TEXT: 1
  ~Credits~
  WRITING, DESIGN, and art direction: 
  Robert J. Schwalb
  Editing: Kim mohan
  Proofreading: Jay Spight
  GRAPHIC DESIGN, LAYOUT, and art direction:  
  kara hamilton
  ILLUSTRATIONs: Kuteynikov Roman Roland
  Wisdom: Jason Flowers, Ben Menard,  
  Nat Webb
  Defenders of the Wild: The Warden is ©2019  
  Schwalb Entertainment, LLC. All rights reserved.
  Defenders of the Wild: The Warden, Max Press,  
  Schwalb Entertainment, and their associated logos are  
  trademarks of Schwalb Entertainment, LLC. 
  All rules text is designated as Open Gaming Content.
  1
  2
  3
  4
  PO Box #12548, Murfreesboro, TN 37129
  info@schwalbentertainment.com   www.schwalbentertainment.com
  Darkness creeps across the world—a blight spawned 
  by dark magic, foul monsters, and depraved villains. In 
  these troubled times, the world depends on heroes to 
  take a stand against the wicked who would plunge the 
  world into ruin, to seek out festering evil and cleanse it 
  from the lands. Some heroes who answer adventure’s 
  call take up arms, while others bring to bear their 
  magical training, and joining them are the scoundrels, 
  the holy warriors, and all the rest. Some, though, hear 
  a different kind of calling, one that emanates from 
  the world itself and compels them to protect the very 
  earth on which they stand. These champions are the 
  wardens—champions of the wild places, protectors of 
  beasts, and wielders of dread primal power. 
   Defenders of the Wild: The Warden introduces a new 
  class to the world’s most popular roleplaying game. 
  Drawing from an exciting archetype that dominated 
  the battlefield in a previous edition of the game, the 
  warden class arms characters with magical and martial 
  prowess so that they can carry out their sacred duty to 
  safeguard the land from would-be despoilers. Tough 
  and determined, wardens stand ready to protect their 
  allies and their environment from the very worst 
  enemies imaginable.
  
  2
  Warden
  After discovering that murderous orcs sacked a town and 
  dragged off many of its citizens in chains, the warden 
  vows vengeance and sets off to follow the trail the orcs 
  blazed through the ancient forest. When she sees the 
  ruin they have wrought on the sacred wood, her outrage 
  builds, firming her resolve to see these brutes brought 
  to justice. And when she finds them, she strikes with the 
  full wrath of the wilderness.
   Elsewhere, after spending months fighting to protect 
  his homeland, a half-orc climbs a mountain to commune 
  with the primal spirits and make his case for becoming 
  their champion. As he ascends the steep slope, he sees in 
  the corners of his eyes flitting spirits, some cruel, others 
  laughing, all untamed. When he reaches the peak, he 
  holds out his sword and calls to the spirits to aid him 
  in his cause. When a bolt of light erupts from the blue 
  sky above, strikes the sword, and does not harm him, he 
  knows he has been found worthy and that his work has 
  only begun.
   Something has killed an owlbear and her cubs, and 
  an elven warden and her doughty companions set out 
  to track down the culprit. By speaking with the spirits of 
  water and wind, the warden learns the hunter’s identity 
  and leads her companions to bring the villain to justice. 
  When the battle is finally joined against the killer and 
  his lackeys, the warden channels the anger and fury of 
  the wilderness to become a primal beast, and with claws 
  and teeth tears her foes limb from limb.
   Every warden fights to keep the natural world 
  safe from anything that would harm or exploit it. 
  The connection that wardens have with the natural 
  world improves their durability and amplifies their 
  might to ensure that they can withstand almost any 
  threat. Whether they channel magic from the ancient 
  woodlands, draw inspiration from predators stalking 
  their prey, or call upon elemental forces, all wardens 
  commit themselves to championing the lands in which 
  they live.
  Chosen of Nature
  Few people ever sense the presence of spirits in their 
  environment, but the essence of nature manifests itself 
  throughout the mortal world in the form of ephemeral 
  beings, as wild and as untamed as the land itself. These 
  spirits sometimes choose mortals who have earned their 
  attention by making a great sacrifice to right a wrong 
  done to nature or by devoting themselves to protect their 
  lands from exploitation and ruin. Such mortals must 
  demonstrate their commitment to keeping the world 
  safe and resisting civilization’s expansion into pristine 
  realms. Only those of steadfast purpose and devotion to 
  their chosen cause earn the spirits’ attention, and these 
  individuals become wardens, the true guardians of the 
  natural world.
   Magic from the wild places flows through and 
  sustains wardens, helping them to withstand injuries 
  and shrug off harmful effects so that they can fulfill 
  their purpose. Emboldened by the gifts given to them, 
  wardens fight with singular focus. Their combat 
  training gives them the means to strike down any foe 
  that stands against them.
  Wilderness Champions
  Some wardens stand guard over particular regions. 
