Warden
Warden shapes a character's supernatural focus, training, and power set.
Power index
Warden Powers
42 powers, grouped by tier. The rules needed for quick reference are shown directly in each row.
Tier 0
2
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.
- Action
- Bonus Action
- Use
- At-Will
- Range
- 120 ft.
- Duration
- 1 Hour
- Effect
- 1 mark
- Type
- Tracking / Mark

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.
- Action
- Passive
- Use
- At-Will
- Range
- Self
- Duration
- Permanent
- Effect
- Perception
- Type
- Warden / Tracking
Tier 1
4
Make a weapon attack. On a hit, deal extra damage if the target is marked, surprised, hidden from your allies, or in natural terrain.
- Action
- Action
- Use
- At-Will
- Range
- Weapon Range
- Duration
- Instant
- Effect
- 1d8
- Type
- Weapon
- Roll
- Attack

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.
- Action
- Action
- Use
- At-Will
- Range
- 120 ft.
- Duration
- Instant
- Effect
- Lore
- Type
- Monster / Perception

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.
- Action
- 10 Minutes
- Use
- At-Will
- Range
- Touch
- Duration
- 8 Hours
- Effect
- Restrained
- Type
- Trap / Snare
- Save
- DEX

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.
- Action
- Bonus Action
- Use
- At-Will
- Range
- Self
- Duration
- 1 Round
- Effect
- Half speed
- Type
- Movement / Terrain
Tier 2
4
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.
- Action
- 10 Minutes
- Use
- At-Will
- Range
- Touch
- Duration
- 8 Hours
- Effect
- Advantage
- Type
- Stealth / Terrain

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.
- Action
- Reaction
- Use
- At-Will
- Range
- Self
- Duration
- Instant
- Effect
- 1d6
- Type
- Warden / Awareness

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.
- Action
- Bonus Action
- Use
- At-Will
- Range
- 120 ft.
- Duration
- 1 Minute
- Effect
- 1d6
- Type
- Weapon / Hunt
- Roll
- Attack

Treat wounds, venom, exposure, or shock. One creature regains hit points and may repeat a save against poison, disease, exhaustion, or a natural hazard.
- Action
- Action
- Use
- At-Will
- Range
- Touch
- Duration
- Instant
- Effect
- 2d8 + WIS
- Type
- Healing / Fieldcraft
Tier 3
4
Read claw marks, dung, nests, residue, fur, tracks, breath, or disturbed terrain. Learn how many creatures passed, their size, pace, health, and likely direction.
- Action
- Action
- Use
- At-Will
- Range
- 120 ft.
- Duration
- Instant
- Effect
- Tracking
- Type
- Warden / Signs

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.
- Action
- Action
- Use
- At-Will
- Range
- Weapon Range
- Duration
- Instant
- Effect
- 3d8
- Type
- Weapon / Ambush
- Roll
- Attack

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.
- Action
- Reaction
- Use
- At-Will
- Range
- Weapon Range
- Duration
- Instant
- Effect
- 3d6
- Type
- Weapon / Control
- Roll
- Attack

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.
- Action
- 10 Minutes
- Use
- At-Will
- Range
- Self (60 ft.)
- Duration
- 8 Hours
- Effect
- 60 ft.
- Type
- Terrain / Ward
Tier 4
4
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.
- Action
- 10 Minutes
- Use
- At-Will
- Range
- 30 ft.
- Duration
- 8 Hours
- Effect
- 4d8
- Type
- Trap / Terrain
- Save
- DEX

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.
- Action
- Passive
- Use
- At-Will
- Range
- Self
- Duration
- Permanent
- Effect
- Pierce defense
- Type
- Monster / Hunt
- Roll
- Attack

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.
- Action
- Passive
- Use
- At-Will
- Range
- Self
- Duration
- Permanent
- Effect
- Travel
- Type
- Warden / Exploration

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.
- Action
- Reaction
- Use
- At-Will
- Range
- 60 ft.
- Duration
- Instant
- Effect
- 3d10 + WIS
- Type
- Reduction / Tactics
Tier 5
4
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.
- Action
- Bonus Action
- Use
- At-Will
- Range
- 120 ft.
- Duration
- 1 Minute
- Effect
- 2d6
- Type
- Hunt / Team
- Roll
- Attack

You resist environmental damage from heat, cold, storms, altitude, starvation, dehydration, and forced marches. You have advantage on saves against exhaustion and natural poison.
- Action
- Passive
- Use
- At-Will
- Range
- Self
- Duration
- Permanent
- Effect
- Resistance
- Type
- Survival / Endurance

