Warden

CLASS TRAITS

Role: Defender. You are sturdy and resilient, and you can assume bestial or treelike forms to destroy your foes. Depending on your choice of class features and powers, you lean toward either controller or striker as a secondary role.
Power Source: Primal. You are a primal champion, a guardian of the natural world and custodian of all living things.
Key Abilities: Strength, Constitution, Wisdom

Armor Proficiencies: Cloth, leather, hide; heavy shields, light shields.
Weapon Proficiencies: Simple melee, military melee, simple ranged.
Bonus to Defense: +1 Fortitude, +1 Will.

Hit Points at 1st Level: 17+ Constitution Score.
Hit Points per Level Gained: 7
Healing Surges per Day: 9+ Constitution Modifier.

Trained Skills: Nature. From the class skills list below, choose 3 more trained skills at 1st level.
Class Skills: Athletics (Str), Dungeoneering (Wis), Endurance (Con), Heal (Wis), Intimidate (Cha), Nature (Wis), Perception (Wis).

Build Options: Earth Warden, Life Warden, Storm Warden, Wild Warden.
Class features: Font of Life, Guardian Might, Nature's Wrath.

As mountains stand fast against the buffeting wind and trees bend but do not break in the storm, wardens are stalwart protectors who draw on the primal spirits of nature to defend the natural world from those who would corrupt or destroy it. Some wardens use the power of earth and stone to shield their allies from harm, whereas others summon the primal strength within themselves to increase their ferocity and tenacity.
As a warden, you might be the staunch defender of a tribe, chosen by the spirits to be your people’s champion. Perhaps you were visited by spirits at a sacred grove and charged with protecting it against a spreading corruption. You might have been raised by a bear or nurtured by dryads, chosen from infancy to stand fast against nature’s enemies.
Primal power waits in the ground beneath your feet, surges with every beat of your heart, and flows through your lungs with every breath. The world cries out to you, calling for a champion to defend it. Will you heed its call?

CREATING A WARDEN

You can choose any warden powers you like for your character, though many wardens focus on powers that complement their choice of Guardian Might. All wardens rely on Strength. Wardens also benefit from a high Constitution or Wisdom, depending on which expression of warden they favor.

EARTH WARDEN

You draw primal power through a link with the land, and the power of the earth strengthens and sustains you. Make Strength your highest ability score, followed by Constitution, which increases your AC as well as your hit points if you choose the Earthstrength version of Guardian Might. Select powers that channel primal energy through the land around you, hindering your foes’ movement or knocking them prone. You lean toward controller as a secondary role.
    Class Feature: Earthstrength
    Suggested Feat: Crushing Earthstrength
    Suggested Skills: Athletics, Heal, Nature, Perception
    Suggested At-Will Powers: earth shield strike, strength of stone
    Suggested Encounter Power: thunder ram assault
    Suggested Daily Power: form of the willow sentinel

LIFE WARDEN

By drawing deep on the primal currents flowing through all things, you wield the power that was the first spark of life in the mortal realm. With that power, you shelter the world from its harshest enemies, bolstering your allies even as you defend the land.

Your bond to the land is such that life flourishes when you draw on the primal magic you command. Injuries mend, sickness passes, and your allies fight with renewed vigor. Your spear, shield, and armor might be your obvious tools of war, but your ability to ignite the spark of life in the face of a deadly enemy is your greatest talent.

Your foes assail you again and again, but their efforts mean nothing. Your primal magic mends the injuries they cause and strikes them down to end their violence once and for all.
    Class Feature: Lifespirit
    Suggested Feat: Lifespirit Vigor
    Suggested Skills: Endurance, Heal, Nature, Perception
    Suggested At-Will Powers: earth shield strike, resilience of life
    Suggested Encounter Power: warden’s sacrifice
    Suggested Daily Power: form of the faultless tracker

STORM WARDEN

The strength of the storm is the epitome of primal power, from the screaming winds and relentless snows of the highest mountains to the lashing rains and blistering lightning of a summer thunderstorm. Although all wardens draw power from nature, the storm warden has the strongest connection to nature’s wrath.

