Warden (3.5e Class)

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Author: NigelWalmsley
Date Created: 2020-11-28
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Warden

A man's home is his castle.

A warden is a spellcaster that specializes in defensive and protective magics. While this makes them well suited to protecting and fortifying a single location, some wardens become adventurers and utilize their skills to defeat the magical defenses of others. Wardens are often employed by individuals or organizations with a mind to improving their security, and the longtime homes of powerful wardens are among the most secure locations in the world.

Making a Warden

Table: The Warden

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Special Spells per Day
Fort Ref Will 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +1 +2 +0 +2 Spells, Armored Mage, Trapfinding 5 3
2nd +2 +3 +0 +3 Enduring Magic 6 4
3rd +3 +3 +1 +3 Advanced Learning 6 5
4th +4 +4 +1 +4 Wardsense 6 6 3
5th +5 +4 +1 +4 Advanced Learning 6 6 4
6th +6/+1 +5 +2 +5 Cooperative Wards 6 6 5 3
7th +7/+2 +5 +2 +5 Advanced Learning 6 6 6 4
8th +8/+3 +6 +2 +6 guards and wards 6 6 6 5 3
9th +9/+4 +6 +3 +6 Advanced Learning 6 6 6 6 4
10th +10/+5 +7 +3 +7 Transient Wards 6 6 6 6 5 3
11th +11/+6/+1 +7 +3 +7 Advanced Learning 6 6 6 6 6 4
12th +12/+7/+2 +8 +4 +8 permanency (weekly) 6 6 6 6 6 5 3
13th +13/+8/+3 +8 +4 +8 Advanced Learning 6 6 6 6 6 6 4
14th +14/+9/+4 +9 +4 +9 Maximum Force 6 6 6 6 6 6 5 3
15th +15/+10/+5 +9 +5 +9 Advanced Learning 6 6 6 6 6 6 6 4
16th +16/+11/+6/+1 +10 +5 +10 permanency (daily) 6 6 6 6 6 6 6 5 3
17th +17/+12/+7/+2 +10 +5 +10 Advanced Learning 6 6 6 6 6 6 6 6 4
18th +18/+13/+8/+3 +11 +6 +11 Unimpeachable Magic 6 6 6 6 6 6 6 6 5 3
19th +19/+14/+9/+4 +11 +6 +11 Advanced Learning, Sneak Attack +7d6 6 6 6 6 6 6 6 6 6 4
20th +20/+15/+10/+5 +12 +6 +12 Warding Mastery 6 6 6 6 6 6 6 6 6 6

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Concentration (Con), Craft (Int), Decipher Script (Int), Disable Device (Int), Forgery (Int), Knowledge (Arcana) (Int), Knowledge (Architecture and Engineering) (Int), Knowledge (Dungeoneering) (Int), Knowledge (The planes) (Int), Listen (Wis), Profession (Wis), Search (Int), Spellcraft (Int), Spot (Wis), Use Magic Device (Cha). |}

Class Features

Weapon and Armor Proficiency: The warden is proficient with light, medium, and heavy armor, shields, and all simple and martial weapons.

Spells: A warden casts arcane spells, which are drawn from the warden list. The warden automatically knows all the spells on the warden list, as well as a selection of additional spells from his Advanced Learning ability. If he gains access to new spells through effects such as Prestige Domains, he automatically knows those spells as well. He can cast any spell he knows without preparing it ahead of time. The warden's spell DCs and bonus spells are determined by his Intelligence score.

The warden recieves the same spells per day as a sorcerer of his level.

At the DM's discretion, the warden may exchange spells on the warden list for other abjuration spells of the same level from the sorcerer/wizard list.

The warden is treated as a wizard who has specialized in the school of abjuration for the purpose of meeting prerequisites.

Armored Mage (Ex): Wardens recieve specialized training that allows them to cast more effectively in armor. A warden ignores the arcane spell failure chance of any armor with which he is proficient.

Trapfinding: As the rogue.

Enduring Magic: At 2nd level, the warden's spells become more difficult to remove. He adds a bonus equal to one half his class level (round down) to his caster level for the purpose of resisting his spells being dispelled.

Advanced Learning: At 3rd level and each odd-numbered level thereafter, the warden gains additional spell knowledege. He may select either one abjuration or [Force] spell of any spell level which he can cast from the sorcerer/wizard or cleric lists, or one spell of any school of a level up to one less than the highest level he can cast from the sorcerer/wizard list. This spell is added to his list of spells known at the level at which it appears on the sorcerer/wizard list if it appears there, or the level it appears on the cleric list if it does not.

Wardsense (Su): At 4th level, the warden becomes instinctively attuned to defensive magics. He is automatically aware of any magicial trap, gylph spell, symbol spell, or similar effect with 120ft. An opposed caster level check reveals what conditions will activate these effects (e.g. the location that triggers a trap, or the doorway protected by a symbol of pain), but not passwords that will disable or bypass them.

