You know Druidic, the secret language of druids. The effects of the ritual lasts until the end of the next long rest you take or if you die. A druidic focus might be a sprig of mistletoe or holly, a wand or rod made of yew or another special wood, a staff drawn whole from a living tree, or an object incorporating feathers, fur, bones, and teeth from sacred animals.Īdditionally, you can perform a minute long ritual on a weapon to have the weapon act as a druidic focus. Spell attack modifier = your proficiency bonus + your Wisdom modifier Spellcasting FocusĪt 1st level, you can use a druidic focus as a spellcasting focus for your warden spells. Spell save DC = 8 + your proficiency bonus + your Wisdom modifier In addition, you use your Wisdom modifier when setting the saving throw DC for a ranger spell you cast and when making an attack roll with one. You use your Wisdom whenever a spell refers to your spellcasting ability. Wisdom is your spellcasting ability for your warden spells, since your magic draws on your attunement to nature. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.Īdditionally, when you gain a level in this class, you can choose one of the warden spells you know and replace it with another spell from the warden spell list, which also must be of a level for which you have spell slots. Each of these spells must be of a level for which you have spell slots. The Spells Known column of the Warden table shows when you learn more warden spells of your choice. You know three 1st-level spells of your choice from the warden spell list. You regain all expended spell slots when you finish a long rest.įor example, if you know the 1st-level spell Absorb Elements and have a 1st-level and a 2nd-level spell slot available, you can cast Absorb Elements using either slot. To cast one of these spells, you must expend a slot of the spell's level or higher. The Warden table shows how many spell slots you have to cast your warden spells of 1st level and higher. You learn additional warden cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warden table. CantripsĪt 1st level, you know two cantrips of your choice from the warden spell list. SpellcastingĪdditionally at level 1, you know how to cast spells through nature’s connection to the magic of the world around you. Additionally, you know when a natural effect is magical or nonmagical in nature. You have advantage on Wisdom (Perception) or Intelligence (Nature) checks related to natural and elemental phenomenon. (a) two handaxes or (b) any simple weapon and a shieldĪt level 1, you understand the natural forces and effects of the world around you.You start with the following equipment, in addition to the equipment granted by your background: Skills: Choose two from Nature, Perception, Athletics, Intimidation, Survival, and Animal Handling Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Warden level after 1st ProficienciesĪrmor: Light armor, medium armor, shields Hit Points at 1st Level: 10 + your Constitution modifier Second, chose Outlander as your background. First make Strength or Wisdom your highest ability score, depending on whether you want to focus on weapon-fighting or spellcasting. You can make a Warden quickly by following these suggestions. Were you born were natural powers? Were you trained by a Druid or Ranger? Did you develop the connection over time? Or was it sudden? How does being a manipulator of nature affect your relationship with society? Quick Build When creating a Warden, consider your background, and history and connection to nature. Wild Wayfarer, Natural Senses Improvement Warden's Might, Primal Knowledge, Primal Awareness (Optional) Natural Senses, Spellcasting, Druidic (Optional)
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