Remove these ads. Join the Worldbuilders Guild

Warden of Jade [EPIC CLASS]


Hit Points

Hit Dice: d12 per Warden of Jade [EPIC CLASS] level
Hit Points at first Level: 1d12+(CON Mod)
Hit Points at Higher Levels: 1d12+(CON Mod)

Proficiences

Armor: Light Armor, Medium Armor, Shields
Weapons: Simple Weapons
Tools: One Tool proficiency of Player's Choice
Saving Throws:
Skills: Pick One of the Following: Athletics, Acrobatics, Investigation, Perception, Persuasion
AND
Pick any one additional skill

Overview & Creation

"The Wardens were, and always will be, the first and last line of defense against the forces of darkness. There are threats to our world, our very survival, that transcend the occasional dragon, ogre, vampire, or common monster. Following my friend into this perilous world, I have seen things that would make the fiercest knight tremble in his armor and the bravest King weep on his throne. Only the Wardens are blessed with this power to defeat them; a responsibility to endure and protect. It is both a curse and a blessing, not for the faint of heart. Even as we stare into the hearts of darkness, as I feel a fear that I did not know was possible, My Warden stood tall, ready to face it. For James, He did not fear his death; the only death he feared was the death of his family and friends, the death of Jade, the death of me... That selflessness... That commitment... that's what truly made a Warden."
--Merida Lancing, Guardian-Protector of James Davneiros, 87th Warden of Teratha

The Wardens of Jade are the world's truest protectors. Their goal is prevent supernatural threats from destroying or controlling Jade. They have an oath to remain neutral in all political matters and to keep its peoples safe. They serve as the first and last lines of defense in most scenarios. While enlisting the help of other groups and kingdoms, they also are said to be blessed with supernatural powers of both the Old Gods and the New. With each rise and fall of the Order of the Wardens, a new Code of the Wardens is etched in stone, only to be amended with the support of every Warden. Traditions are often changed to promote the survival and the effectiveness of the Wardens. Characters never chose to become a Warden. Having the desire to "Be a Warden" negates the very purpose and meaning behind the Order.

As Wardens are expected to be the most powerful characters in Jade, when a player becomes a Warden their total Max Level is raised to 25 (reserving 5 levels for Warden). This Epic-style class can not be leveled during standard leveling, as it is instead leveled at the DM's story progression and discretion. There are SIX subclass-variants of the Warden of Jade Epic Class. These exist to give the players to become with super-enhanced specialists in a field or to become experts in versatility. The subclasses are associated with a Ability Score. Any character may follow any route. In the case of the Intelligence and Wisdom builds, it is recommended for any character with Spellcasting to consider these, as non-spellcasters can not fully utilize some of the abilities. Spellcasting as a Warden uses the character's base classes for spellcasting ability scores (i.e. Arcane Spellcasters can just as easily go down the "Warden of the Divine" route as a Divine Spellcaster can go down the "Warden of the Arcane" route). These types are:

-Warden of Brawn (Strength)
-Warden of Agility (Dexterity)
-Warden of Commitment (Constitution)
-Warden of the Arcane (Intelligence)
-Warden of the Divine (Wisdom)
-Warden of Leadership (Charisma)


Class Features

Warden of Jade


-At first level, You now carry the "glow of the Wardens." The spirits of Wardens of Old walk with you and this gives your character an inner confidence in all things. While it does not carry into any skills or combat, your character appears to others as person of respect and stature. You come off to others as a hero. You also have sixth sense with evil; which is not as powerful as a Paladin's Divine Sense but it does convey to a "bad feeling" when approaching dangerous situations. Another sense you have is the equal ability to sense the good in someone. This allows you to have a similar "general feeling" about a target and you can sense the "Blood of Sovereigns" when talking to members of nobility. When a player becomes a Warden their total Max Level is raised to 25 (reserving 5 levels for Warden).

Resilient Warden


-At first level, The Warden gains the "Resilient" feat for the ability score that is associated with the character's chosen subclass (Example: a Warden of Brawn would have the Resilient feat in Strength). This feature DOES NOT stack if the character already has the feat in that ability score. ALSO, The Warden has advantage in the chosen ability score's saving throws.