Cooperative Wards: At 6th level, the warden can store his allies magic in his defensive spells. When he casts gylph of warding or a similar spell, he may store spells known by any willing ally who is present when he casts the spell, rather than just spells he knows.

guards and wards (Sp): At 8th level, the warden can weave potent magics to protect his home. He can use guards and wards once per day as a spell-like ability. The duration of the effect is unlimited, but only one instance of it may be active at a time. The caster level of the effect is equal to the warden's caster level, and it benefits from his Enduring Magic and Unimpeachable Magic abilities. When the warden uses guards and wards (either from this ability, or by casting the spell normally), he may select an additional option off the list of choices the spell provides for every two caster levels above 8 he possesses (so a warden with caster level 10 could choose to have stinking cloud active in two locations and gust of wind in a corridor). He may choose the same ability multiple times.


Transient Wards (Su): At 10th level, when the warden casts a symbol spell or a spell with a duration of "permanent" or "permanent until discharged" and an expensive material component, he may elect not to use the relevant material component. If he does so, the spell fades when he next regains spells if its effect has not already been discharged. He may have only one such spell active at a time.

permanency (Sp): At 12th level, the warden can make spells permanent. Once per week, he can use permanency as a spell-like ability. If an effect he has made permanent in this way is dispelled, it is restored to functionality the next time he regains spells. An effect that is dispelled for three days in a row is removed permanently. At 16th level, he can use this ability once per day instead of once per week.

Maximum Force At 14th level, the warden gains perfect control over force magic. Any [Force] spell he casts is Maximized. This does not increase either the spell slot used to cast the spell or the spell's casting time.

Unimpeachable Magic: At 18th level, the warden's magics are protected from the meddling of lesser mages. Any attempt to dispel one of his spells (or his guards and wards ability) by a character with a caster level lower than his own (factoring in the bonus from Enduring Magic) automatically fails.

Warding Mastery: At 20th level, the warden casts symbol spells and all spells with a duration of "permanent" or "permanent until discharged" as supernatural abilities.

Warden Spell List[edit]

0th Level: alarm, arcane mark, detect magic, dispel ward (SpC), protection from alignment, read magic, resistance

1st Level: abjurant armor*, arcane lock, endure elements, floating disk, greater dispel magic, lesser deflect (PHBII), magic missile, sanctuary, shield, shield of faith, undetectable alignment, unseen servant

2nd Level: anticipate teleportation (SpC), avoid planar effects (SpC), battering ram (SpC), chain missile (SpC), deflect (PHBII), dissonant chant (SpC), fire trap, lesser spell immunity (SpC), obscure object, protection from arrows, resist energy, shield other, spiritual weapon, unseen crafter (RoE)

3rd Level: explosive runes, greater abjurant armor*, greater resistance (SpC), glyph of warding, magic circle against alignment, manyjaws (SpC), nondetection, protection from energy, remove curse, sepia snake sigil, servant horde (SpC), spirit jaws (SpC)

4th Level: break enchantment, death ward, dimensional anchor, freedom of movement, lesser globe of invulnerability, mass resist energy (SpC) , orb of force (SpC), spell immunity, symbol of confusion^, symbol of pain, transcribe symbol (SpC)

5th Level: area ward^, forbiddance, greater anticipate teleportation (SpC), guards and wards, private sanctum, spell resistance, symbol of fear, symbol of sleep, wall of force, wall of greater dispel magic (SpC)

6th Level: antimagic field, energy immunity (SpC), globe of invulnerability, greater glyph of warding, repulsion, superior resistance (SpC), symbol of death, symbol of persuasion, symbol of weakness

7th Level: forcecage, greater symbol of fear^, greater symbol of sleep^, spell turning, symbol of stunning

8th Level: greater area ward^, dimensional lock, mind blank, prismatic wall, reaving dispel (SpC), symbol of insanity

9th Level: disjunction, freedom, greater symbol of death^, prismatic sphere, supreme glyph of warding^, imprisonment

*: As (greater) mage armor (SpC), but school is Abjuration.

^: New spell described below.

New Spells[edit]


Area Ward
Abjuration
Level: Warden 8
Components: V, S, M
Casting time: 10 minutes
Range: Touch
Target or Area: Location or object touched, 1 mile or smaller radius
Duration: Permanent
Saving Throw: See text
Spell Resistance: See text

This spell works like area ward, except that it effects a larger area and can incorporate more powerful spell effects. In addition to the spells that can be tied to a normal area ward a greater area ward can provide the effects of spells such as dimensional lock, energy immunity (SpC), forbiddance, globe of invulnerability, greater anticipate teleportation (SpC), greater dispel magic, greater scrying, guards and wards, lesser globe of invulnerability, mind blank, mirage arcana, private sanctum, planar bubble (plane of the caster's choice) (SpC), repulsion, solid fog, spell turning, superior resistance (SpC), spell resistance, and true seeing.