  One might protect a primeval forest whose trees have 
  never known the bite of an axe, while another protects a 
  mountain to make sure none defile its majesty. Yet, many 
  wardens feel themselves called to do more than shield a 
  place, finding that their duty impels them to safeguard 
  the entire world. Thus they travel from place to place, 
  fighting on many fronts.
   Adventuring wardens understand that their purpose 
  will invariably take them to the most dangerous places, 
  where they bear witness to atrocities done to the world 
  by the agents of ruin and entropy. Wardens know that 
  they are the first line of defense against those who 
  would defile nature. They champion those who cannot 
  champion themselves. They fight for the beasts of the 
  fields and forests, they avenge those that have been 
  harmed by the destruction of their environment, and 
  they readily stand against any and all of nature’s foes.
  Creating a Warden
  When you create a warden, consider why your character 
  was chosen to become a defender of the wild. What 
  circumstances moved you to take a stand against the 
  ruinous forces and gain attention from the primal 
  spirits? Working with your GM, decide on your warden’s 
  origin story. Were you living in a remote land when 
  disaster struck? If so, when did you come to the place 
  where the campaign takes place, and what drew you 
  there? The campaign might also take place on the 
  frontiers of civilization, in which case your character 
  might be from that area of the world and might still be 
  dealing with the repercussions of the doom that befell 
  your land.
   Taking on the life of an adventurer helps you serve 
  the natural world more broadly. If you have left your 
  homeland, what drew you to the place where you find 
  yourself now? You might receive omens and portents 
  from the spirits that guide you, or experience dreams 
  of distant lands in peril. Of course, you might simply go 
  where you think you might be needed.
  Quick Build
  You can make a warden quickly by following these 
  suggestions. First, Strength should be your highest 
  ability score, followed by Wisdom. Second, choose the 
  outlander background.
  
  3
  The Warden
  Proficiency
  Bonus
  —Spell Slots per Spell Level—
  Level
  Features
  1st
  2nd
  3rd
  4th
  5th
  1st
  +2
  Defender’s Ward, Fount of Life
  —
  —
  —
  —
  —
  2nd
  +2
  Fighting Style, Primal Might, Spellcasting
  2
  —
  —
  —
  —
  3rd
  +2
  Aspect of Nature, Nature Unbound
  3
  —
  —
  —
  —
  4th
  +2
  Ability Score Improvement
  3
  —
  —
  —
  —
  5th
  +3
  Extra Attack
  4
  2
  —
  —
  —
  6th
  +3
  Defender’s Ward improvement, Warden’s Fury
  4
  2
  —
  —
  —
  7th
  +3
  Aspect of Nature feature
  4
  3
  —
  —
  —
  8th
  +3
  Ability Score Improvement
  4
  3
  —
  —
  —
  9th
  +4
  —
  4
  3
  2
  —
  —
  10th
  +4
  Defender’s Ward improvement
  4
  3
  2
  —
  —
  11th
  +4
  Primal Fury
  4
  3
  3
  —
  —
  12th
  +4
  Ability Score Improvement
  4
  3
  3
  —
  —
  13th
  +5
  —
  4
  3
  3
  1
  —
  14th
  +5
  Constant Guardian, Unconquerable
  4
  3
  3
  1
  —
  15th
  +5
  Aspect of Nature feature
  4
  3
  3
  2
  —
  16th
  +5
  Ability Score Improvement
  4
  3
  3
  2
  —
  17th
  +6
  —
  4
  3
  3
  3
  1
  18th
  +6
  Aspect of Nature feature
  4
  3
  3
  3
  1
  19th
  +6
  Ability Score Improvement
  4
  3
  3
  3
  2
  20th
  +6
  Enduring Champion 
  4
  3
  3
  3
  2
  Class Features
  As a warden, you gain the following class features.
  Hit Points
  Hit Dice: 1d10 per warden level
  Hit Points at 1st Level: 10 + your Constitution modifier
  Hit Points at Higher Levels: 1d10 (or 6) + your 
  Constitution modifier per warden level after 1st
  Proficiencies
  Armor: Light armor, medium armor, shields (wardens 
  will not wear armor or use shields made of metal)
  Weapons: Simple weapons, martial weapons
  Tools: None
  Saving Throws: Constitution, Charisma
  Skills: Choose two from Animal Handling, Athletics, 
  Intimidation, Medicine, Nature, Perception, Religion, 
  and Survival
  Equipment
  You start with the following equipment, in addition to 
  the equipment granted by your background.
  • (a) hide armor or (b) leather armor and shield
  • (a) a greataxe or (b) any martial melee weapon
  • (a) two javelins or (b) or any simple weapon
  • (a) a dungeoneer’s pack or (b) an explorer’s pack
  Defender’s Ward
  You have chosen to protect the world from those who 
  would despoil it. If you are on the ground, you can take 
  a bonus action to ward an area with a 10-foot radius 
  centered on a point within 5 feet of you. The area 
  becomes warded for as long as you remain inside it. 
  When a creature inside the warded area makes an attack 
  against a creature also in the area and the result of the 
  roll is a hit, you can take a reaction to roll a d6 and apply 
  the number as a retroactive penalty to the triggering 
  attack roll.
