Defenders of The Wild - The Warden

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Darkness creeps across the world—a blight spawned

by dark magic, foul monsters, and depraved villains. In


~Credits~
these troubled times, the world depends on heroes to WRITING, DESIGN, and art direction:
take a stand against the wicked who would plunge the Robert J. Schwalb
world into ruin, to seek out festering evil and cleanse it Editing: Kim mohan
from the lands. Some heroes who answer adventure’s Proofreading: Jay Spight
call take up arms, while others bring to bear their
magical training, and joining them are the scoundrels, GRAPHIC DESIGN, LAYOUT, and art direction:
the holy warriors, and all the rest. Some, though, hear kara hamilton
1
a different kind of calling, one that emanates from ILLUSTRATIONs: Kuteynikov Roman Roland
the world itself and compels them to protect the very
Wisdom: Jason Flowers, Ben Menard,
earth on which they stand. These champions are the
Nat Webb
wardens—champions of the wild places, protectors of
Defenders of the Wild: The Warden is ©2019
beasts, and wielders of dread primal power. Schwalb Entertainment, LLC. All rights reserved.
Defenders of the Wild: The Warden introduces a new Defenders of the Wild: The Warden, Max Press,
class to the world’s most popular roleplaying game. Schwalb 2
Entertainment, and their associated logos are
trademarks of Schwalb Entertainment, LLC.
Drawing from an exciting archetype that dominated All rules text is designated as Open Gaming Content.
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 3

allies and their environment from the very worst PO Box #12548, Murfreesboro, TN 37129
enemies imaginable. info@schwalbentertainment.com www.schwalbentertainment.com

1 4
Magic from the wild places flows through and
Warden sustains wardens, helping them to withstand injuries
and shrug off harmful effects so that they can fulfill
After discovering that murderous orcs sacked a town and
dragged off many of its citizens in chains, the warden their purpose. Emboldened by the gifts given to them,
vows vengeance and sets off to follow the trail the orcs wardens fight with singular focus. Their combat
blazed through the ancient forest. When she sees the training gives them the means to strike down any foe
ruin they have wrought on the sacred wood, her outrage that stands against them.
builds, firming her resolve to see these brutes brought
to justice. And when she finds them, she strikes with the Wilderness Champions
full wrath of the wilderness. Some wardens stand guard over particular regions.
Elsewhere, after spending months fighting to protect One might protect a primeval forest whose trees have
his homeland, a half-orc climbs a mountain to commune never known the bite of an axe, while another protects a
with the primal spirits and make his case for becoming mountain to make sure none defile its majesty. Yet, many
their champion. As he ascends the steep slope, he sees in wardens feel themselves called to do more than shield a
the corners of his eyes flitting spirits, some cruel, others place, finding that their duty impels them to safeguard
laughing, all untamed. When he reaches the peak, he the entire world. Thus they travel from place to place,
holds out his sword and calls to the spirits to aid him fighting on many fronts.
in his cause. When a bolt of light erupts from the blue Adventuring wardens understand that their purpose
sky above, strikes the sword, and does not harm him, he will invariably take them to the most dangerous places,
