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Aspect Codex
Warden is an imported aspect from the Jericha Aspect Data sheet. Its full lore and named powers can be expanded here as the canon text is added.
On this page
Warden has 42 powers ready for character sheets, including 34 with VTT hooks.
Power list
42 linked powers can be browsed from this aspect.
Sheet use
42 powers can sit on character sheets.
VTT hooks
34 powers have enough hooks for future VTT actions.
Gaps
No mechanics gaps were found in this aspect.
Power Readiness
Warden has 42 powers ready for character sheets, including 34 with VTT hooks.
Warden defines a character's supernatural focus, training profile, resource model, and power family. This page is structured so each separate power can become its own linked entry instead of being buried inside a character sheet.
You are trained to read tracks, terrain, spoor, weather, wounds, lairs, and ambush signs. You may use Perception instead of Survival to track creatures and identify natural or monster-made hazards.
Mark one creature, trail, footprint, scent, broken branch, blood sign, or passage you can perceive. You have advantage on checks to follow, identify, or predict the marked trail.
Make a weapon attack. On a hit, deal extra damage if the target is marked, surprised, hidden from your allies, or in natural terrain.
Set a mundane or lightly enchanted snare in a 5-ft. space. The first hostile creature that enters must make a DEX save or become restrained until it uses an action to escape.
Study one creature you can see or whose signs you have found. Learn one broad fact: creature type, strongest defense, movement mode, common weakness, hunting pattern, or recent condition.
Move up to half your speed. This movement ignores natural difficult terrain and does not disturb tracks, loose stones, snow, ash, or foliage unless you choose.
Choose one creature you can see or whose trail you have marked. Once per turn, when you hit it with a weapon attack, deal extra damage and know its direction if it moves within 1 mile.
When you roll initiative, trigger a trap, enter an ambush, or make a saving throw against a hazard you can perceive, roll 1d6 and add it to the result.
Camouflage yourself or one willing creature. The target has advantage on Stealth checks in matching terrain and may Hide while lightly obscured by natural cover.
Treat wounds, venom, exposure, or shock. One creature regains hit points and may repeat a save against poison, disease, exhaustion, or a natural hazard.
Make a weapon attack with advantage against a creature that has not acted this combat, is marked by you, or is unaware of your exact position. On a hit, deal extra damage.
Prepare a camp, trail, room, or battlefield approach. You and allies have advantage on checks to notice hidden creatures, traps, forced movement hazards, and environmental danger in the area.
Read claw marks, dung, nests, residue, fur, tracks, breath, or disturbed terrain. Learn how many creatures passed, their size, pace, health, and likely direction.
When a creature you can see moves at least 10 ft. toward you or an ally, make a weapon attack against it. On a hit, reduce its speed to 0 until the end of the turn.
When you identify a creature with Monster Lore or mark it with Favored Quarry, choose one known defense or habit. Your first hit each turn against that creature ignores resistance from mundane armor, hide, or cover.
Rig a deadfall, net, pit-cover, tripline, thorn snare, or weighted strike in a 10-ft. space. Triggering creatures make a DEX save or take damage and fall prone or become restrained.
When a creature within range is hit by an attack, direct it behind cover, foliage, stone, debris, or shielded terrain. Reduce the damage by 3d10 plus your WIS modifier.
You and allies traveling with you ignore nonmagical difficult terrain during overland travel, cannot become lost by mundane means, and spot common hazards before entering them.
Choose one marked creature. The first time each round an ally hits that creature, the ally deals extra weapon damage and may move 10 ft. without provoking opportunity attacks from it.
Make up to three ranged weapon attacks against creatures within weapon range. Each target must be marked, in natural terrain, or within 10 ft. of another target.
You resist environmental damage from heat, cold, storms, altitude, starvation, dehydration, and forced marches. You have advantage on saves against exhaustion and natural poison.
Mark one hidden, invisible, disguised, shapechanged, or camouflaged creature you can perceive or have tracked. It cannot benefit from invisibility or mundane hiding against you for the duration.
Choose one terrain after a long rest: forest, swamp, mountain, desert, coast, urban, dungeon, arctic, plains, or underground. In that terrain, your Warden powers gain 30 ft. range and you cannot be surprised while conscious.
Launch, throw, or trigger a reinforced net or binding trap. One Large or smaller creature must make a DEX save or become restrained and unable to teleport until it escapes.
Choose one creature you have identified with Monster Lore. Until your next turn, you and allies ignore one resistance, cover benefit, movement trick, or defensive adaptation the GM confirms is exploitable.
Guide allies through hazards. Chosen creatures in the emanation ignore nonmagical difficult terrain, gain advantage on saves against traps and hazards, and leave no tracks unless they choose.
You can track creatures across water, crowds, flight paths, magical concealment, and urban surfaces if any clue remains. You know if a tracked creature teleports or crosses planes, though not its destination.
Designate a 30-ft. radius area as a kill zone. Marked enemies in the area treat it as difficult terrain, and the first time each round they move or attack, you may make a weapon attack against one of them.
Make a weapon attack against a creature you have identified or marked. On a hit, deal extra damage and force a CON save or suppress one regeneration, resistance, immunity, or special movement trait until your next turn.
Chosen allies in the emanation gain 10 ft. speed, ignore nonmagical difficult terrain, and have advantage on Perception checks and saves against traps while they can see or hear you.
Your weapon attacks against marked creatures score a critical hit on 19–20. When you score a critical hit against a marked creature, regain one expended Charge once per turn.
Prepare a field of hidden snares in a 60-ft. radius. Hostile creatures of your choice that move through the area must make DEX saves or become restrained, slowed, or knocked prone.
You and chosen allies leave no tracks, cannot be tracked by mundane means, and have advantage on saves against divination used to locate or observe you while traveling.
Mark one creature you can see, have wounded, or have a reliable trail for. You know its direction while on the same plane, and your first hit each turn against it deals extra damage.
You cannot be surprised, cannot be lost, and cannot have your senses reduced by mundane weather, darkness, terrain, crowds, or camouflage. You always know the safest visible route through a battlefield.
Make one weapon attack against a marked, identified, or legendary creature. On a hit, deal massive damage and force a CON save. On a failure, suppress regeneration and one major trait for 1 minute.
Ward a region against a chosen threat type, such as undead, fiends, beasts, invaders, raiders, disease carriers, or a named monster. You know when such creatures enter and allies gain warning signs.
Chosen allies in the emanation gain your Favored Quarry damage against one marked creature, ignore difficult terrain, and have advantage on opportunity attacks against that creature.
Become the living embodiment of pursuit. Your speed increases, you cannot be restrained by terrain, your weapon hits against marked creatures deal extra damage, and you know the location of all marked creatures within 1 mile.
Choose one creature whose name, face, scent, blood, footprint, possession, or true trail you know. For the duration, it cannot hide from you, and teleportation or planar travel leaves a path you can follow.
Make one weapon attack against a creature you have marked or identified. On a hit, deal catastrophic damage. If the target fails a CON save, it loses one defining monster trait until cured by Tier 10 magic.
Declare a mythic hunt tied to a monster, tyrant, beast, army, wilderness, curse, plague, lost child, sacred trail, or impossible quarry. It can be opposed only by Tier 10 warden magic, divine intervention, artifact protection, or a story condition.