Wardens are towers that cannot easily be felled. At 1st level, choose one of the following features.
• ARMOR PROFICIENCY
You gain proficiency with heavy armor.
• PRIMAL TOUGHNESS
Your hit point maximum increases by 1 + your Constitution modifier, and it increases by 1 every time you gain a level in this class.
• STALWART SPIRIT
You gain proficiency in one saving throw of your choice.
At 1st level, as a bonus action, you can use the force of your daunting presence to ensnare nearby enemies into combat. Until the start of your next turn, you can't move, and each Large or smaller creature you choose within 5 feet of you can't willingly move away from you unless it first takes the Disengage action.
At 14th level, the range of this ability increases to 10 feet.
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.
• CRIPPLING
When you hit a creature with a melee weapon attack, its speed is reduced by 10 feet, to a minimum of 0, until the end of its next turn, and it can't take the Dash action until the end of its turn.
• 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, even if the new roll is a 1 or a 2. 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 weapon or shield.
• TITAN FIGHTING
You gain a +2 bonus to melee weapon attack rolls you make against Large or larger creatures.
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