Jsk Warden

Core Statistics
Class Type: Martial

Hit Points at 1st Level: 12 + your Constitution modifier

Hit Points Gained Each Level: 1d12 (or 7) + your Constitution modifier

Ability Score Proficiencies: Strength, Constitution

Armour Proficiencies: Light Armour, Medium Armour, Heavy Armour, Shields

Weapon Proficiencies: Simple Weapons, Martial Weapons

Other Proficiencies: None

Skill Proficiencies
As a Warden, you can choose 2 skills from the following list to become proficient with.
 * Athletics
 * Insight
 * Investigation
 * Medicine
 * Perception
 * Survival

Starting Equipment
As a Warden, you roll 5d4 and multiply the result by 10. You gain the total result as gold, and you can use this gold to purchase items of your choosing from the armour, weapons, and items lists.

Aegis
At 1st level, your proficiency with armour and shields allows you to mitigate harm. While you wield a shield, bludgeoning, piercing, and slashing damage you take from Attacks is reduced by 2. This damage reduction increases as you gain levels in this class (see the Aegis column of the Warden Feature Table).

This feature's damage reduction effect and the Heavy Armor Master feat's damage reduction effect are not added together. Instead, if you have the Heavy Armor Master feat, the damage reduction provided by this feature is increased by 1.

Fighting Style
At 1st level, you adopt a particular style of fighting as your specialty. You cannot take a Fighting Style more than once even if you later get to choose again. If you want to change your fighting style, you can do so over the course of three days. When you take a long rest, you spend 2 hours of that rest practicing a new fighting style. You still gain the benefits of a long rest even if you only spend 6 hours long resting, as long as the remaining 2 hours are spent practicing a fighting style. After three days of practice, you lose the benefits of your current fighting style and gain the benefits of a new one.


 * Blind Fighting: You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
 * Defense: While you are wearing armor, you gain a +1 bonus to AC.
 * 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.
 * 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.
 * Large Weapon Fighting: If you roll a natural 1 when you make an attack roll, you can reroll the attack, but must use the new result even if it is a 1. The weapon must have the two-handed or versatile property for you to gain this benefit. You can only benefit from this fighting style once per round.
 * 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 using a shield.
 * Shield Warrior: When you take the Attack action on your turn, you can use your bonus action to also make one attack using a shield that you are wielding. Your shield deals 1d4 bludgeoning damage. You can add your Strength modifier to this Attack roll, but not to the damage roll. Using your shield to attack weakens your defense, reducing the amount of AC provided by your shield by 1 until the start of your next turn.
 * Superior Technique: You learn one maneuver of your choice from among those available to the Battle Master archetype of the Fighter class. 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.
 * Vigilant Fighter: You add your proficiency bonus to your initiative rolls, and you cannot be surprised as long as you are conscious.

Mandate
At 2nd level, your presence on the battlefield cannot be ignored. Your ability to manipulate the flow of combat around you stems from an ability score of your choice. You can choose one of the following ability scores to be your Mandate ability score.


 * Intelligence: You have studied strategy and tactics, and are able to quickly analyse a situation to find the right course of action. You motivate allies with calculation, and intimidate enemies with certainty.
 * Wisdom: You have an affinity for judging a scenario accurately and trusting your instinct. You motivate allies with your perspicacious observations, and intimidate enemies with an uncanny ability to see through their plans.
 * Charisma: You are a natural born leader and exude dominance with your words and actions. You motivate allies with enthusiasm, and intimidate enemies with passion.

When you learn this feature, and whenever you finish a long rest, you can choose a number of Mandates from the Mandate List to prepare for the day equal to half your Warden level + your Mandate ability score modifier (a minimum of 1). The Mandate List can be found at the bottom of this class description. If a mandate requires a saving throw, then the saving throw is equal to 8 + your proficiency bonus + your Mandate ability score modifier. Each Mandate will describe how it can be used. You can use this feature four times, and you regain any expended uses when you finish a short or long rest. The number of times you can use this feature increases as you gain levels in this class (see the Mandate column of the Warden Feature Table).

Prepared Mind
At 2nd level, you know the value of knowledge when it comes to battle, whether it be magical, historic, or divine. You can choose one of the following skills to become proficient with: arcana, history, religion. You can add double your proficiency bonus to your chosen skill.

Warden Duty
At 3rd level, you take on a duty that shapes your martial capabilities. Your choice grants you additional features at 3rd, 6th, 9th, 13th, and 17th level.
 * The Duty of the Blackguard, mercenaries for hire.
 * The Duty of the Guardian, protectors of the weak.
 * The Duty of the Spellguard, breakers of magic.
 * The Duty of the Templar, warriors of light.
 * The Duty of the Vanguard, conquerors one and all.

Character Improvement
At 4th, 8th, 12th, 16th and 19th level you can improve your character using one of the following options. You cannot increase an ability score above 20, unless your maximum for that score is greater than 20.
 * Increase one ability score by 2.
 * Increase two different ability scores by 1 each.
 * Learn a feat.

Extra Attack
At 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Everlasting Duty
At 7th level, you can choose one of the following effects to learn. You can choose another effect at 10th, 14th, and 18th level.

Defiance
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Never Give Up
When a creature within 10 feet of you that you consider to be an ally is reduced to 0 hit points, but not outright killed, you can use your Reaction to encourage them to keep fighting. If the creature can see or hear you, it regains 1 hit point, gains one level of exhaustion, and stands up if it chooses to. A creature cannot benefit from this ability again until it has finished a long rest.

Warden's Presence
when you finish a short or long rest, you can choose a number of creatures no greater than your proficiency bonus. If a chosen creature shared the short or long rest with you, it gains temporary hit points equal to half your Warden level at the end of it's rest.

Unbreakable Will
You become immune to the charmed, frightened, and provoked conditions.

Improved Mandate
At 11th level, the Mandates that you issue become stronger or gain additional effects (see the Mandate List for details).

Unknown
At 15th level,.

Master Atavist
At 20th level, you regain all expended uses of your Uncanny Strike feature when you finish a short or long rest.