knows he has been found worthy and that his work has where they bear witness to atrocities done to the world
only begun. by the agents of ruin and entropy. Wardens know that
Something has killed an owlbear and her cubs, and they are the first line of defense against those who
an elven warden and her doughty companions set out would defile nature. They champion those who cannot
to track down the culprit. By speaking with the spirits of champion themselves. They fight for the beasts of the
water and wind, the warden learns the hunter’s identity fields and forests, they avenge those that have been
and leads her companions to bring the villain to justice.
harmed by the destruction of their environment, and
When the battle is finally joined against the killer and
they readily stand against any and all of nature’s foes.
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.
Creating a Warden
Every warden fights to keep the natural world When you create a warden, consider why your character
safe from anything that would harm or exploit it. was chosen to become a defender of the wild. What
The connection that wardens have with the natural circumstances moved you to take a stand against the
world improves their durability and amplifies their ruinous forces and gain attention from the primal
might to ensure that they can withstand almost any spirits? Working with your GM, decide on your warden’s
threat. Whether they channel magic from the ancient origin story. Were you living in a remote land when
woodlands, draw inspiration from predators stalking disaster struck? If so, when did you come to the place
their prey, or call upon elemental forces, all wardens where the campaign takes place, and what drew you
commit themselves to championing the lands in which there? The campaign might also take place on the
they live. frontiers of civilization, in which case your character
might be from that area of the world and might still be
Chosen of Nature dealing with the repercussions of the doom that befell
Few people ever sense the presence of spirits in their your land.
environment, but the essence of nature manifests itself Taking on the life of an adventurer helps you serve
throughout the mortal world in the form of ephemeral the natural world more broadly. If you have left your
beings, as wild and as untamed as the land itself. These homeland, what drew you to the place where you find
spirits sometimes choose mortals who have earned their yourself now? You might receive omens and portents
attention by making a great sacrifice to right a wrong from the spirits that guide you, or experience dreams
done to nature or by devoting themselves to protect their of distant lands in peril. Of course, you might simply go
lands from exploitation and ruin. Such mortals must where you think you might be needed.
demonstrate their commitment to keeping the world
safe and resisting civilization’s expansion into pristine Quick Build
realms. Only those of steadfast purpose and devotion to You can make a warden quickly by following these
their chosen cause earn the spirits’ attention, and these suggestions. First, Strength should be your highest
individuals become wardens, the true guardians of the ability score, followed by Wisdom. Second, choose the
natural world. outlander background.
2
The Warden
—Spell Slots per Spell Level—
Proficiency
Level Bonus 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 Defender’s Ward