   The radius of the area increases to 20 feet when you 
  reach 6th level and 30 feet when you reach 10th level.
   Once you use this feature, you must finish a short or 
  long rest before you can use it again.
  Fount of Life
  You can draw life and vitality from nature to restore 
  yourself. If you are on the ground, you can take a bonus 
  action to regain hit points equal to 1d6 + your warden 
  level. In addition, the ground within 10 feet trembles and 
  heaves to create an area of difficult terrain that lasts until 
  cleared away. 
   Once you use this feature, you must finish a short or 
  long rest before you can use it again.
  
  4
  Fighting Style
  At 2nd level, you adopt a style of fighting as your 
  specialty. Choose one of the following options. You can’t 
  take a Fighting Style option more than once, even if you 
  later get to choose again.
  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.
  Great Weapon Fighting
  When you roll a 1 or 2 on a damage die for an attack you 
  make with a melee weapon that you are wielding with 
  two hands, you can reroll the die and must use the new 
  roll. The weapon must have the two-handed or versatile 
  property for you to gain this benefit.
  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 
  wielding a shield.
  Primal Might
  Starting at 2nd level, when you take damage, you can 
  take a reaction to expend one spell slot and reduce the 
  damage. You reduce the damage by 2d6 for a 1st-level 
  spell slot, plus 1d6 for each spell level higher than 1st, to 
  a maximum of 5d6.
  Spellcasting
  Upon reaching 2nd level, you learn to channel divine 
  essence from nature itself to cast spells as a druid does.
  Preparing and Casting Spells
  The Warden table shows how many spell slots you have 
  to cast your spells. To cast one of your warden spells of 
  1st level or higher, you must expend a slot of the spell’s 
  level or higher. You regain all expended spell slots when 
  you finish a long rest.
   You prepare the list of warden spells that are available 
  for you to cast, choosing from the warden spell list. 
  When you do so, choose a number of warden spells 
  equal to your Wisdom modifier + half your warden level, 
  rounded down (minimum of one spell). The spells must 
  be of a level for which you have spell slots.
   For example, if you are a 5th-level warden, you have 
  four 1st-level and two 2nd-level spell slots. With a 
  Wisdom of 15, your list of prepared spells can include 
  four spells of 1st or 2nd level, in any combination. If you
  prepare the 1st-level spell entangle, you can cast it using 
  a 1st-level or a 2nd-level slot. Casting the spell doesn’t 
  remove it from your list of prepared spells.
   You can change your list of prepared spells when you 
  finish a long rest. Preparing a new list of prepared spells 
  requires time spent in prayer and meditation: at least 1 
  minute per spell level for each spell on your list.
  Spellcasting Ability
  Wisdom is your spellcasting ability for your warden 
  spells, since their power comes from your commitment 
  and connection to nature. You use your Wisdom 
  whenever a spell refers to your spellcasting ability. In 
  addition, you use your Wisdom modifier when setting 
  the saving throw DC for a warden spell you cast and 
  when making an attack roll with one.
  Spell save DC = 8 + your proficiency bonus + your Wisdom 
  modifier
  Spell attack modifier = your proficiency bonus + your Wisdom 
  modifier
  Spellcasting Focus
  You can use a druidic focus (see chapter 5 of the Player’s 
  Handbook) as a spellcasting focus for your warden spells.
  
  5
  Aspect of Nature
  You have worked to prove yourself as nature’s ally, its 
  unfailing defender and champion. When you reach 
  3rd level, the primal spirits reward you by bestowing 
  their favor on you, allowing you to transform yourself 
  into a powerful protector. You become able to adopt an 
  aspect of nature, choosing from the three that are given 
  following the class description.
   Your choice grants you features at 3rd level and again 
  at 7th and 15th level. Those features include aspect spells 
  and other special abilities.
  Aspect Spells
  Each aspect has a list of associated spells. You gain 
  access to these spells at the levels specified in the aspect 
  description. Once you gain access to an aspect spell, that 
  spell becomes a warden spell for you, and you always 
  have it prepared. Aspect spells don’t count against the 
  number of spells you can prepare each day.
  Nature Unbound
  Beginning at 3rd level, the primal power coursing 
  through you shields you from harmful effects. 
  Whenever you start your turn affected by an effect that 
  can be ended with a successful saving throw, you can 
  immediately attempt the saving throw. If that saving 
  throw is a failure, you cannot attempt another saving 
  throw to end the effect until the start of your next turn.
  Ability Score Improvement
  When you reach 4th level, and again at 8th, 12th, 16th, 
  and 19th level, you can increase one ability score of your 
  choice by 2, or you can increase two ability scores of your 
  choice by 1. As normal, you can’t increase an ability score 
  above 20 using this feature.
  Extra Attack
  Beginning at 5th level, you can attack twice, instead of 
  once, whenever you take the Attack action on your turn.
  Warden’s Fury
  Starting at 6th level, when you make an opportunity 
  attack, you make the attack roll with advantage. If you 
  already have advantage on the attack roll, your attack 
  deals an additional 1d12 damage.