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.
- Action
- Action
- Use
- At-Will
- Range
- Weapon Range
- Duration
- Instant
- Effect
- 3 attacks
- Type
- Weapon / Volley
- Roll
- Attack

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.
- Action
- Action
- Use
- At-Will
- Range
- 120 ft.
- Duration
- 1 Minute
- Effect
- Reveal
- Type
- Perception / Mark
- Save
- WIS
Tier 6
4
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.
- Action
- Bonus Action
- Use
- At-Will
- Range
- 120 ft.
- Duration
- 1 Round
- Effect
- Exploit
- Type
- Monster / Tactics
- Roll
- Attack

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.
- Action
- Action
- Use
- At-Will
- Range
- 90 ft.
- Duration
- 1 Minute
- Effect
- Restrained
- Type
- Trap / Control
- Save
- DEX

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.
- Action
- Action
- Use
- At-Will
- Range
- Self (30 ft.)
- Duration
- 1 Hour
- Effect
- 30 ft.
- Type
- Travel / Protection

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.
- Action
- Passive
- Use
- At-Will
- Range
- Self
- Duration
- Permanent
- Effect
- +30 ft.
- Type
- Terrain / Dominion
Tier 7
4
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.
- Action
- Action
- Use
- At-Will
- Range
- 120 ft.
- Duration
- Concentration, 1 Minute
- Effect
- Zone
- Type
- Terrain / Ambush
- Roll
- Attack

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.
- Action
- Action
- Use
- At-Will
- Range
- Weapon Range
- Duration
- Instant
- Effect
- 8d8
- Type
- Weapon / Bane
- Roll
- Attack
- Save
- CON
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.
- Action
- Passive
- Use
- At-Will
- Range
- Self
- Duration
- Permanent
- Effect
- Tracking
- Type
- Warden / Pursuit

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.
- Action
- Bonus Action
- Use
- At-Will
- Range
- Self (30 ft.)
- Duration
- 1 Minute
- Effect
- +10 ft.
- Type
- Travel / Rally
Tier 8
4
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.
- Action
- Passive
- Use
- At-Will
- Range
- Self
- Duration
- Permanent
- Effect
- 19–20
- Type
- Hunt / Critical
- Roll
- Attack

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.
- Action
- Action
- Use
- At-Will
- Range
- Self (30 ft.)
- Duration
- 8 Hours
- Effect
- 30 ft.
- Type
- Stealth / Travel

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.
- Action
- 10 Minutes
- Use
- At-Will
- Range
- 120 ft.
- Duration
- 8 Hours
- Effect
- 60 ft.
- Type
- Trap / Field
- Save
- DEX

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.
- Action
- Bonus Action
- Use
- At-Will
- Range
- 1 Mile
- Duration
- 1 Hour
- Effect
- 4d8
- Type
- Hunt / Mark
- Roll
- Attack
Tier 9
4
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.
- Action
- Action
- Use
- 1/Long Rest
- Range
- Self (120 ft.)
- Duration
- Concentration, 1 Minute
- Effect
- 4d8
- Type
- Hunt / Army
- Roll
- Attack

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.
- Action
- 1 Hour
- Use
- 1/Long Rest
- Range
- 1 Mile
- Duration
- 24 Hours
- Effect
- 1 mile
- Type
- Region / Ward

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.
- Action
- Action
- Use
- 1/Long Rest
- Range
- Weapon Range
- Duration
- Instant
- Effect
- 16d10
- Type
- Weapon / Slayer
- Roll
- Attack
- Save
- CON

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.
- Action
- Passive
- Use
- At-Will
- Range
- Self
- Duration
- Permanent
- Effect
- Sovereign
- Type
- Warden / Mastery
Tier 10
4Become 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.
- Action
- Bonus Action
- Use
- At-Will
- Range
- Self
- Duration
- 1 Minute
- Effect
- 4d10
- Type
- Hunt / Avatar
- Roll
- Attack

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.
- Action
- Action
- Use
- 1/Long Rest
- Range
- Weapon Range
- Duration
- Instant
- Effect
- 20d10
- Type
- Weapon / Slayer
- Roll
- Attack
- Save
- CON

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.
- Action
- Action
- Use
- 1/Long Rest
- Range
- 1 Mile
- Duration
- 1 Hour
- Effect
- 1 mile
- Type
- Tracking / Mythic
- Save
- WIS

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.
- Action
- Action
- Use
- 1/Ever
- Range
- 1 Mile
- Duration
- Until Resolved
- Effect
- Unique
- Type
- Warden / Story
- Roll
- Varies
- Save
- Varies