Warden Subclass


-At first level, Wardens become the pinnacle of fighters, diplomats, and heroes in the world of Jade. Each one is marked with a series of talents that are built around a particular ability score. The subclasses (and the associated ability in parenthesis) are listed as:
-Warden of Brawn (Strength)
-Warden of Agility (Dexterity)
-Warden of Commitment (Constitution)
-Warden of the Arcane (Intelligence)
-Warden of the Divine (Wisdom)
-Warden of Leadership (Charisma)

ASI/Feat


-At Second and Fourth Levels, The Warden can use a standard ability score improvement or take a feat.

Guardian of The Warden


-At Third Level, The Warden can put their trust in a close friend or colleague that is not Warden. This person, should they accept the responsibility, will become the Warden's Guardian, which is a protector for the Warden against more "domestic" threats to the Warden's Well-being. This may include political adversaries, terrorists, assassins, or common monsters that stand in the way. The Guardian serves as a sidekick to the Warden and gains the following benefits:
  • The character now follows "Sidekick Rules" as outlined in TCE. They will have their own initiative and follow the commands the commands of their warden to the best of their abilities. Their primary goal is to protect the Warden and will prioritize the life of their companion over their own. Either the DM may control them, or the player can (with DM's permission).
  • While in 60 feet of the Warden, The Guardian receives a +1 bonus to all saves, skills, attacks, and damage rolls. Upon being proclaimed a Guardian, the individual gains a 2d10+Con Mod to their max HP.
  • They gain the ability "Sacrifice of Guardians," which can be activated if the Guardian is within 10ft of their Warden. When a target would normally hit the Warden with an attack that would drop their HP to Zero, the Guardian can use their reaction to leap in front, absorbing all of the damage.

Note: Not every NPC can be made a Guardian. Even NPCs with high friendship can refuse the call. In Lore, it is said that the Guardian's job is often more dangerous than that of the Wardens. More Guardians have died, as history has shown, than Wardens. Not all Wardens require or decide to have Guardians. Not all Wardens have to ask.
   

Champion of Jade


-At Fifth and final level, The Warden becomes the ultimate symbol of hope and the defense of Humanity. All of Jade recognizes the way you walk and carry yourself as a Warden. Your name is known as a Protector of Jade to people of authority and to the other self-proclaimed heroes of Jade. You gain a permanent +1 enchancement to all Saving Throws, Attacks, Damage Rolls, Spell Attacks, Spell DCs, Spell Damage, and Initiative Rolls.


Starting Equipment

None


Spellcasting

Becoming a Warden does not grant the ability to cast magic. The ability to cast spells must first come from a base class or multiclass. The Wardens of the Arcane and of the Divine earn enhancements to their spellcasting abilities.


Subclass Options

Warden of Brawn


-Wardens of Brawn are masters of warfare, utilizing Strength above all other traits. They focus on Melee Attacks, inspired by Paladins, Barbarians, and Fighters. Brute Force is often the primary tactic of the Wardens of Brawn.

Fighting Style Expertise


-At first level, Wardens of Brawn get additional Fighting Style. HOWEVER, unlike standard Fighting Style Rules, you may pick a fighting style you may already possess; this is called "Expertise in a Fighting Style. The bonuses stacked/doubled, but in a few cases Expertise can modify the style where "stacking" is not applicable. Expertise variants are only unlocked by having the style unlocked via the character's original class(es). The fighting styles used by Wardens are as follow:

  • Archery: You gain a +2 bonus to attack rolls you make with ranged weapons.(Expertise: Bonus stacks to a +4)
  • Defense: While you are wearing armor, you gain a +1 bonus to AC. (Expertise: Bonus stacks to a +2)
  • Dueling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. (Expertise: Bonus stacks to a +4)
  • Great Weapon Fighting: When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit. (Expertise: You may reroll 1s and 2s until you roll higher than 2. You must keep the rolls when they exceed 2.)
  • Interception: When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction. (Expertise: You roll 2d10 + Prof Bonus instead)
  • Protection: When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield. (Expertise: You may use this ability twice per reaction. Using once will still cost the reaction.)
  • Superior Technique: You learn one maneuver of your choice from among those available to the Battle Master archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice). You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest. (Expertise: You have Two maneuvers and you have two superiority dice which are d8s)
  • Thrown Weapon Fighting: You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll. (Expertise: Bonus stacks to +4)
  • Two Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. (Expertise: When you have weapons in both hands, you made add your proficiency bonus to both attacks)

