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, any bludgeoning, piercing, or 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.

Focus
At 1st level, you can choose a creature to devote your attention to. As a bonus action, you can choose one creature you can see within 30 feet of you and designate it as your mark. When you designate a creature as your mark, you can choose one of the following options. When your mark is within 5 feet of you and it moves further away, you can use your Reaction to copy your mark's movement until the end of the turn. You move quickly and concisely, remaining within 5 feet of your mark by using the least amount of movement possible. The maximum distance you can move when you follow your mark is equal to your speed. Your mark lasts for 1 minute or until the marked creature is killed. It ends early if you become incapacitated, you choose to end it on your turn (no action required), or you end your turn more than 15 feet away from your mark.
 * Mark of the Shield: You devote your attention to protecting your mark. While you are within 5 feet of your mark, any damage that your mark takes is split between you and your mark, unless it is psychic damage. The damage you take as a result of this ability ignores any damage reduction, resistances, and immunities that you might have. If the damage cannot be split evenly between you and your mark, you take the majority of the damage.
 * Mark of the Sword: You devote your attention to oppressing your mark. While you are within 5 feet of your mark, your mark makes Attacks with disadvantage if they do not target you.

You can use this feature a twice, and you regain any expended uses when you finish a short or long rest. You gain more uses of this feature as you gain levels in this class (see the Focus column of the Warden Feature Table).

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 observations, and intimidate enemies with your 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). If a mandate requires a saving throw, then the saving throw is equal to 8 + your proficiency bonus + your Mandate ability score modifier. You have a Mandate Die, which is a d6. This die increases as you gain levels in this class (see the Mandate Dice column of the Warden feature table). 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).

Guarded Learning
At 2nd level, you have learned that failure is an opportunity to better yourself. When you fail to hit a creature or object with an attack, or you fail to meet the DC of an ability check, you can choose to learn the AC of that target or the DC of the ability check. Once you have used this feature, you cannot use it again until you have finished a short or long rest.

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
When you are subjected to an Effect that allows you to make a Strength saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Discipline
You have advantage on saving throws against the charmed, frightened, and provoked conditions.

Fortitude
When you are subjected to an Effect that allows you to make a Constitution saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Resolve
When a creature with your Mark of the Shield (see your Focus feature) is reduced to 0 hit points, but not outright killed, you can use your Reaction to encourage them to stay alive. 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.

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

Veteran Mind
At 15th level, you become proficient in a saving throw. This saving throw is the same as your Mandate ability score choice (see your Mandate feature).

Bastion
At 20th level, your Constitution score increases by 4, and the maximum for that ability score becomes 24. As a result, your maximum hit points increase by 80.