The Warder
About this class
Warders are well-read mages who craft spells and glyphs on the fly. They are known masters of understanding obscure magics, some spending decades in studies and libraries whilst others delve ancient cities and dance with feral beasts. Whilst many Warders share their understanding with others, teaching and sharing knowledge, some may hoard it, obfuscate their magic and hide it from others.
Whatever their dedication, Warders see the world in a different way, unlocking and breaking down spells with ease.
Domains
Codex
Valor
Starting stats
Hope feature
Class features
-
Glyphs
Place tokens equal to your subclass' Spellcast trait on this card. These are your Glyphs. You can spend a Glyph token to prepare an action or spell with a trigger when you use the Prepare downtime move. You should write this down and keep it nearby. When that action is triggered you can Spend a Hope to use a d20 as your hope die for the action roll or spellcasting roll. This roll is a reaction roll. Once a Glyph is triggered, the token is returned to this card.
Class items
- A clue to an unsolved crime
- A scale of a great beast
Character questions
Background prompts
- How did you find yourself in this role?
- What spells call out to you most?
- Who taught you the art of Warding?
Connection prompts
- How do I appear at first?
- What do I do that makes you nervous?
- What do you know about my magic that I don't?
Subclass cards
Printable via header menu
Runic Adept
Foundation
SPELLCAST TRAIT: Knowledge
Runic Empowerment: Spend a Glyph token to Empower yourself with one of the following Runes until you take Severe damage or until your next rest. Once Empowerment ends, discard the Glyph token. Any discarded tokens are returned to your 'Glyphs' feature after a Long Rest.
- Rune of Taranis: When you deal damage to an adversary, make a Spellcast Roll (10), on a success deal an extra [proficiency]d10 magic damage
- Rune of Kaverin: When you are damaged by an adversary, they mark one Hit Point as the damage is reflected.
- Rune of Ulan: You have advantage on Agility Rolls and gain +2 to your Evasion.
Runic Adept
Specialization
Advanced Runes: Your Glyphs become more ingrained, you can change your active Runic Empowerment by spending an additional Glyph and 2 Hope.
Runic Adept
Mastery
Runic Sigil: Once per rest whilst Empowered, you can embody a Sigil matching your Rune.
- Sigil of Taranis: When an adversary marks its last hit point, you can target an adversary within close range to pull them into melee range and deal the extra damage to them too.
- Sigil of Kaverin: The amount of Hit Points marked by the Rune is now equal to the amount you mark.
- Sigil of Ulan: You can now Mark a Stress to teleport to a point you can see within Far range.
Arcane Tinkerer
Foundation
SPELLCAST TRAIT: Knowledge
Practiced: You've studied the Glyphs at the core of your magic. Your total Glyph tokens now equal your Spellcasting trait + your Tier.
Arcane Link: You've discovered a deeper link with your Glyphs. Mark a Stress to extend a sense through one of your Glyphs. (eg. Listening through a Glyph placed in a faraway room)
Arcane Tinkerer
Specialization
Subspace Magic: Glyphs can now store and dispense an item as it's action.
Efficient Warder: You are now able to spend 1d4 Glyph tokens during Short Rest Prepare move, and all of them during a Long Rest Prepare move.
Arcane Tinkerer
Mastery
Magical Mimicry: Having witnessed a variety of magic you can now imitate other spells. Take an additional Domain Card that is a spell from any Domain, but it cannot be stored in your vault. You can change this Domain Card during a Long Rest.
The Warder
Warders are well-read mages who craft spells and glyphs on the fly. They are known masters of understanding obscure magics, some spending decades in studies and libraries whilst others delve ancient cities and dance with feral beasts. Whilst many Warders share their understanding with others, teaching and sharing knowledge, some may hoard it, obfuscate their magic and hide it from others.
Whatever their dedication, Warders see the world in a different way, unlocking and breaking down spells with ease.
Domains
Codex + Valor
Starting Evasion
10
Starting Hit Points
6
Class Items
- • A clue to an unsolved crime
- • A scale of a great beast
The Warder’s Hope Feature
Warded : Spend 3 hope when an adversary makes a successful attack against you. Reduce the severity of the attack by two thresholds. This does not count as a use of your armour slots.
Class Features
Glyphs
Place tokens equal to your subclass' Spellcast trait on this card. These are your Glyphs. You can spend a Glyph token to prepare an action or spell with a trigger when you use the Prepare downtime move. You should write this down and keep it nearby. When that action is triggered you can Spend a Hope to use a d20 as your hope die for the action roll or spellcasting roll. This roll is a reaction roll. Once a Glyph is triggered, the token is returned to this card.
The Warder Subclasses
Choose either the Runic Adept or Arcane Tinkerer subclass.
Runic Adept
Play a Runic Adept if you want to empower yourself and weave Glyphs into combat
Spellcast Trait
Knowledge
Foundation Features
Runic Empowerment: Spend a Glyph token to Empower yourself with one of the following Runes until you take Severe damage or until your next rest. Once Empowerment ends, discard the Glyph token. Any discarded tokens are returned to your 'Glyphs' feature after a Long Rest.
- Runes:
- Rune of Taranis: When you deal damage to an adversary, make a Spellcast Roll (10), on a success deal an extra [proficiency]d10 magic damage
- Rune of Kaverin: When you are damaged by an adversary, they mark one Hit Point as the damage is reflected.
- Rune of Ulan: You have advantage on Agility Rolls and gain +2 to your Evasion.
Specialization Feature
Advanced Runes: Your Glyphs become more ingrained, you can change your active Runic Empowerment by spending an additional Glyph and 2 Hope.
Mastery Feature
Runic Sigil: Once per rest whilst Empowered, you can embody a Sigil matching your Rune.
- Sigil of Taranis: When an adversary marks its last hit point, you can target an adversary within close range to pull them into melee range and deal the extra damage to them too.
- Sigil of Kaverin: The amount of Hit Points marked by the Rune is now equal to the amount you mark.
- Sigil of Ulan: You can now Mark a Stress to teleport to a point you can see within Far range.
Arcane Tinkerer
Play an Arcane Tinkerer if you want to manipulate magic and forge spells.
Spellcast Trait
Knowledge
Foundation Features
Practiced: You've studied the Glyphs at the core of your magic. Your total Glyph tokens now equal your Spellcasting trait + your Tier.
Arcane Link: You've discovered a deeper link with your Glyphs. Mark a Stress to extend a sense through one of your Glyphs. (eg. Listening through a Glyph placed in a faraway room)
Specialization Feature
Subspace Magic: Glyphs can now store and dispense an item as it's action.
Efficient Warder: You are now able to spend 1d4 Glyph tokens during Short Rest Prepare move, and all of them during a Long Rest Prepare move.
Mastery Feature
Magical Mimicry: Having witnessed a variety of magic you can now imitate other spells. Take an additional Domain Card that is a spell from any Domain, but it cannot be stored in your vault. You can change this Domain Card during a Long Rest.
Background Questions
Answer any of the following, or create your own.
- • How did you find yourself in this role?
- • What spells call out to you most?
- • Who taught you the art of Warding?
Connections
Ask one of the following, or improvise.
- • How do I appear at first?
- • What do I do that makes you nervous?
- • What do you know about my magic that I don't?
Discussion
Be thoughtful and kind.
Remember to be respectful. Comments are moderated and should add to the discussion.