Warden's Strike


-At Second Level, The Warden can conjure up the might of Jade to enhance a single strike against any "Evil" target. The Warden can double the proficiency of a single attack and add an extra 2d10 Force OR Radiant Damage to the target. If the landed attack is a critical hit, the base weapon damage is rolled three times (triple damage rather than doubled) and the additional "Might" damage is doubled (4d10). Any target that survives a critical hit is stunned for its next turn; this ability bypasses any immunities to being stunned. This may be used once per round, and up to a number of times equal to your strength mod, per long rest.

Warden's Defense


-At Third Level, The Warden gains proficiency in Martial Weapons and Heavy Armor, if they don't have it already. They have an extra +1 to their AC, and gain the ability to "dodge" and "disengage" as a bonus action.

Enhanced Critical Hits


-At Fourth Level, the Crit range of all Strength-based attacks is increased by +1 (i.e. 20 is now 19-20). This does stack with abilities and items that already have an extended crit range. Also any 1s rolled on Crit damage may be rerolled once, keeping the new roll.



 

Warden of Agility


-The Wardens of Agility are masters of Dexterity, stealth, movement, and marksmanship. They utilize abilities inspired by Rangers, Rogues, and Monks.

A Delicate Touch


-At first level, The Warden understands that not all attacks and approaches require brute force. He or she gains proficiency in longbows, shortbows, light crossbows, heavy crossbows, and Firearms as they understand the physics and concepts involved in making a precise shot. They also have an appreciate for the more delicate finesse weapons; Wardens of Agility gain proficiency in Whips and Rapiers. When attacking any target with a Dex-based attack (ranged or melee), the Warden can add a +1 to hit and their proficiency score to their damage rolls. To meet the demand of repositioning for "that perfect attack," the Warden's movement speed increases by 5 ft.

Marksman's Shot


-At Second Level, The Warden of Agility can use their entire attack action to make a single precision ranged attack on a target. The focus in this shot allows for the The Warden to briefly get a +5 to hit. The hit deals an extra 2d10 Radiant OR Force Damage. If the landed attack is a critical hit, the base weapon damage is rolled three times (triple damage rather than doubled) and the additional "Might" damage is doubled (4d10). Any target that survives a critical hit is stunned for its next turn; this ability bypasses any immunities to being stunned. This may be used once per round, and up to a number of times equal to your strength mod, per long rest.

Agile Parry


-At Third Level, While equipped with a finesse weapon or if the character has the Unarmed Fighting Style or Martial Arts monk ability, The Warden can use a reaction to parry a blow, neutralizing or negating damage from an opposing attack. The character can deduct 2d8+(Dex Mod) of damage.

Consistent Accuracy


-At Fourth level, every Dex based attack on a target begins a line of focus for the Warden. As long as the Warden does not lose line of sight, does not roll a Crit Fail, and does not change targets, The Warden begins to stack enhancements to hit on each successful hit. For each successful hit, The Warden gets an additional +1 to hit (to a max of +10). On a regular miss, The Warden does not lose the chain. If the Warden reaches a Chain of +10, all hits do an extra +5 damage.



Warden of Commitment


-Wardens of Commitment are focused on outlasting their opponents and staying alive in fights. They also are some of the few Wardens who can endure multiple threats without rest. Their primary stat is Constitution.

'Til My Dying Breath


-At first level, your commitment to the defense of Jade is strong. Without you, the world would fall into darkness and everyone you know and love would suffer a terrible fate. Normally, if damage reduces you to 0 HP and fails to kill you, you fall unconscious. You, however, conjure the might to continue. You do not fall unconscious, but rather are able to take actions. You movement speed is dropped to 5 feet, as you limp and stumble across the battlefield. You continue to make death saving throws, as normal death rules still apply in this state (such as being hit while downed, being healed while down, crit fails and success rules, etc). Other players may attempt to stabilize yourself, but your own selflessness and commitment to the fight prevents you from stabilize yourself. You may use this ability equal to your CON Modifier per long rest.