  Primal Fury
  Upon reaching 11th level, you learn to retain a measure 
  of the primal energies flowing through you that keep 
  yourself hale and healthy, and to redirect those energies 
  to augment your strikes. Whenever you use your Primal 
  Might class feature, your melee attacks deal an extra 2d8 
  damage until the end of your next turn.
  Constant Guardian
  Starting at 14th level, creatures provoke opportunity 
  attacks from you when they attack targets other than you.
  Unconquerable
  Starting at 14th level, whenever you roll a natural 20 on a 
  death saving throw, you regain 1d10 + 1 hit points.
   In addition, if you roll a 17, 18, or 19 on a death saving 
  throw, you regain 1 hit point, as if you had rolled a 20. 
  Once you use this feature, you must finish a short or 
  long rest before you can use it again.
  Enduring Champion
  After you reach 20th level, primal power flows through 
  you and sustains you. When you have fewer than half 
  your hit points but at least 1 hit point, you regain 1d12 hit 
  points at the start of your turn. 
  Aspects of Nature
  For the nature spirits to accept your offer to become 
  their champion, you must prove yourself a constant 
  and devoted servant of the wild places, an individual 
  committed to protecting the wilderness from despoilers 
  and destroyers. When you prove your devotion, the 
  spirits respond by bestowing on you a measure of their 
  power. With it, you can transform yourself into one of 
  the fearsome aspects of nature. 
  Aspect of the  
  Elemental Storm
  Embodying the destructive side of nature, the elemental 
  storm manifests in the fierce tempests that tear across 
  the land, the hurricanes that batter coastlines, and the 
  blizzards that come howling down from the wintry 
  realms. The Aspect of the Elemental Storm grants its 
  adherents command over wind and rain, lightning 
  and thunder, so as to use these weapons to destroy the 
  enemies of the wild. Wardens of this aspect stand at the 
  center of the violence they bring into being and carve a 
  path of ruin wherever they go. 
  Aspect Spells
  You gain aspect spells at the warden levels listed.
  Aspect of the  
  Elemental Storm Spells
  Warden Level
  Spells
  3rd
  fog cloud, thunderwave
  5th
  gust of wind, scorching ray
  9th
  call lightning, wind wall
  13th
  conjure minor elementals, ice storm
  17th
  cone of cold, conjure elemental
  
  6
  Become the Storm
  Starting at 3rd level, you can take a bonus action to 
  magically assume the form of the elemental storm. 
  You can remain in that form for up to 1 minute. Each 
  movement you make causes lightning to dance across 
  your body, and each step you take produces a rumble of 
  thunder, while wind and rain lash the area around you. 
  When in the form of the elemental storm, you gain the 
  following benefits if you aren’t wearing heavy armor:
  • The wind and rain swirling around you imposes 
  disadvantage on attack rolls made by creatures using 
  ranged weapons against you. 
  • A creature that touches you or hits you with a metal 
  weapon it is holding must succeed on a Dexterity 
  saving throw against your spell save DC or take 1d8 
  lightning damage. The damage increases to 2d8 at 
  11th level and 3d8 at 15th level.
  • You have resistance to cold, fire, lightning, and 
  thunder damage.
   Once you use this feature, you can’t use it again until 
  you finish a short or a long rest. At 20th level, you can 
  use this feature twice between rests.
  Storm Strike
  Beginning at 7th level, while you are under the effects 
  of Become the Storm and hit a creature with a melee 
  weapon attack, you can expend one spell slot to hurl a 
  bolt of lightning at one creature within 30 feet of you. 
  Make a ranged spell attack against the target. On a hit, 
  the target takes 2d8 lightning damage for a 1st-level spell 
  slot, plus 1d8 for each spell level higher than 1st, to a 
  maximum of 5d8.
  Savage Storm
  Starting at 15th level, whenever a creature misses on an 
  attack roll that was affected by your Defender’s Ward 
  feature, the creature takes 1d8 lightning damage.
  Elemental Storm Wrath
  Starting at 18th level, when you use your Become the 
  Storm feature, you emanate an aura of elemental 
  violence in a 15-foot radius. Wind and rain blow through 
  the area, turning it into difficult terrain and imposing 
  disadvantage on attack rolls made against creatures in 
  the area. You are immune to this effect. At 20th level, the 
  size of the aura increases to a 30-foot radius.
  Aspect of the Primal Beast
  The lion silently stalking its prey, the ferocious bear 
  that mauls its enemies, and the owl that plummets to 
  snatch its victim in its powerful talons all embody the 
  nature of the primal beast. The primal beast kills, but 
  it also protects, safeguarding the creatures living in its 
  lands that would be prey for outsiders who take from the 
  world without regard for nature’s delicate balance. The 
  Aspect of the Primal Beast bestows strength and speed 
  on wardens who adopt it, enabling them to move with 
  surprising speed to take down their enemies. 
  Aspect Spells
  You gain aspect spells at the warden levels listed.