You have chosen to protect the world from those who
As a warden, you gain the following class features.
would despoil it. If you are on the ground, you can take
Hit Points a bonus action to ward an area with a 10-foot radius
Hit Dice: 1d10 per warden level centered on a point within 5 feet of you. The area
Hit Points at 1st Level: 10 + your Constitution modifier becomes warded for as long as you remain inside it.
Hit Points at Higher Levels: 1d10 (or 6) + your When a creature inside the warded area makes an attack
Constitution modifier per warden level after 1st
against a creature also in the area and the result of the
Proficiencies roll is a hit, you can take a reaction to roll a d6 and apply
the number as a retroactive penalty to the triggering
Armor: Light armor, medium armor, shields (wardens
will not wear armor or use shields made of metal) attack roll.
Weapons: Simple weapons, martial weapons The radius of the area increases to 20 feet when you
Tools: None reach 6th level and 30 feet when you reach 10th level.
Saving Throws: Constitution, Charisma Once you use this feature, you must finish a short or
long rest before you can use it again.
Skills: Choose two from Animal Handling, Athletics,
Intimidation, Medicine, Nature, Perception, Religion,
and Survival
Fount of Life
You can draw life and vitality from nature to restore
Equipment yourself. If you are on the ground, you can take a bonus
You start with the following equipment, in addition to action to regain hit points equal to 1d6 + your warden
the equipment granted by your background. level. In addition, the ground within 10 feet trembles and
• (a) hide armor or (b) leather armor and shield heaves to create an area of difficult terrain that lasts until
• (a) a greataxe or (b) any martial melee weapon cleared away.
• (a) two javelins or (b) or any simple weapon Once you use this feature, you must finish a short or
• (a) a dungeoneer’s pack or (b) an explorer’s pack long rest before you can use it again.
3
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 prepare the 1st-level spell entangle, you can cast it using
Starting at 2nd level, when you take damage, you can
a 1st-level or a 2nd-level slot. Casting the spell doesn’t
take a reaction to expend one spell slot and reduce the
damage. You reduce the damage by 2d6 for a 1st-level remove it from your list of prepared spells.
spell slot, plus 1d6 for each spell level higher than 1st, to You can change your list of prepared spells when you
a maximum of 5d6. finish a long rest. Preparing a new list of prepared spells
requires time spent in prayer and meditation: at least 1
Spellcasting minute per spell level for each spell on your list.
Upon reaching 2nd level, you learn to channel divine
essence from nature itself to cast spells as a druid does. Spellcasting Ability
Wisdom is your spellcasting ability for your warden
Preparing and Casting Spells spells, since their power comes from your commitment
The Warden table shows how many spell slots you have and connection to nature. You use your Wisdom
to cast your spells. To cast one of your warden spells of whenever a spell refers to your spellcasting ability. In
1st level or higher, you must expend a slot of the spell’s addition, you use your Wisdom modifier when setting
level or higher. You regain all expended spell slots when
the saving throw DC for a warden spell you cast and
you finish a long rest.
You prepare the list of warden spells that are available when making an attack roll with one.
for you to cast, choosing from the warden spell list.
Spell save DC = 8 + your proficiency bonus + your Wisdom
When you do so, choose a number of warden spells modifier
equal to your Wisdom modifier + half your warden level,
rounded down (minimum of one spell). The spells must Spell attack modifier = your proficiency bonus + your Wisdom
modifier
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 Spellcasting Focus
Wisdom of 15, your list of prepared spells can include You can use a druidic focus (see chapter 5 of the Player’s
four spells of 1st or 2nd level, in any combination. If you Handbook) as a spellcasting focus for your warden spells.
4
Aspect of Nature Constant Guardian
You have worked to prove yourself as nature’s ally, its Starting at 14th level, creatures provoke opportunity
unfailing defender and champion. When you reach attacks from you when they attack targets other than you.
3rd level, the primal spirits reward you by bestowing
their favor on you, allowing you to transform yourself Unconquerable
into a powerful protector. You become able to adopt an Starting at 14th level, whenever you roll a natural 20 on a
aspect of nature, choosing from the three that are given death saving throw, you regain 1d10 + 1 hit points.
following the class description. In addition, if you roll a 17, 18, or 19 on a death saving
Your choice grants you features at 3rd level and again throw, you regain 1 hit point, as if you had rolled a 20.
at 7th and 15th level. Those features include aspect spells Once you use this feature, you must finish a short or
and other special abilities. long rest before you can use it again.