Healthy Living


-At Second Level, your healthy lifestyle has given you greater endurance. You are now resistant to poison damage, and have advantage on saving throws against poisons and diseases. You get additional hit points added to your maximum; this is an additional d4 of HP for every character level. This also retroactively adds HP for previous levels. (Max additional health should be 25d4 HP).

Survivor Endurance


-At third level, The Warden has learned how to survive in the wilds and harsh conditions and have trained your body to withstand more than the average person. You gain proficiency in Survival. You can now hold your breath for twice as long as normal in water and gas scenarios. You can survive twice as long without food and water. Whenever you may take a point of exhaustion, you may roll a d20 to negate the effects. You must roll a 10 or higher to avoid taking exhaustion, however with every success the DC increases by 1. This does not reset until the next long rest.
 

Great Constitution


-Your Constitution and Endurance is incomparable. You maximum Constitution Score is increased by 2, and your base score is also raised by 2. You have resistance to slashing, piercing, and bludgeoning damage from nonmagical attacks. You are now completely immune from Poison and Disease, including from damage from them. You radiate with health, and are now resistant to Necrotic damage as well. You resist aging a bit more than normal, increasing your maximum age by 50 years.



 

Warden of the Arcane


  -The Wardens of the Arcane are individuals who do not shy away from the awesome power of Eldritch magics. Their abilities are often similar to those of Sorcerers, Warlocks, Wizards, and Artificers. All can find benefits from this subclass, including non-spellcasters.

Extended Spell List and Extended Knowledge


-At First Level, Spellcasters who become Wardens of the Arcane will be given access to an extended spell list, no matter what base class they are. These spells do not count to the spellcasters prepared list and are always prepared. They also do not count towards their total of learned spells. Every Warden of the Arcane also knows the Eldritch Blast Cantrip. With a greater intelligence, ALL Wardens of the Arcane now have proficiency in one additional tool set, as well as proficiency in Arcana.
Level Spells
Cantrip Eldritch Blast
1 Detect Magic, Identify, Magic Missile
2 Aganazzar's Scorcher, Snilloc's Snowball Swarm, Ray of Enfeeblement
3 Dispel Magic, Intellect Fortress, Slow
4 Arcane Eye, Charm Monster, Elemental Bane
5 Animate Objects, Contact Other Plane, Hold Monster
6 Telekinesis, Teleportation Circle
7 Crown of Stars, Mordenkainen's Sword
8 Antimagic Field, Telepathy
9 Time Stop

Arcane Weapon


-At first level, Using a combination of Artificer's knowledge and the understanding of the Arcane Arts, The Warden of the Arcane has the ability to imbue any non-magical weapon, that they are proficient with, with elemental magic. After a short rest, they can create an Arcane Weapon which does a +1 to attack rolls and additional 2d6 elemental damage. The elements are as follows: acid, cold, fire, lightning, or thunder. This can be changed with no cost after a short rest. The weapon is now considered Magical for damage purposes. This ability can be dispelled as a free action or by a "dispel magic" spell.

Schools of Magic


-At Second level, Whether the Warden is a Wizard or not, The spellcaster can pick a (or in a wizard's case, an additional) school of magic to study and understand. Pick one of the following schools to learn: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, or Transmutation. When reaching second level Warden, you gain the same abilities as a Second level wizard would in the school chosen.

Enhanced Spell Power


-At Second Level, Your Magic is extra potent. You have a +1 to all Spell Attack Rolls and your Spell Save DC is increased by +1.

Metamagic


-At third level, You now have two Sorcery Points from the Sorcerer Class (this adds to any Sorcerer/Wardens). You may also get to pick two Metamagic Abilities, from the Sorcerer Class, to use these points on.

Protective Aura


-At third level, you gain a protective aura that now surrounds you and helps protect you against harmful magics. While the Aura surrounds you and you are not incapacitated in anyway, you have resistance to all damage dealt by magic. However, as a reaction, you may send the aura to a friendly within 15ft feet of you, in an emergency. The Aura returns to you at the end of your next turn.