Material Component: The ward requires arcane reagents worth 10,000 GP plus an additional 10,000 GP for every level of the spell to be included in its area.


Glyph of Warding, Supreme
Abjuration
Level: Warden 9
Components: V, S, M
Casting time: 10 minutes
Range: Touch
Target or Area: Object touched or up to 5 sq. ft./level
Duration: Permanent until discharged (D)
Saving Throw: See text
Spell Resistance: No (object) and Yes; see text

This spell works like glyph of warding, except that a supreme blast glyph deals 1d8 points of damage per caster level (no cap) and a supreme spell gylph can contain a spell of up to 9th level.


Material Component: You trace the glyph with incense, which must first be sprinkled with powdered diamond worth at least 800 gp.


Symbol of Death, Greater
Necromancy [Death]
Level: Warden 9
Components: V, S, M
Casting time: 10 minutes
Range: 0 ft.; see text
Effect: One symbol
Duration: See text
Saving Throw: Fortitude negates
Spell Resistance: Yes

This spell works like symbol of death, except that it has no hit point limit; once triggered, a greater symbol of death simply remains active for 10 minutes per caster level.


Symbol of Confusion
Enchantment (Compulsion) [Mind-Affecting]
Level: Warden 4
Components: V, S, M
Casting time: 10 minutes
Range: 0 ft.; see text
Effect: One symbol
Duration: See text
Saving Throw: Will negates
Spell Resistance: Yes

This spell works like symbol of death, except that creatures that fail their save are confused (as the confusion spell), and that it has no hit point limit; once triggered, a symbol of confusion simply remains active for 10 minutes per caster level.


Symbol of Sleep, Greater
Enchantment (Compulsion) [Mind-Affecting]
Level: Warden 4
Components: V, S, M
Casting time: 10 minutes
Range: 0 ft.; see text
Effect: One symbol
Duration: See text
Saving Throw: Fortitude negates
Spell Resistance: Yes

This spell works like symbol of sleep, except that there is no hit die limit for its effect. Any creature that fails their save falls asleep.


Symbol of Fear, Greater
Necromancy [Fear, Mind-Affecting]
Level: Warden 7
Components: V, S, M
Casting time: 10 minutes
Range: 0 ft.; see text
Effect: One symbol
Duration: See text
Saving Throw: Fortitude negates
Spell Resistance: Yes

This spell works like symbol of fear, except that it has no hit point limit; once triggered, a greater symbol of fear simply remains active for 10 minutes per caster level.


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Facts about "Warden (3.5e Class)"
Allowed AlignmentsLawful Good +, Lawful Neutral +, Lawful Evil +, Neutral Good +, Neutral +, Neutral Evil +, Chaotic Good +, Chaotic Neutral + and Chaotic Evil +
Article BalanceVery High +
Base Attack Bonus ProgressionGood +
Class AbilityArcane Spellcasting + and Spontaneous Spellcasting +
Class Ability ProgressionFull +
ComponentV +, S + and M +
DescriptorDeath +, Mind-Affecting + and Fear +
Fortitude Save ProgressionGood +
Identifier3.5e Class +
Length20 +
LevelWarden 8 +, Warden 9 +, Warden 4 + and Warden 7 +
Minimum Level1 +
RangeTouch + and Other +
RatingUnrated +
Reflex Save ProgressionPoor +
SchoolAbjuration +, Necromancy + and Enchantment +
SkillConcentration +, Craft +, Decipher Script +, Disable Device +, Forgery +, Knowledge +, Listen +, Profession +, Search +, Spellcraft +, Spot + and Use Magic Device +
Skill Points4 +
SubschoolCompulsion +
SummarySpellcaster that specializes in defensive and protective magics +, This spell works like area ward, except that it effects a larger area and can incorporate more powerful spell effects. +, This spell works like glyph of warding, except that a supreme blast glyph deals 1d8 points of damage per caster level (no cap) and a supreme spell gylph can contain a spell of up to 9th level. +, This spell works like symbol of death, except that it has no hit point limit; once triggered, a greater symbol of death simply remains active for 10 minutes per caster level. +, This spell works like [[SRD:Symbol of De
This spell works like symbol of death, except that creatures that fail their save are confused (as the confusion spell), and that it has no hit point limit; once triggered, a symbol of confusion simply remains active for 10 minutes per caster level.
ns active for 10 minutes per caster level. +, This spell works like symbol of sleep, except that there is no hit die limit for its effect. Any creature that fails their save falls asleep. + and This spell works like symbol of fear, except that it has no hit point limit; once triggered, a greater symbol of fear simply remains active for 10 minutes per caster level. +
TitleWarden +
Will Save ProgressionGood +