Aspect Spells Enduring Champion


Each aspect has a list of associated spells. You gain After you reach 20th level, primal power flows through
access to these spells at the levels specified in the aspect you and sustains you. When you have fewer than half
description. Once you gain access to an aspect spell, that your hit points but at least 1 hit point, you regain 1d12 hit
spell becomes a warden spell for you, and you always points at the start of your turn.
have it prepared. Aspect spells don’t count against the
number of spells you can prepare each day.
Aspects of Nature
Nature Unbound For the nature spirits to accept your offer to become
their champion, you must prove yourself a constant
Beginning at 3rd level, the primal power coursing
and devoted servant of the wild places, an individual
through you shields you from harmful effects.
committed to protecting the wilderness from despoilers
Whenever you start your turn affected by an effect that
and destroyers. When you prove your devotion, the
can be ended with a successful saving throw, you can
spirits respond by bestowing on you a measure of their
immediately attempt the saving throw. If that saving power. With it, you can transform yourself into one of
throw is a failure, you cannot attempt another saving the fearsome aspects of nature.
throw to end the effect until the start of your next turn.

Ability Score Improvement Aspect of the


When you reach 4th level, and again at 8th, 12th, 16th,
Elemental Storm
and 19th level, you can increase one ability score of your Embodying the destructive side of nature, the elemental
choice by 2, or you can increase two ability scores of your storm manifests in the fierce tempests that tear across
choice by 1. As normal, you can’t increase an ability score the land, the hurricanes that batter coastlines, and the
above 20 using this feature. blizzards that come howling down from the wintry
realms. The Aspect of the Elemental Storm grants its
adherents command over wind and rain, lightning
Extra Attack and thunder, so as to use these weapons to destroy the
Beginning at 5th level, you can attack twice, instead of enemies of the wild. Wardens of this aspect stand at the
once, whenever you take the Attack action on your turn. center of the violence they bring into being and carve a
path of ruin wherever they go.
Warden’s Fury
Starting at 6th level, when you make an opportunity Aspect Spells
attack, you make the attack roll with advantage. If you You gain aspect spells at the warden levels listed.
already have advantage on the attack roll, your attack
deals an additional 1d12 damage. Aspect of the
Elemental Storm Spells
Primal Fury Warden Level Spells
Upon reaching 11th level, you learn to retain a measure 3rd fog cloud, thunderwave
of the primal energies flowing through you that keep 5th gust of wind, scorching ray
yourself hale and healthy, and to redirect those energies
9th call lightning, wind wall
to augment your strikes. Whenever you use your Primal
13th conjure minor elementals, ice storm
Might class feature, your melee attacks deal an extra 2d8
damage until the end of your next turn. 17th cone of cold, conjure elemental

5
Become the Storm Aspect of the Primal Beast bestows strength and speed
Starting at 3rd level, you can take a bonus action to on wardens who adopt it, enabling them to move with
magically assume the form of the elemental storm. surprising speed to take down their enemies.
You can remain in that form for up to 1 minute. Each
movement you make causes lightning to dance across Aspect Spells
your body, and each step you take produces a rumble of You gain aspect spells at the warden levels listed.
thunder, while wind and rain lash the area around you.
When in the form of the elemental storm, you gain the Aspect of the
following benefits if you aren’t wearing heavy armor: Primal Beast Spells
• The wind and rain swirling around you imposes Warden Level Spells
disadvantage on attack rolls made by creatures using 3rd expeditious retreat, jump
ranged weapons against you. 5th beast sense, locate animals or plants
• A creature that touches you or hits you with a metal 9th conjure animals, nondetection
weapon it is holding must succeed on a Dexterity
13th dominate beast, locate creature
saving throw against your spell save DC or take 1d8
lightning damage. The damage increases to 2d8 at 17th antilife shell, insect plague

11th level and 3d8 at 15th level.