Mystic Arcanum


-At fourth level, Much like ancient Warlocks, You may unlock a secret of the Arcane called an Arcanum. Choose one 7th-level spell from either the warlock of sorcerer spell list to be your arcanum. You may use this spell, once per slot without expending a spell slot. As this ability does not use spell slots, ALL Wardens of the Arcane may use it. If you are not a spellcaster, then you will use the spell saves and attack rolls as follows:
  • Spellcasting Ability Score: Intelligence
  • Spell Save DC: 8 + Proficiency + Spell Mod
  • Spell Attack Bonus: Proficiency + Spell Mod




Warden of the Divine


-Wardens of the Divine follow some of the oldest traditions of the Order. They rely on the blessings of the Gods, Old and/or New, and the blessings of Nature to guide and empower them in their righteous cause. This discipline takes influence from Jade's many clerics, druids, rangers, and Paladins.
 

Extended Spell List and Extended Knowledge


-At First level, Spellcasters who become Wardens of the Divine will be given access to an extended spell list, no matter what base class they are. These spells do not count to the spellcasters prepared list and are always prepared. They also do not count towards their total of learned spells. Every Warden of the Divines gets the "Guidance" Cantrip. With a greater wisdom, ALL Wardens of the Divine now have proficiency in Religion and Nature.
Level Spells
Cantrip Guidance
1 Bane, Command, Cure Wounds
2 Branding Smite, Heat Metal, Lesser Restoration
3 Aura of Vitality, Beacon of Hope, Revivify
4 Banishment, Death Ward, Grasping Vine
5 Dawn, Dispel Good and Evil, Mass Cure Wounds
6 Heal, Wall of Thorns
7 Divine Word, Regenerate
8 Holy Aura, Earthquake
9 Mass Heal

Weapon of Divinity


  -At first Level, Your weapons and attacks are blessed with holy (or unholy) magic. The Gods, Old and New, have considered you a "Champion of the People" and will now imbue your weapons with magic power. The Warden can now pick any weapon to be used as their "Weapon of Divinity" which will grant attacks made by the weapon a +1 enhancement to hit and an extra 1d12 Radiant OR Necrotic Damage. The Warden can change their Weapon of Divinity or change the damage type after meditating with the item for one hour. This meditation can be done during a short or long rest.

Nature's Ward


-At Second Level, The Warden of the Divine receives a blessing from Nature, itself. When attempting to communicate, handle, or help wildlife, you gain advantage on any associated Animal Handling or Nature checks. As long as you maintain friendship with nature, wildlife will no longer see you as a threat. Predators in the forest, for example, will consider you an ally and will not hunt you as prey. Nature will not willingly attack you, unless provoked or controlled by sinister methods. ALSO you now have a protective aura around you that can give you resistance to a particular element. Once per long rest when meditating in a "Nature Setting," The Warden can request the protection of Nature when dealing with one of the following elements: acid, cold, fire, lightning, or thunder damage. You gain resistance against the chosen type until your next long rest.
 

Divine Spirit


-At third level, People begin to believe that you have been touched by gods and caressed by angels. You are immune to disease and poison. You are resistant to radiant and necrotic damage. You also have advantages to saves against being Frightened, Charmed, Petrified, and Stunned.

Holy Spellcraft


-At Third level, Wardens who are spellcasters are blessed with much more potent spells. When dealing damage with a spell, Wardens of the Divine can reroll any 1s, keeping the new rolls. They also deal an additional 1d8 radiant damage, every time a spell does damage.
 

Wrath of the Warden


  -At fourth level, The Warden of the Divine can unleash the full power of their deities and magic. As an action, They envelop themselves with radiant light. This light wraps around them like golden armor and their weapons are coated with radiance. Great Angelic Wings erupt from the Warden's back granting the character a flying speed of 40 feet. For all intents and purposes, the Warden will now hover at least a few inches off the ground, as not even the ground is worthy of this light. The Armor of Light grants the Warden a +3 to their AC and advantage on every saving throw. Their Weapon of Light now does an additional +2 to hit and does an extra 3d12 radiant damage. For spellcasters, their Arcane Focus, Holy Symbol, or Druidic focus is also enveloped and empowered. All Damaging effects now deal an additional 3d12 radiant damage and enemies that have no buffs, resistances, immunities, or counters to conditions caused by magic have disadvantage to those related saving throws. This power can be only used once per week, and ends after an hour. The Warden takes two points of exhaustion as the light leaves their mortal body.