  Aspect of the  
  Primal Beast Spells
  Warden Level
  Spells
  3rd
  expeditious retreat, jump
  5th
  beast sense, locate animals or plants
  9th
  conjure animals, nondetection
  13th
  dominate beast, locate creature
  17th
  antilife shell, insect plague
  Become the Beast
  Starting at 3rd level, you can take a bonus action to 
  magically assume the form of the primal beast. You can 
  remain in that form for up to 1 minute. Your head and 
  upper body transform into the likeness of a wolf, a bear, 
  a tiger, or another animal, while your fingers turn into 
  claws and your posture becomes stooped, so that you are 
  capable of moving upright or on all fours as you choose. 
  While in the form of the primal beast, you gain the 
  following benefits if you aren’t wearing heavy armor:
  • You gain darkvision if you don’t have it already.
  • You have advantage on Wisdom (Perception) checks 
  that rely on smell.
  • Your speed increases by 10 feet.
  • Your melee attacks deal an additional 1d6 damage. 
  The additional damage increases to 2d6 at 11th level 
  and 3d6 at 15th level.
  • Your movement after making a melee attack doesn’t 
  provoke opportunity attacks.
   Once you use this feature, you can’t use it again until 
  you finish a short or long rest. At 20th level, you can use 
  this feature twice between rests.
  Pouncing Assault
  Starting at 7th level, while you are under the effects of 
  Become the Beast, if you move at least 15 feet straight 
  toward a creature and then hit it with a melee attack on 
  the same turn, that target must succeed on a Strength 
  saving throw against a DC equal to 8 + your proficiency 
  modifier + your Strength modifier or be knocked prone. 
  If the target is prone, you can make one melee attack 
  against it as a bonus action. 
  Savagery
  Starting at 15th level, whenever a creature misses on an 
  attack roll that was affected by your Defender’s Ward 
  feature, that creature grants you advantage on all attack 
  rolls you make against it until the end of your next turn.
  
  7
  Fury of the Primal Beast
  Beginning at 18th level, while you are under the effects 
  of Become the Beast, you gain the following additional 
  benefits:
  • You gain 10 temporary hit points.
  • You have advantage on all Wisdom (Perception) checks.
  • Your speed increases by 30 feet instead of 10 feet.
  Aspect of the Sacred Trees
  Trees, the silent wardens of the wild places, have watched 
  over the world since the dawn of time. Through it all, they 
  have endured the rise and fall of civilizations, terrible 
  atrocities, and great sacrifices. Although trees take no part 
  in the affairs of the people who walk among them, some 
  trees bear a sacred responsibility to protect the land from 
  harm, to shelter creatures beneath their mighty boughs 
  and keep them safe against all threats. These sacred trees 
  harbor great power, which they offer to those wardens 
  who adopt the Aspect of the Sacred Trees.
  Aspect Spells
  You gain aspect spells at the warden levels listed.
  Aspect of the  
  Sacred Trees Spells
  Warden Level
  Spells
  3rd
  entangle, goodberry
  5th
  barkskin, spike growth
  9th
  plant growth, speak with plants
  13th
  grasping vine, hallucinatory terrain
  17th
  hold monster, tree stride
  Become the Tree
  Starting at 3rd level, you can take a bonus action to 
  magically assume the form of the sacred tree. You 
  can remain in that form for up to 1 minute. Your 
  transformation causes bark-like growths to cover your 
  body, while leafy twigs grow out from your head like a 
  crown. While in the form of the sacred tree, you gain the 
  following benefits if you aren’t wearing heavy armor:
  • You have a +2 bonus to Armor Class.
  • You can choose to ignore an effect that would cause 
  you to move while you are on the ground.
  • Moving through nonmagical difficult terrain costs 
  you no extra movement.
  • If you are on the ground, conscious, and have not 
  moved by the end of your turn, you cause the ground 
  within 10 feet of you to become overgrown with vines, 
  grasses, and brambles that become difficult terrain 
  for all creatures other than you. The growth remains 
  until you move or are no longer in contact with the 
  ground, at which point the growth withers away.
   Once you use this feature, you must finish a short or 
  long rest before you can use it again. At 20th level, you 
  can use this feature twice between rests.
  Nature’s Grasp
  Starting at 7th level, while you are under the effects of 
  Become the Tree, you can take a bonus action to cause 
  vines, grasses, and roots to grow up around one creature 
  on the ground that is within 15 feet of you. The target 
  must succeed on a Dexterity saving throw against your 
  spell save DC or become restrained until you are no 
  longer under the effects of Become the Tree. An affected 
  target can take an action to make a Strength (Athletics) 
  check against your spell save DC and ends the effect on 
  itself with a success.
  Rouse the Land
  Starting at 15th level, whenever you use your Defender’s 
  Ward feature, you can increase the radius by up to 20 
  feet. If you are also under the effects of Become the Tree, 
  the entire area affected by your Defender’s Ward feature 
  becomes difficult terrain.
  Wrath of the Sacred Tree
  Beginning at 18th level, while you are under the effect 
  of Become the Tree, you gain the following additional 
  benefits.
