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.
At 2nd level, you can use your bonus action to mark a creature you can see within 30 feet of you. While a marked creature is within 5 feet of you, it has disadvantage on any attack roll that doesn't target you. The mark lasts for 1 minute, or until you mark another creature, become incapacitated, or die.
At 11th level, whenever you take the Attack action on your turn, you can make one additional attack as part of that action against a creature you have marked.
Starting at 3rd level, whenever your hit points are less than half your maximum, you have resistance to bludgeoning, piercing, and slashing damage.
Starting at 17th level, when your hit points are less than half your maximum, you have resistance to all damage except psychic damage.
By 4th level, you can use your action to end either one disease or one condition afflicting you. The condition can be blinded, charmed, deafened, frightened, paralyzed, or poisoned. You can use this action even if the condition you end would otherwise prevent it. Once you use this ability, you must finish a short or long rest before you can use it again.
Starting at 15th level, when you use this feature, you can choose to restore your hit points to half your maximum, if they were lower. Once you restore your hit points in this way, you can't do so again until you finish a long rest.
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Wardens are faultless trackers who can navigate hazardous terrain with ease. At 7th level, select one of the following features.
• EARTHSTRENGTH
You possess the might of the earth itself. Your carrying capacity doubles, and you have advantage on ability checks and saving throws against being pushed against your will or knocked prone.
• THUNDERING CHARGE
In the first round of combat, your speed increases by 30 feet and you have advantage on the first melee weapon attack you make.
• WILDBLOOD
Your reflexes have been honed by the perils of nature. You can't be surprised while you are conscious. Additionally, you have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores.
At 9th level, when you are reduced to 0 hit points and aren't killed outright, you can choose to drop to 1 hit point instead. Once you use this feature, you can't use it again until you finish a long rest.
Starting at 10th level, when a creature hits you with an attack, you can use your reaction to prevent one of its subsequent strikes. If the creature could make additional attacks before the end of the turn, it can make one fewer than normal.
Wardens are unshakable guardians that cannot be bowed. At 18th level, choose one of the following features:
• AGELESS GUARDIAN
You are immune to poison and disease, no longer need food or water, suffer none of the frailty of old age, and can't be aged magically. You can still die of old age, however.
Additionally, you have advantage on Constitution saving throws.
• EYES OF THE MOUNTAIN
You gain tremorsense with a range of 15 feet, and you can detect the presence of hidden or invisible creatures within 30 feet of you.
Additionally, you have advantage on Dexterity saving throws.
• IMPENETRABLE MIND
Your thoughts can't be read, and you can't be charmed or frightened.
Additionally, you have advantage on Wisdom saving throws.