 

Warden of Leadership


  -Wardens of Leadership are the more publicly seen heroes in the sagas and stories. They inspire hope and help the people of Jade believe in not just a better world, but also in that they too can stand up and fight against evil. These Wardens follow the actions and examples of great kings of old and are able to be both good diplomats and fighters at the same time.

Heroic Inspiration


  -At First Level, A Warden of Leadership can shout words of encouragement and inspiration to any colleagues in range. Using a reaction when a companion with in 15ft that can hear you starts their turn, The Warden can grant a special 1d8 of inspiration, which the companion must use on their turn. The companion can use this this inspiration on any ability checks, skill rolls, attacks, or damage checks. Wardens of Leadership can also, using their reaction, call out during dire times to reassure someone, granting that d8 of inspiration to be used for an ally's saving throw. Wardens of Leadership can not inspire themselves. :-(

Empathy and Charm


-At First Level, Your smile and glamour portrays you as a hero. People enjoy being around you and find you as good company. You get advantage on any persuasion checks and targets that are affect by spells or abilities, cast by the Warden, that would inflict a charm ability have disadvantage on their saving throws. Also as a Warden of Leadership, you can naturally sense the emotional wellbeing of a target, animal or person. The wellbeing of your allies sits close to your heart and you try your best to understand them. When talking to an character, animal or person, that considers you an ally, you have advantage on all Insight checks made against them.

Guiding Strike


-At Second level, The Warden of Leadership can use an action to coordinate a two person attack with an ally, usually another Warden or a Guardian. If a willing ally with in melee range of a target that the Warden is also within Melee Range of, The Warden have both characters commit to a full attack action, in place of the Warden's standard attack action. Alternatively, if the Warden is a spellcaster or a ranged attacker, they can coordinate with an ally with a similar combat style. Both the Warden and the Ally get advantage on their spell/ranged attack rolls as Melee users must rely on flanking and movement for advantage. Flavor wise, these attacks are described similar to team attacks (Magics combine together for one massive blast, Ranged attacks take advantage of a target's inability to coordinate a defense against multiple projectiles at once, and Melee attackers coordinate feints and footwork to maximize damage). The Warden can only coordinate these efforts once per long rest.
 

Battlefield Commander


  -At Third Level, Wardens of Leadership have historically been shown as commanders and captains in the field of battle. As a bonus action, Wardens of Leadership can cause an ally (not a player) on that they can see and can hear them to move up to half of their speed and make one basic attack. This is to coordinate battlefield movements. They can do this a number of times equal to their Charisma Modifier. ALSO These Battlefield Commanders also have access to the Battle Master Fighter's maneuvers. They may learn 5 maneuvers. They also have a number of D6 superiority Dice equal to their charisma modifier.

Legend of the Warden


-At Fourth Level, The Warden of Leadership embodies the very spirit and image of how the people of Jade see the Order of the Wardens. Using a bonus action, you can empower yourself with the legends -whether true or exaggerated- about you and the Order to grant yourself the following abilities for 1 minute:
  • You are blessed with an otherworldly presence, gaining advantage on all Charisma checks.
  • Once on each of your turns when you make a weapon attack or spell attack and miss, you can cause that attack to hit instead.
  • If you fail a saving throw, you can use your reaction to reroll it. You must use this new roll.
  • You have advantage on all attacks against fiends, devils, undead, aberrations, and monstrosities.

 


LevelFeature
1Warden of Jade, Resilient Warden, Warden Subclass Feature
2ASI/Feat, Warden Subclass Feature
3Guardian of the Warden, Warden Subclass feature
4ASI/Feat, Warden Subclass Feature
5Champion of Jade

Created by

MadScientistJake.

Statblock Type

Class Features

Link/Embed