden is defenseless without their companions. To the contrary, their experience in war is exactly what affords them their air of calm in the face of great danger.

Not all wardens are leaders. Some are bannermen, tirelessly holding aloft the symbol of their god or the flag of their nation to inspire and invigorate, bellowing great war cries of defiance in the face of seemingly insurmountable odds.

Others are simply the most positive of souls, whose unerring optimism alone is a beacon of courage and comfort to those around them. Yet still there are those who are so terrifyingly efficient or brutal to behold in battle that their allies are merely grateful to be on their side and not their enemies.

Most wardens wear heavy armour, but not all, just as not all wardens are found with a shield in hand, instead favoring pure offense.
But no matter what, the warden’s immutable spirit gives them the force of will to take blow after blow, often for the sake of those who fight for or with them. So, too, does that mental fortitude allow them to shake off the kind of influences that would cripple weaker-willed warriors.

Alignment Restriction: None

Hit Die: d12

Proficiencies: A warden is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields).

Skill Points: 5 + INT Modifier

Class Skills: All Knowledges, Barter, Bluff, Concentration, Craft Trap, Decipher Script, Diplomacy, Discipline, Heal, Intimidate, Parry, Perform, Sense Motive, Taunt, Tumble

Primary Saving Throws: Will

Base Attack Bonus: +1 / Level

Level Progression

Luck of Heroes​
Hold the Line I​
Cut Them Down I​
Break Their Spirits I​
Gather Courage I, Regal Bearing​
Selfless Ward​
8th+8/+3+2+2+6Show No Fear
Hold the Line II​
Overpower or Shield Wall​
Cut Them Down II​
Break Their Spirits II​
13th+11/+6/+1+4+4+8Gather Courage II
Hold the Line III​
16th+11/+6/+1+5+5+10Gather Courage III
Cut Them Down III​
Break Their Spirits III, Defiant Cry​

  • Hold the Line:
    • The Warden can give everyone in their group apart from themself a +1 AC bonus to their Armor Class for 5 rounds + Warden’s Charisma bonus.
      At level 9, this increases to a +2 AC bonus. At level 15 it increases to +3. This ability can be used once every 3 minutes.
  • Cut Them Down:
    • The Warden can give everyone in their group apart from themself a +1 attack and damage bonus for 5 rounds + Warden’s Charisma bonus. At level 11, this increases to a +2 to attack and damage, and at level 17 it increases to +3. This ability can be used once every 3 minutes.
  • Break Their Spirits:
    • The Warden can attempt to demoralise all enemies in the area, suffering -1 AC for 3 rounds if they fail a Will save vs a DC 14 + Warden’s Charisma modifier. This ability has a 3 minute cooldown.
  • Gather Courage:
    • The Warden can bolster themself to lead by example. They gain +1 to damage, attack bonus and AC. This bonus lasts for 3 rounds plus half their Charisma modifier, rounded down.
      At level 13 and 16 the bonuses gained increase to +2 and +3 respectively. This ability also grants a +3 save against Fear while active, regardless of level. This ability has a 5 minute cooldown.
  • Regal Bearing:
    • The Warden’s experience affords them a commanding demeanor. They gain a permanent passive +2 skill bonus to Barter, Diplomacy and Intimidate.
  • Selfless Ward:
    • The Warden is able to set their protective gaze upon a nearby ally. As long as the Warden and their ally is within 10 meters of each other, the ally takes 40% less physical damage, however that damage is transferred instead to the Warden, and is capable of killing the Warden. This ability can be used at will and persists until cancelled.
  • Show No Fear:
    • The Warden can remove fear effects from all of their allies in a 30 meter radius and make them immune to fear effects for 3 rounds + Warden’s Charisma modifier. This can be used three times per day.
  • Overpower:
    • While wielding a two-handed weapon, there is a 10% chance whenever the Warden successfully parries an attack to reset the cooldown of Gather Courage.
  • Shield Wall:
    • While wielding a shield, there is a 5% chance whenever the Warden takes damage to grant 10% physical damage immunity for 1 rounds + 1 round / 6 levels of Warden. If the Warden is below 50% health, this increases to 25%.
  • Defiant Cry:
    • The Warden bellows aloud their defiance, emboldening their group and giving them 3d20 temporary hit points for 2 rounds + Warden’s Charisma modifier. This ability can be used once per hour.