Become the Beast
• You have resistance to cold, fire, lightning, and
thunder damage. Starting at 3rd level, you can take a bonus action to
Once you use this feature, you can’t use it again until magically assume the form of the primal beast. You can
you finish a short or a long rest. At 20th level, you can remain in that form for up to 1 minute. Your head and
use this feature twice between rests. upper body transform into the likeness of a wolf, a bear,
a tiger, or another animal, while your fingers turn into
Storm Strike claws and your posture becomes stooped, so that you are
capable of moving upright or on all fours as you choose.
Beginning at 7th level, while you are under the effects
While in the form of the primal beast, you gain the
of Become the Storm and hit a creature with a melee
following benefits if you aren’t wearing heavy armor:
weapon attack, you can expend one spell slot to hurl a
bolt of lightning at one creature within 30 feet of you. • You gain darkvision if you don’t have it already.
Make a ranged spell attack against the target. On a hit, • You have advantage on Wisdom (Perception) checks
the target takes 2d8 lightning damage for a 1st-level spell that rely on smell.
slot, plus 1d8 for each spell level higher than 1st, to a • Your speed increases by 10 feet.
maximum of 5d8. • Your melee attacks deal an additional 1d6 damage.
The additional damage increases to 2d6 at 11th level
Savage Storm and 3d6 at 15th level.
Starting at 15th level, whenever a creature misses on an • Your movement after making a melee attack doesn’t
attack roll that was affected by your Defender’s Ward provoke opportunity attacks.
feature, the creature takes 1d8 lightning damage. 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
Elemental Storm Wrath this feature twice between rests.
Starting at 18th level, when you use your Become the
Storm feature, you emanate an aura of elemental Pouncing Assault
violence in a 15-foot radius. Wind and rain blow through Starting at 7th level, while you are under the effects of
the area, turning it into difficult terrain and imposing Become the Beast, if you move at least 15 feet straight
disadvantage on attack rolls made against creatures in toward a creature and then hit it with a melee attack on
the area. You are immune to this effect. At 20th level, the the same turn, that target must succeed on a Strength
size of the aura increases to a 30-foot radius. saving throw against a DC equal to 8 + your proficiency
modifier + your Strength modifier or be knocked prone.
Aspect of the Primal Beast If the target is prone, you can make one melee attack
The lion silently stalking its prey, the ferocious bear against it as a bonus action.
that mauls its enemies, and the owl that plummets to
snatch its victim in its powerful talons all embody the Savagery
nature of the primal beast. The primal beast kills, but Starting at 15th level, whenever a creature misses on an
it also protects, safeguarding the creatures living in its attack roll that was affected by your Defender’s Ward
lands that would be prey for outsiders who take from the feature, that creature grants you advantage on all attack
world without regard for nature’s delicate balance. The rolls you make against it until the end of your next turn.
6
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 Nature’s Grasp
5th barkskin, spike growth Starting at 7th level, while you are under the effects of
9th plant growth, speak with plants Become the Tree, you can take a bonus action to cause
13th grasping vine, hallucinatory terrain
vines, grasses, and roots to grow up around one creature
on the ground that is within 15 feet of you. The target
17th hold monster, tree stride
must succeed on a Dexterity saving throw against your
spell save DC or become restrained until you are no
Become the Tree longer under the effects of Become the Tree. An affected
Starting at 3rd level, you can take a bonus action to target can take an action to make a Strength (Athletics)
magically assume the form of the sacred tree. You check against your spell save DC and ends the effect on
can remain in that form for up to 1 minute. Your itself with a success.
transformation causes bark-like growths to cover your
body, while leafy twigs grow out from your head like a Rouse the Land
crown. While in the form of the sacred tree, you gain the
following benefits if you aren’t wearing heavy armor: Starting at 15th level, whenever you use your Defender’s
Ward feature, you can increase the radius by up to 20
• You have a +2 bonus to Armor Class.
feet. If you are also under the effects of Become the Tree,
• You can choose to ignore an effect that would cause
the entire area affected by your Defender’s Ward feature
you to move while you are on the ground.
becomes difficult terrain.
• Moving through nonmagical difficult terrain costs
you no extra movement.
Wrath of the Sacred Tree
• If you are on the ground, conscious, and have not
moved by the end of your turn, you cause the ground Beginning at 18th level, while you are under the effect
within 10 feet of you to become overgrown with vines, of Become the Tree, you gain the following additional
grasses, and brambles that become difficult terrain benefits.
for all creatures other than you. The growth remains • Your bonus to Armor Class increases to +4.
until you move or are no longer in contact with the • You have advantage on all Constitution saving throws.
ground, at which point the growth withers away. • Your reach increases by 10 feet.
Once you use this feature, you must finish a short or • Creatures in the area of difficult terrain you create
long rest before you can use it again. At 20th level, you from assuming the form of the sacred tree cannot
can use this feature twice between rests. take the Disengage action.
7
New Spells Warden Spells
The ultimate protectors, wardens have access to spells 1st Level
Alarm
that help them defend their allies and protect their Animal Friendship
environment. Close the Gap
Cloud of Thorns
Cure Wounds
Druid Spells Detect Magic
Detect Poison and Disease
Ensnaring Strike
1st Level Faerie Fire
Longstrider
Unruly Earth
Nature’s Wrath
Speak with Animals
2nd Level Unruly Earth

