Warden

Wardens are found searching the wilds for those creatures - typically lost animals or fey - that are in need protection, be it from monsters or civilisation. Though happy with the solitude of the wild, these druids may also found closer to cities and towns so that they may guide and educate those societies in how to live in balance with nature.

Wardens have the power to call upon the very spirits of nature to assist them in safeguarding their charges. Eventually, these druids grow in enough power to summon creautes to aid in their cause.

Branch Features

Branch Spells

Once you can cast spells of the corresponding level, you may spend character points equal to twice the spell’s level to have that spell always prepared. Spells bought in this manner don’t count against the number of spells that you can prepare.

If you have a branch spell that doesn’t appear on the Divine Spell List, that spell is nevertheless a divine spell for you.

Spell Level Spells Cost
1st Bless, Shield of Faith 2 Character Points per Spell
2nd Animal Messenger, Healing Spirit 4 Character Points per Spell
3rd Beacon of Hope, Conjure Animals 6 Character Points per Spell
4th Conjure Woodland Beings, Locate Creature 8 Character Points per Spell
5th Dispel Evil and Good, Scrying 10 Character Points per Spell

Woodland Voice

When you take your first talent in this branch, you learn the Sylvan language. You also have a way of speaking with beasts in which they can understand you, and you can easily interpret their noises and motions. However, this ability to communicate with beasts in this manner does not mean that any beast that you speak with is friendly to you.

Talents

Talent CP Prerequisites
Spirits of the Wild 5 -
Locate Hedgeway 5 Spirits of the Wild
Empowered Allies 20 3rd Level Spells and Spirits of the Wild
Spiritual Balm 30 5th Level Spells and Empowered Allies
Protect the Keeper 50 7th Level Spells and Spiritual Balm

Spirits of the Wild

Cost: 5 Character Points
Actions: Varies

You summon a spirit of nature that produces an aura to assist you and your allies.

Using 1 Action, the chosen spirit appears at a point that you can see within 60 feet of you. The aura of the spirit extends in a 30-foot radius from that point. Though this spirit takes on the chosen form (see list below), it is intangible and is neither a creature nor an object.

On subsequent turns, you can use 1 Action to move the spirit up to 60 feet to a point that you can see.

The spirit lasts for 1 minute or until you become incapacitated. You must finish a short or long rest to use this ability again.

Ox Spirit: The sturdy ox spirit blesses those around it with its strength and fortitude. Each creature of your choice inside the aura when the spirit first appears gains temporary stamina equal to 8 + your spellcasting attribute modifier. Additionally, when you and your allies are inside the aura, each gains +1d to Strength checks and Strength defense vs attacks that are not melee or ranged.

Wolf Spirit: The strength the pack is provided by the wolf spirit. Once per round, as a free action on your turn, you can grant +1d to the next attack roll of a creature that is inside the aura of the spirit. Additionally, you and your allies gain +1d on Perception checks while in the aura.

Lion Spirit: With its powerful presence, the lion spirit grants inspiration and protection. You and your allies gain +1d on skill checks made to detect creatures within the aura of the spirit. Additionally, when you cast a spell (whether you are inside or outside the aura) that restores stamina to a creature then each creature of your choice within the aura also regains stamina equal to 3 + your spellcasting attribute modifier.

Locate Hedgeway

Cost: 5 Character Points
Prerequisite: Spirits of the Wild
Actions: 2

You have learned to find a way home for lost fey creatures.

You can detect the distance and direction to the nearest portal to the Hedge within 1 mile of you. You must finish a short or long rest to use this ability again.

Empowered Summons

Cost: 20 Character Points
Prerequisite: 3rd Level Spells and Spirits of the Wild

Beasts and fey that you conjure are more resilient than normal.

Any beast or fey summoned or created by a spell that you cast gains the following benefits:

  • The creature appears with more stamina than normal. Its stamina increases by 8 + your spellcasting attribute modifier.
  • The damage caused by its natural attacks or weapons is considered magical.

Spiritual Balm

Cost: 30 Character Points
Prerequisite: 5th Level Spells and Empowered Allies

The aura from your Spirits of the Wild provides extra protection to those creatures that you summon.

Any fey or beast that you summon that ends its turn within the aura of Spirits of the Wild recovers stamina equal to 3 + your spellcasting attribute modifier.

Protect the Keeper

Cost: 50 Character Points
Prerequisite: 7th Level Spells and Spiritual Balm

In your last breath you call for aid from those you have protected.

When you are reduced to 0 stamina, or are incapacitated against your will, you gain the benefits of a 9th level Conjure Animals spell. This spell must not be sustained. Four CR 2 or lower beasts of your choice appear within 20 feet of you. Their duty is to protect you from harm and attack your enemies.

The spell lasts for one hour, or until you dismiss it (no action required). Once you use this ability, you can’t use it again until you finish a long rest.