  • Your bonus to Armor Class increases to +4.
  • You have advantage on all Constitution saving throws.
  • Your reach increases by 10 feet.
  • Creatures in the area of difficult terrain you create 
  from assuming the form of the sacred tree cannot 
  take the Disengage action. 
  
  8
  New Spells
  The ultimate protectors, wardens have access to spells 
  that help them defend their allies and protect their 
  environment.
  Druid Spells
  1st Level
  Unruly Earth
  2nd Level
  Dome of Brambles
  4th Level
  Upheaval
  5th Level
  Anathema
  Ranger Spells
  2nd Level
  Dome of Brambles
  3rd Level
  Mountain Might
  Sorcerer Spells
  1st Level
  Unruly Earth
  4th Level
  Upheaval
  5th Level
  Bombardment
  Warden Spells
  1st Level
  Alarm
  Animal Friendship
  Close the Gap
  Cloud of Thorns
  Cure Wounds
  Detect Magic
  Detect Poison and Disease
  Ensnaring Strike
  Faerie Fire
  Longstrider
  Nature’s Wrath
  Speak with Animals
  Unruly Earth
  2nd Level
  Alter Self
  Animal Messenger
  Call of the Wild
  Darkvision
  Dome of Brambles
  Enhance Ability
  Enlarge/Reduce
  Hold Person
  Lesser Restoration
  Pass without Trace
  Protection from Poison
  3rd Level
  Daylight
  Dispel Magic
  Elemental Weapon
  Fear
  Mountain Might
  Protection from Energy
  4th Level
  Conjure Woodland Beings
  Freedom of Movement
  Polymorph
  Stoneskin
  Upheaval
  5th Level
  Anathema
  Bombardment
  Commune with Nature
  Greater Restoration
  Mass Cure Wounds
  
  9
  New Spells
  The following spells are presented in alphabetical order.
  Anathema
  5th-level transmutation
  Casting Time: 1 action
  Range: 120 feet
  Components: V, S
  Duration: Concentration, up to 1 minute
  You level a weighty curse against one creature you can 
  see within range, marking it as an enemy of nature. The 
  target must make a Wisdom saving throw. On a failed 
  save, the target becomes cursed for the duration of the 
  spell and suffers all the following drawbacks:
  • Whenever the target moves across a natural, unworked 
  surface, such as sand, grass, or stone, the target must 
  spend 1 extra foot of movement for each foot moved.
  • The target gains vulnerability to cold, fire, lightning, 
  poison, and thunder damage. If a target has resistance 
  to one of these damage types, it instead loses 
  resistance to that damage type until the spell ends.
  • Beasts and plants make attack rolls against the target 
  with advantage.
   At the end of each of the target’s turns before the spell 
  ends, the target must make a Constitution saving throw. 
  On a failed save, the target takes 4d6 poison damage; on 
  a successful one, the target takes half the damage and 
  the spell ends.
   At Higher Levels. When you cast this spell using a 
  spell slot of 6th level or higher, the damage increases by 
  1d6 for each slot level above 5th.
  Bombardment
  5th-level conjuration
  Casting Time: 1 action
  Range: 90 feet
  Components: V, S, M (three pebbles)
  Duration: Instantaneous
  You fling the three pebbles into the air, where they grow 
  into Large boulders that fall onto three spaces of your 
  choice within range. Each creature under a boulder 
  when it falls must make a Dexterity saving throw. On a 
  failed save, a creature takes 8d6 bludgeoning damage, 
  falls prone, and becomes trapped under the boulder. 
  On a successful save, the creature moves into the 
  unoccupied space nearest to the boulder.
   A creature trapped under the boulder is restrained. It, 
  or another creature that can reach the trapped creature, 
  can take an action to make a DC 20 Strength check 
  to shift the boulder. A successful check removes the 
  restrained condition from the affected creature. 
   Each boulder has AC 17 and 25 hit points. If a boulder 
  is reduced to 0 hit points, it crumbles away into rubble, 
  freeing any creature trapped under it.
  Call of the Wild
  2nd-level conjuration
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S
  Duration: Instantaneous
  Spectral animals and thrashing vines appear around up 
  to five creatures of your choice that you can see within 
  range, forcing each to make a Constitution saving throw. 
  On a failed save, a target takes 1d12 damage, falls prone, 
  and is dragged up to 30 feet toward you; on a successful 
  one, it just takes half the damage.
   At Higher Levels. When you cast this spell using a 
  spell slot of 3rd level or higher, the damage increases by 
  1d12 for each slot level above 2nd.
  Close the Gap
  1st-level evocation
  Casting Time: 1 bonus action
  Range: 30 feet
  Components: S
  Duration: Instantaneous
  One creature of your choice that you can see within 
  range must make a Strength saving throw. On a failed 
  save, bands of invisible force drag the creature up to 30 
  feet toward you. The next time you make an attack roll 
  against the target before the start of your next turn, you 
  make the roll with advantage.