Dome of Brambles
2nd Level
Alter Self
4th Level Animal Messenger
Upheaval Call of the Wild
Darkvision
Dome of Brambles
5th Level Enhance Ability
Enlarge/Reduce
Anathema Hold Person
Lesser Restoration
Pass without Trace
Ranger Spells Protection from Poison

2nd Level 3rd Level


Dome of Brambles Daylight
Dispel Magic
Elemental Weapon
3rd Level Fear
Mountain Might
Mountain Might
Protection from Energy

Sorcerer Spells 4th Level


Conjure Woodland Beings
1st Level Freedom of Movement
Polymorph
Unruly Earth Stoneskin
Upheaval

4th Level
5th Level
Upheaval
Anathema
Bombardment
5th Level Commune with Nature
Greater Restoration
Bombardment Mass Cure Wounds

8
New Spells Call of the Wild
The following spells are presented in alphabetical order. 2nd-level conjuration
Casting Time: 1 action
Anathema Range: 60 feet
5th-level transmutation Components: V, S
Casting Time: 1 action Duration: Instantaneous
Range: 120 feet Spectral animals and thrashing vines appear around up
Components: V, S to five creatures of your choice that you can see within
Duration: Concentration, up to 1 minute range, forcing each to make a Constitution saving throw.
You level a weighty curse against one creature you can On a failed save, a target takes 1d12 damage, falls prone,
see within range, marking it as an enemy of nature. The and is dragged up to 30 feet toward you; on a successful
target must make a Wisdom saving throw. On a failed one, it just takes half the damage.
save, the target becomes cursed for the duration of the At Higher Levels. When you cast this spell using a
spell and suffers all the following drawbacks: spell slot of 3rd level or higher, the damage increases by
• Whenever the target moves across a natural, unworked 1d12 for each slot level above 2nd.
surface, such as sand, grass, or stone, the target must
spend 1 extra foot of movement for each foot moved. Close the Gap
• The target gains vulnerability to cold, fire, lightning, 1st-level evocation
poison, and thunder damage. If a target has resistance Casting Time: 1 bonus action
to one of these damage types, it instead loses Range: 30 feet
resistance to that damage type until the spell ends. Components: S
• Beasts and plants make attack rolls against the target Duration: Instantaneous
with advantage.
At the end of each of the target’s turns before the spell One creature of your choice that you can see within
ends, the target must make a Constitution saving throw. range must make a Strength saving throw. On a failed
On a failed save, the target takes 4d6 poison damage; on save, bands of invisible force drag the creature up to 30
a successful one, the target takes half the damage and feet toward you. The next time you make an attack roll
the spell ends. against the target before the start of your next turn, you
At Higher Levels. When you cast this spell using a make the roll with advantage.
spell slot of 6th level or higher, the damage increases by
1d6 for each slot level above 5th. Cloud of Thorns
1st-level conjuration
Bombardment
5th-level conjuration Casting Time: 1 bonus action
Range: Self
Casting Time: 1 action Components: V, M (a thorn)
Range: 90 feet Duration: Concentration, up to 1 minute
Components: V, S, M (three pebbles)
Duration: Instantaneous A cloud of thorns springs into existence around your
head and remains for the duration. Whenever a creature
You fling the three pebbles into the air, where they grow within 5 feet of you tries to make an attack roll against
into Large boulders that fall onto three spaces of your you, the creature must make a Dexterity saving throw.
choice within range. Each creature under a boulder On a failed save, the creature takes 1d8 piercing damage
when it falls must make a Dexterity saving throw. On a and makes its attack roll with disadvantage.
failed save, a creature takes 8d6 bludgeoning damage,
falls prone, and becomes trapped under the boulder. Dome of Brambles
On a successful save, the creature moves into the
2nd-level conjuration
unoccupied space nearest to the boulder.
A creature trapped under the boulder is restrained. It, Casting Time: 1 action
or another creature that can reach the trapped creature, Range: Self (30-foot radius)
can take an action to make a DC 20 Strength check Components: V, S, M (a thorn and a drop of blood)