You are the sword of the rumbling storm, an avenging warrior whose primal magic swirls around your chosen enemies like the gathering winds of a hurricane. Your draw your enemies close to you, keeping them near with primal magic to prevent them from escaping your wrath. Once a foe falls into your magic’s grasp, it cannot escape.

The storm simmers around you, ready to rumble to life when your foe draws near. When the storm surges to life, it cuts off your enemy’s escape and forces it into a fight it cannot win. By your blade or by the primal winds you command, your foe’s aggression comes to an end.
    Class Feature: Stormheart
    Suggested Feat: Stormheart Push
    Suggested Skills: Athletics, Endurance, Intimidate, Nature
    Suggested At-Will Powers: strength of stone, tempest assault
    Suggested Encounter Power: gale strike
    Suggested Daily Power: form of mountain’s thunder

WILD WARDEN

Your blood is a medium of primal power; nature’s vigor pulses in your veins. Strength should be your highest ability score, followed by Wisdom, which increases your Armor Class if you choose the Wildblood version of Guardian Might. Select powers that awaken the primal power within you, turning you into a vicious predator. You lean toward striker as a secondary role.
    Class Feature: Wildblood
    Suggested Feat: Wildblood Cunning
    Suggested Skills: Athletics, Intimidate, Nature, Perception
    Suggested At-Will Powers: thorn strike, weight of earth
    Suggested Encounter Power: wildblood frenzy
    Suggested Daily Power: form of the relentless panther

WARDEN CLASS FEATURES


FONT OF LIFE
At the start of your turn, you can make a saving throw against one effect that a save can end. On a save, the effect immediately ends, preventing it from affecting you on your current turn. If you save against being stunned or dazed, you can act normally on your turn. If you save against ongoing damage, you avoid taking the damage.
If you fail the saving throw, you still make a saving throw against the effect at the end of your turn.

GUARDIAN MIGHT
Wardens connect with the natural world in a variety of ways to augment their fighting abilities. Choose one of the following options.

Earthstrength
While you are not wearing heavy armor, you can use your Constitution modifier in place of your Dexterity or Intelligence modifier to determine your AC.
In addition, when you use your second wind, you gain an additional bonus to AC equal to your Constitution modifier. The bonus lasts until the end of your next turn.

Lifespirit
While you are not wearing heavy armor, you can use your Wisdom modifier in place of your Dexterity or Intelligence modifier to determine your AC.

In addition, when you use your second wind, an ally within 5 squares of you can spend a healing surge and make a saving throw.

Stormheart
While you are not wearing heavy armor, you can use your Constitution modifier in place of your Dexterity or Intelligence modifier to determine your AC.

In addition, when you use your second wind, you slide each enemy marked by you and within 2 squares of you 1 square, and each enemy marked by you is slowed until the end of your next turn.

Wildblood
While you are not wearing heavy armor, you can use your Wisdom modifier in place of your Dexterity or Intelligence modifier to determine your AC.
In addition, when you use your second wind, each enemy marked by you takes an additional penalty to attack rolls for attacks that don’t include you as a target. The penalty equals your Wisdom modifier and lasts until the end of your next turn.

NATURE'S WRATH
Once during each of your turns, you can mark each adjacent enemy as a free action. This mark lasts until the end of your next turn.
In addition, you gain the warden’s fury and warden’s grasp powers. You can use these powers against enemies to prevent them from harming those you protect.

Warden Feature Warden's Fury

You lash out with nature’s wrath at a foe that has attacked your ally and diminish its defenses.

At-Will        Primal, Weapon
Immediate Interrupt      Melee weapon

Trigger: An enemy marked by you makes an attack that does not include you as a target

Target: The triggering enemy

Attack: Strength vs. Fortitude

Hit: 1[W] + Strength modifier damage, and the target grants combat advantage to you and your allies until the end of your next turn.
Level 21: 2[W] + Strength modifier damage.


Warden Feature Warden's Grasp

Spectral vines clutch at a foe that has attacked your ally, impeding your enemy’s movement.

At-Will        Primal
Immediate Reaction      Close burst 5

Trigger: An enemy marked by you that is within 5 squares of you makes an attack that does not include you as a target

Target: The triggering enemy in the burst

Effect: You slide the target 1 square. The target is slowed and cannot shift until the end of its turn.


Published in Player's Handbook 2, page(s) 152.