  Cloud of Thorns
  1st-level conjuration
  Casting Time: 1 bonus action
  Range: Self
  Components: V, M (a thorn)
  Duration: Concentration, up to 1 minute
  A cloud of thorns springs into existence around your 
  head and remains for the duration. Whenever a creature 
  within 5 feet of you tries to make an attack roll against 
  you, the creature must make a Dexterity saving throw. 
  On a failed save, the creature takes 1d8 piercing damage 
  and makes its attack roll with disadvantage.
  Dome of Brambles
  2nd-level conjuration
  Casting Time: 1 action
  Range: Self (30-foot radius)
  Components: V, S, M (a thorn and a drop of blood)
  Duration: Concentration, up to 1 minute
  A 1-foot-thick net of thorny vines forms along the outer edge 
  of a 30-foot-radius hemisphere centered on you and remains 
  in place for the duration. The lattice blocks line of sight.
  
  10
   When the net appears, each creature in a space in 
  which the net appears must make a Dexterity saving 
  throw. The creature takes 3d4 piercing damage on a 
  failed save, or half as much damage on a successful one. 
  In either case, you decide if the creature ends up inside 
  or outside the dome.
   A creature can move through the net, but it must 
  spend 5 feet of movement to pass through the 1 foot of 
  netting. In addition, a creature that passes through the 
  net must make a Dexterity saving throw. The creature 
  takes 2d4 piercing damage on a failed save, or half as 
  much damage on a successful one.
   At Higher Levels. When you cast this spell using a 
  spell slot of 3rd level or higher, the damage increases by 
  1d4 for each slot level above 2nd.
  Mountain Might
  3rd-level transmutation
  Casting Time: 1 bonus action
  Range: Self
  Components: V, M (a piece of granite)
  Duration: Concentration, up to 1 minute
  You must be in contact with an earthen or stone surface 
  to cast this spell. The spell ends immediately at the end 
  of any creature’s turn when you are not in contact with 
  an earthen or stone surface.
   You draw strength from the earth and stone to gain 
  its power. For the duration, you have all the following 
  benefits and drawbacks:
  • Your speed drops to 10 feet if it’s greater than 10 feet.
  • Your body’s weight is tripled.
  • When an effect moves you against your will, you 
  halve the distance you are moved.
  • Your melee attacks deal an additional 2d8 damage.
  • You have resistance to piercing and slashing damage.
  Nature’s Wrath
  1st-level enchantment
  Casting Time: 1 bonus action
  Range: 10 feet
  Components: V
  Duration: Concentration, up to 1 minute
  A wellspring of anger flows out from you to seize 
  the attention of your enemies. Up to five creatures 
  of your choice that you can see within range must 
  make Charisma saving throws. Whenever a creature 
  that fails this saving throw makes an attack roll for an 
  attack that does not include you as a target, you impose 
  disadvantage on its attack roll. In addition, whether the 
  attack roll hits or misses, you can take a reaction to make 
  a melee attack against that creature.
  Unruly Earth
  1st-level transmutation
  Casting Time: 1 action
  Range: Self (30-foot cone)
  Components: V, S
  Duration: Instantaneous
  The ground shakes and trembles, forcing each creature 
  on the ground in a 30-foot cone to make a Dexterity 
  saving throw. On a failed save, a creature takes 1d6 
  bludgeoning damage, falls prone, drops whatever it is 
  holding, and cannot stand up until after the end of its 
  next turn.
  Upheaval
  4th-level transmutation
  Casting Time: 1 action
  Range: Self (60-foot radius)
  Components: V, S
  Duration: Instantaneous
  The ground in a 60-foot radius around you explodes 
  upward, throwing debris and dust throughout the 
  area. Each creature in the area other than you must 
  make a Dexterity saving throw. A creature takes 2d8 
  bludgeoning damage, falls prone, and becomes blinded 
  for 1 minute on a failed save, or just takes half as much 
  damage on a successful one. A creature blinded from 
  this effect can make a Constitution saving throw at the 
  end of each of its turns and ends the effect on itself on a 
  successful save.
   The ground in the area becomes difficult terrain until 
  it is cleared away.
  
  11
  OPEN GAME LICENSE Version 1.0a 
  The following text is the property of Wizards of the Coast, Inc. and 
  is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights 
  Reserved. 
