Wardens are those rangers who patrol to keep the peace, and to keep their people safe. They are shadowy, secretive, and work from the shadows, often striking fast and disappearing into the night before they can be traced. They are experts of fighting unseen wars, and hunting their foes in grim silence. Good-aligned wardens are often vigilante protectors, while wicked ones are often serial killers, vicious hunters, and oppressive gang-lords.
Street Smarts From 3rd level, when you select this conclave, you learn thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversations. Only another creature that understands thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly. You also understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run. In addition, you also gain proficiency in two of the following skills of your choice: Acrobatics, Deception, Insight, Intimidation, Investigation, Persuasion, Sleight of Hand, or Stealth, as well as with thieves' tools. Know Weakness From 3rd level, your study of a foe can allow you to find their weaknesses. If you observe a creature for at least 1 minute outside of combat, your weapon attacks against them deal an additional 3 points of damage. You can study a number of opponents equal to your proficiency bonus, and any expended uses of this ability are restored when you finish a short or long rest. Terrifying Strike From 7th level, you can instil opponents with fear by your presence, either a glance or the effect you have on their allies. Once per turn as a bonus action, you may choose an opponent within 30 feet who can see or hear you, or which has seen or heard one of their allies be attacked by you. They must make a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or become Frightened until the end of your next turn. In addition, when you hit an opponent with a weapon attack in a surprise round, it is automatically a critical hit. Avatar of Fear From 11th level, your very presence eats at the mind of those who are terrified. Any opponent within 30 feet of you who begins their turn with the Frightened condition takes 2d8 points of psychic damage. The opponent does not need to be able to see or hear you for this to take effect. I Am The Night From 15th level, your stealth has become supernatural, and you can step from one shadow to the next without trace. When you are in dim light or darkness, you can use your action to become invisible until you make an attack, cast a spell, or are in an area of bright light. In addition, when you are in dim light or darkness, you may also step from one shadow into another as a bonus action, teleporting up to 60 feet to another unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first melee attack you make before the end of your turn. Also posted on Game Masters Stash on 7 August 2021. Comments are closed.
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AuthorI'm Luke. He/him pronouns. Archives
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