to shift the boulder. A successful check removes the Duration: Concentration, up to 1 minute
restrained condition from the affected creature.
Each boulder has AC 17 and 25 hit points. If a boulder A 1-foot-thick net of thorny vines forms along the outer edge
is reduced to 0 hit points, it crumbles away into rubble, of a 30-foot-radius hemisphere centered on you and remains
freeing any creature trapped under it. in place for the duration. The lattice blocks line of sight.
9
When the net appears, each creature in a space in Unruly Earth
which the net appears must make a Dexterity saving 1st-level transmutation
throw. The creature takes 3d4 piercing damage on a
failed save, or half as much damage on a successful one. Casting Time: 1 action
In either case, you decide if the creature ends up inside Range: Self (30-foot cone)
or outside the dome. Components: V, S
A creature can move through the net, but it must Duration: Instantaneous
spend 5 feet of movement to pass through the 1 foot of
The ground shakes and trembles, forcing each creature
netting. In addition, a creature that passes through the
on the ground in a 30-foot cone to make a Dexterity
net must make a Dexterity saving throw. The creature
saving throw. On a failed save, a creature takes 1d6
takes 2d4 piercing damage on a failed save, or half as
bludgeoning damage, falls prone, drops whatever it is
much damage on a successful one.
holding, and cannot stand up until after the end of its
At Higher Levels. When you cast this spell using a
next turn.
spell slot of 3rd level or higher, the damage increases by
1d4 for each slot level above 2nd.
Upheaval
Mountain Might 4th-level transmutation
3rd-level transmutation Casting Time: 1 action
Range: Self (60-foot radius)
Casting Time: 1 bonus action
Components: V, S
Range: Self
Duration: Instantaneous
Components: V, M (a piece of granite)
Duration: Concentration, up to 1 minute The ground in a 60-foot radius around you explodes
upward, throwing debris and dust throughout the
You must be in contact with an earthen or stone surface
area. Each creature in the area other than you must
to cast this spell. The spell ends immediately at the end
make a Dexterity saving throw. A creature takes 2d8
of any creature’s turn when you are not in contact with
bludgeoning damage, falls prone, and becomes blinded
an earthen or stone surface.
for 1 minute on a failed save, or just takes half as much
You draw strength from the earth and stone to gain
damage on a successful one. A creature blinded from
its power. For the duration, you have all the following
this effect can make a Constitution saving throw at the
benefits and drawbacks:
end of each of its turns and ends the effect on itself on a
• Your speed drops to 10 feet if it’s greater than 10 feet. successful save.
• Your body’s weight is tripled. The ground in the area becomes difficult terrain until
• When an effect moves you against your will, you it is cleared away.
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.

10
OPEN GAME LICENSE Version 1.0a 6. Notice of License Copyright: You must update the COPYRIGHT
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indicate Your acceptance of the terms of this License.
Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
4. Grant and Consideration: In consideration for agreeing to use this
License, the Contributors grant You a perpetual, worldwide, royalty- System Reference Document 5.1 Copyright 2016, Wizards of the Coast,
free, nonexclusive license with the exact terms of this License to Use, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney
the Open Game Content. Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R.
Cordell, Chris Sims, and Steve Townshend, based on original material
5. Representation of Authority to Contribute: If You are contributing
by E. Gary Gygax and Dave Arneson.
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Contributions are Your original creation and/ or You have sufficient Defenders of the Vale: The Waren Copyright 2019,
rights to grant the rights conveyed by this License. Schwalb Entertainment, LLC. Author Robert J. Schwalb

11
Shadow of the Demon Lord
Horrifying Fantasy at its Finest!
www.schwalbentertainment.com

12

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