  1. Definitions: (a)”Contributors” means the copyright and/or trademark 
  owners who have contributed Open Game Content; (b)”Derivative 
  Material” means copyrighted material including derivative works 
  and translations (including into other computer languages), potation, 
  modification, correction, addition, extension, upgrade, improvement, 
  compilation, abridgment or other form in which an existing work 
  may be recast, transformed or adapted; (c) “Distribute” means to 
  reproduce, license, rent, lease, sell, broadcast, publicly display, 
  transmit or otherwise distribute; (d)”Open Game Content” means 
  the game mechanic and includes the methods, procedures, processes 
  and routines to the extent such content does not embody the Product 
  Identity and is an enhancement over the prior art and any additional 
  content clearly identified as Open Game Content by the Contributor, 
  and means any work covered by this License, including translations 
  and derivative works under copyright law, but specifically excludes 
  Product Identity. (e) “Product Identity” means product and product 
  line names, logos and identifying marks including trade dress; 
  artifacts; creatures characters; stories, storylines, plots, thematic 
  elements, dialogue, incidents, language, artwork, symbols, designs, 
  depictions, likenesses, formats, poses, concepts, themes and graphic, 
  photographic and other visual or audio representations; names 
  and descriptions of characters, spells, enchantments, personalities, 
  teams, personas, likenesses and special abilities; places, locations, 
  environments, creatures, equipment, magical or supernatural abilities 
  or effects, logos, symbols, or graphic designs; and any other trademark 
  or registered trademark clearly identified as Product identity by the 
  owner of the Product Identity, and which specifically excludes the 
  Open Game Content; (f) “Trademark” means the logos, names, mark, 
  sign, motto, designs that are used by a Contributor to identify itself or 
  its products or the associated products contributed to the Open Game 
  License by the Contributor (g) “Use”, “Used” or “Using” means to use, 
  Distribute, copy, edit, format, modify, translate and otherwise create 
  Derivative Material of Open Game Content. (h) “You” or “Your” means 
  the licensee in terms of this agreement. 
  2. The License: This License applies to any Open Game Content that 
  contains a notice indicating that the Open Game Content may only be 
  Used under and in terms of this License. You must affix such a notice 
  to any Open Game Content that you Use. No terms may be added to 
  or subtracted from this License except as described by the License 
  itself. No other terms or conditions may be applied to any Open Game 
  Content distributed using this License. 
  3. Offer and Acceptance: By Using the Open Game Content You 
  indicate Your acceptance of the terms of this License. 
  4. Grant and Consideration: In consideration for agreeing to use this 
  License, the Contributors grant You a perpetual, worldwide, royalty-
  free, nonexclusive license with the exact terms of this License to Use, 
  the Open Game Content. 
  5. Representation of Authority to Contribute: If You are contributing 
  original material as Open Game Content, You represent that Your 
  Contributions are Your original creation and/ or You have sufficient 
  rights to grant the rights conveyed by this License. 
  6. Notice of License Copyright: You must update the COPYRIGHT 
  NOTICE portion of this License to include the exact text of the 
  COPYRIGHT NOTICE of any Open Game Content You are copying, 
  modifying or distributing, and You must add the title, the copyright 
  date, and the copyright holder’s name to the COPYRIGHT NOTICE  
  of any original Open Game Content you Distribute. 
  7. Use of Product Identity: You agree not to Use any Product Identity, 
  including as an indication as to compatibility, except as expressly 
  licensed in another, independent Agreement with the owner of 
  each element of that Product Identity. You agree not to indicate 
  compatibility or co-adaptability with any Trademark or Registered 
  Trademark in conjunction with a work containing Open Game 
  Content except as expressly licensed in another, independent 
  Agreement with the owner of such Trademark or Registered 
  Trademark. The use of any Product Identity in Open Game Content 
  does not constitute a challenge to the ownership of that Product 
  Identity. The owner of any Product Identity used in Open Game 
  Content shall retain all rights, title and interest in and to that Product 
  Identity. 
  8. Identification: If you distribute Open Game Content You must 
  clearly indicate which portions of the work that you are distributing 
  are Open Game Content. 
  9. Updating the License: Wizards or its designated Agents may publish 
  updated versions of this License. You may use any authorized version 
  of this License to copy, modify and distribute any Open Game Content 
  originally distributed under any version of this License. 
  10. Copy of this License: You MUST include a copy of this License 
  with every copy of the Open Game Content You Distribute. 
  11. Use of Contributor Credits: You may not market or advertise the 
  Open Game Content using the name of any Contributor unless You 
  have written permission from the Contributor to do so. 
  12. Inability to Comply: If it is impossible for You to comply with 
  any of the terms of this License with respect to some or all of the 
  Open Game Content due to statute, judicial order, or governmental 
  regulation then You may not Use any Open Game Material so affected. 
  13. Termination: This License will terminate automatically if You fail 
  to comply with all terms herein and fail to cure such breach within  
  30 days of becoming aware of the breach. All sublicenses shall survive 
  the termination of this License. 
  14. Reformation: If any provision of this License is held to be 
  unenforceable, such provision shall be reformed only to the extent 
  necessary to make it enforceable. 
  15. COPYRIGHT NOTICE 
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. 
  System Reference Document 5.1 Copyright 2016, Wizards of the Coast, 
  Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney 
  Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. 
  Cordell, Chris Sims, and Steve Townshend, based on original material 
  by E. Gary Gygax and Dave Arneson.
  Defenders of the Vale: The Waren Copyright 2019,  
  Schwalb Entertainment, LLC. Author Robert J. Schwalb
  
  12
  Shadow of the Demon Lord
  Horrifying Fantasy at its Finest!
  www.schwalbentertainment.com
  
SOURCE: textdata/thevault/Shadow of the Demon Lord/3rd Party/Defenders of the Wild - The Warden.pdf