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Mage Hand Press
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Complete Warden

Her shield was as stone ramparts, her axe concussive as battering rams; a siege engine in furious form.

The Complete Warden is the definitive version of our warden, an iconic tank/control class for 5th edition. Its complement of features is at once easy to learn, perfectly cohesive with the rest of 5th edition, and utterly unique. The warden lets you take control of the battlefield and shelter your flimsy allies from harm, while marking and eliminating a single target at a time and absorbing any punishment your foes throw your way. This book contains no less than FIFTEEN subclasses, Champion's Calls, each designed to put a new spin on this class and provide its own powerful 20th level capstone. If that wasn't enough, the class also comes with a suite of five sets of alternate class features, so you can further customize the base class chassis to an insane degree.

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Much like the Complete Alchemist, this book ended up being dense with new mechanics and balancing efforts, instead of being super long; the final book clocks in at under 17 pages (par for the warden's mechanically-light course). Despite that, we included about as many subclasses as we could come up with, plus a bunch of variant options which probably need some in-depth playtesting.

If you're playing a warden right now, you might notice that some of the base class's core mechanics have changed! Specifically, Warden's Mark has been completely reworked (no longer giving bonus damage, but made better for tanking and less of a bonus action tax), Interrupt was changed to be more reasonable, and Defiant was cut altogether. Moreover, some previously-released subclasses were tweaked: Stoneheart Defender got a buff on its 3rd level ability and Nightgaunt's whole damage pool thing was uprooted and moved to a variant class feature, replaced instead with some damage boosts. I really agonized over these design changes, but I'm confident they amount to a huge improvement for the class.

As with many of our new releases, we're still waiting on some art to be completed. Stay tuned for a proper cover and something to fill the very last page.

Changelog:

Comments

Hey! can't wait to get the class version in Spire of Secrets :D Just a quick question; does the Paragon Twin Marks intended to be able to have BOTH version active at the same time,or just one active any time you decide to mark someone?

Andrea Bergamelli

It's intended to stack, yes!

Mage Hand Press

hello there, i have a quick question about "Crippling". Did you intend for it to stack or not? If a warden hits a marked target with 3 attacks on its turn is the targets movement doped by 30 or 10 til the next round? PS love how customizable the warden is with its "2" sub-classes and until recently i have bin having a lot of fun with you're craftsman class ;Þ

Armanon

Decidedly late, and probably a stupid question, but can the Carrion King actually communicate with vermin? The flavour text suggests that they can ("Legions of pests wait at your command"/"the vermin heed your every word"), but they don't seem to have the mechanical ability to do so. Again, sorry for the late question, but I'm going to be playing one soon and I can imagine the roleplaying getting a little weird if I can't really communicate with them.

Frank Bone

A quick warden question. How does the interaction of Stoneshatter from Stoneheart Defender work with the Paragon alternative class kit? Stoneshatter states “Starting at 6th level, you can choose to use Warden’s Grasp as an action, rather than a bonus action. When you do so, each creature affected must make a Strength saving throw (DC equals 8 + your proficiency bonus + your Strength modifier) or be knocked prone. You can use this ability a number of times equal to your Strength modifier, and regain all uses when you finish a long rest.” The paragon kit changes grasp to allowing friends to move without opportunity attacks

Patrick Maeulen

Hey guys, I noticed that Font of Life says 4th level in it's description despite it showing on the 5th level of the class table. Aside from that, I love the class. I'm not exactly sure what changes were made to the base class since it was first released, but it's definitely a lot more well rounded than I had remembered. I'm also floored by the number of quality Subclasses and I love the alternate features section at the end. Great job!

EthnicElvis

Small typo - in the description of "thundering charge", it says "first found of combat" rather than "first round of combat". Really excited to use this class in my next game!!

Vik M.

I'll have it fixed momentarily. Thanks for pointing it out! The Nightgaunt had a delayed damage pool that was stripped and ported over to the Maneater alternate class features, but it seems I forgot the capstone.

Mage Hand Press

Seems to be an issue with nightgaunt's final ability. References a mechanic that is not mentioned in the class.

Travis Prosser

There is an issue with nightgaunt. Either you left out the delayed damage mechanic, or forgor to remove it from the final ability.

Travis Prosser

Bardly's subclasses look hella fun, as does hellkeeper.

Lore


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