Warden
A Shaman that has connected with an infamous Vigilante. The ancestor lends their skills and techniques in the ways of the Vigilante. Those that connect with a Warden ancestor tend to be strong, agile, and possess a strong sense of justice. A Warden Shaman’s magic is intertwined with a zealous pursuit of justice.
| Level | Prepared Spells |
|---|---|
| 3 | Disguise Self, Invisibility |
| 5 | Fear |
| 7 | Phantasmal Killer |
| 9 | Dominate Person |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 10 (+0) | 18 (+4) | 16 (+3) | 12 (+1) | 12 (+0) | 20 (+5) |
Subclass Features
Connection Spells
The connection you formed ensures you always have certain spells prepared. You know the following spells and they do not count towards the number of spells you can prepare.
Vigilante Training
Your ancestor trains you in the ways of the Vigilante. You gain proficiency with the Forgery Kit, Disguise Kit, and any two skills. You can choose one Fighting Style or the Grappler Feat.
Justice Spells
When you cast a leveled spell your ancestor shares a portion of their skills to fight injustice. You can choose from one of the following features and gain the benefits of it for one minute. If you choose to gain the benefits of the same feature of a previously chosen and still active, the duration of the benefit becomes one hour.
When you are in Darkness you have Expertise on Stealth checks. If you attack a Surprised creature you can use your reaction to Hide. You can Hide with this feature while in Darkness.
You have proficiency with Persuasion or Insight checks or a different skill if you are proficient with both. You can use your reaction to reroll a Persuasion, Investigation, or Sleight of Hand check and take the new result.
You can use this feature times per long rest equal to your WIS modifier (Minimum 1).
Blessing of the Shamanic Ancestor
Your ancestor blesses you greatly. You gain proficiency with DEX saving throws.
Extra Attack
You can attack twice, instead of once, whenever you take the Attack action on your turn as you are guided by your ancestor.
Guided Evasion
If an attack or spell would cause you to make a DEX saving throw on a fail you take half damage rounded down and none on a successful one as your ancestor protects you.
Assisted Vanish
Your ancestor guides your movements. You can use the Hide action as a bonus action and you can no longer be tracked by non magical means as your ancestor guides you. If you use this feature in a social situation it is assumed you had something you needed to attend to without suspicion upon an Insight check DC equal to your spell save DC.
Warden Stand
Your connection allows your ancestor to take on flesh again for brief periods to aid you. You can use one action to summon your ancestor in the form of a Warden Stand that acts after your turn in initiative and acts according to your direction for one minute. The Stand takes the form of a mysterious, masked figure. If you fall Unconscious your Stand takes the Dodge action on each of its turns or you can use a reaction to dismiss the Stand and remain at one hit point.
Warden Stand
Medium Undead
Armor Class: 17 (Breastplate)
Hit Points: 110
Speed: 30 ft
Damage Resistances: Non magical Bludgeoning, Piercing, or Slashing.
Condition Immunities: Charmed, Frightened, Grappled, Prone, Restrained
Senses: Darkvision 60 ft, Passive Perception 14
Languages: Understands the languages you speak
Proficiency Bonus: Equals your bonus
Evasive: If an attack or spell would cause Warden Stand to make a DEX saving throw on a fail it takes half damage rounded down and none on a successful one.
Deadly Force: When Warden Stand reduces a creature to zero hit points its drive for justice kicks in. It can move up to its movement speed without provoking an attack of opportunity and make an attack as a reaction. An attack made this way has an increased critical hit range of 3.
Deadly Criticals: Warden Stand deals an additional 20 damage on a critical hit.
Actions
Warden Stand can cast any of the following spells with a spell save DC of 19 and a spell attack bonus of +11.
6/Summon: Bane, Dissonant Whispers, Tasha’s Hideous Laughter
5/Summon: Blur, Enthrall, Phantasmal Force
4/Summon: Enemies Abound, Fear
Longbow: Warden Stand makes two attacks with a magical longbow that requires no ammunition. It has a range of 150/600 ft with plus 10 to hit dealing 1D10 + 4 magical Piercing damage.
Longswords: Warden Stand makes two attacks with its longswords with plus 10 to hit dealing 1D8 + 4 magical Slashing damage.