Warden
Domain overview
The Warden domain weaves protective magic around allies, turning
sunlight into shields, barriers, and sanctuary. Warden practitioners
are guardians first — they intercept damage, reduce severity, and
create safe zones where their team can recover and fight on. In the
PvZ frame, Warden magic belongs to Sunflowers and Walnuts, and
manifests as glowing shields of solar energy, magical sanctuaries
in the garden, and oaths of protection sworn in sunlight.
Domain card index
| Level | Type | Name | Feature | Recall |
|---|---|---|---|---|
| 1 | Ability | Magical Sanctuary |
During a rest, spend a downtime move to weave protective magic around your current location.
During a rest, spend a downtime move to weave protective magic around your current location. Until the party leaves or takes their next long rest: the area is concealed from outside observation; you are immediately aware of any creature that crosses the boundary; allies who rest here clear 1 additional Stress from their downtime moves. |
0 |
| 1 | Ability | Warden's Instinct |
When an ally within Close range would take damage, spend a Sun to reduce the incoming damage by your Presence modifier before it is compared to their damage thresholds.
When an ally within Close range would take damage, spend a Sun to reduce the incoming damage by your Presence modifier before it is compared to their damage thresholds. When this reduction prevents the ally from marking a Hit Point entirely, clear 1 Stress. |
1 |
| 1 | Spell | Warden's Barrier |
Make a Spellcast Roll (12).
Make a Spellcast Roll (12). On a success, conjure a persistent magical barrier around yourself or an ally within Close range. The barrier absorbs damage equal to your Spellcast trait + Proficiency (minimum 3). Each time the warded creature takes damage, reduce it from the barrier's pool first before applying to Hit Points. When the pool reaches 0, the barrier shatters. You can only maintain one barrier at a time. |
1 |
| 2 | Ability | Stone Skin |
Once per rest, spend a Sun to harden yourself or an ally within Close range until the end of the scene.
Once per rest, spend a Sun to harden yourself or an ally within Close range until the end of the scene. While hardened: gain +3 to both damage thresholds; the first time the hardened creature would mark a Hit Point this scene, they don't mark it; the hardened creature gains +1 to all action rolls. |
1 |
| 2 | Spell | Ward Ally |
Make a Spellcast Roll (12).
Make a Spellcast Roll (12). On a success, choose an ally within Close range. Until the end of the scene or until you cast this spell on a different ally: the ally gains +2 to their damage thresholds; when the ally marks a Hit Point, mark a Stress to reduce the severity by one threshold; when the ally deals damage, add +1d6 to their damage roll. |
1 |
| 3 | Ability | Magical Bulwark |
While you haven't moved from your current position this scene: all allies within Very Close range have resistance to magic damage; when an adversary within Melee range uses a magical ability, mark a Stress to give it disadvantage; once per rest, when a magical effect would hit multiple allies, redirect it to target only you instead.
While you haven't moved from your current position this scene: all allies within Very Close range have resistance to magic damage; when an adversary within Melee range uses a magical ability, mark a Stress to give it disadvantage; once per rest, when a magical effect would hit multiple allies, redirect it to target only you instead. |
1 |
| 3 | Spell | Warden's Aegis |
Make a Spellcast Roll (13).
Make a Spellcast Roll (13). On a success, until the end of the scene: all allies within Close range gain +1 to their damage thresholds; whenever an ally within Close range marks a Hit Point, gain +1d6 to your next attack roll. This bonus stacks and clears after you make an attack roll. |
2 |
| 4 | Ability | Eternal Ward |
Once per long rest, when you or an ally within Close range would mark their last Hit Point, spend 3 Sun to prevent it — they clear 1 Hit Point instead.
Once per long rest, when you or an ally within Close range would mark their last Hit Point, spend 3 Sun to prevent it — they clear 1 Hit Point instead. After using this feature, gain +2 to all Spellcast Rolls until the end of the scene. |
2 |
| 4 | Spell | Warden's Oath |
Once per long rest, make a Spellcast Roll (14).
Once per long rest, make a Spellcast Roll (14). On a success, choose up to three allies within Close range and swear a Warden's Oath to protect them until your next long rest. While the Oath is active: each warded ally gains +2 to all damage thresholds; when a warded ally would be reduced to 0 Hit Points, you can mark 2 Stress to prevent it — they remain at 1 Hit Point instead; when you prevent a warded ally from falling this way, gain 1 Sun. The Oath ends early if you are defeated. |
2 |
Domain cards

1
Magical Sanctuary
During a rest, spend a downtime move to weave protective magic around your current location. Until the party leaves or takes their next long rest: the area is concealed from outside observation; you are immediately aware of any creature that crosses the boundary; allies who rest here clear 1 additional Stress from their downtime moves.

1
Warden's Instinct
When an ally within Close range would take damage, spend a Sun to reduce the incoming damage by your Presence modifier before it is compared to their damage thresholds. When this reduction prevents the ally from marking a Hit Point entirely, clear 1 Stress.

1
Warden's Barrier
Make a Spellcast Roll (12). On a success, conjure a persistent magical barrier around yourself or an ally within Close range. The barrier absorbs damage equal to your Spellcast trait + Proficiency (minimum 3). Each time the warded creature takes damage, reduce it from the barrier's pool first before applying to Hit Points. When the pool reaches 0, the barrier shatters. You can only maintain one barrier at a time.

2
Stone Skin
Once per rest, spend a Sun to harden yourself or an ally within Close range until the end of the scene. While hardened: gain +3 to both damage thresholds; the first time the hardened creature would mark a Hit Point this scene, they don't mark it; the hardened creature gains +1 to all action rolls.

2
Ward Ally
Make a Spellcast Roll (12). On a success, choose an ally within Close range. Until the end of the scene or until you cast this spell on a different ally: the ally gains +2 to their damage thresholds; when the ally marks a Hit Point, mark a Stress to reduce the severity by one threshold; when the ally deals damage, add +1d6 to their damage roll.

3
Magical Bulwark
While you haven't moved from your current position this scene: all allies within Very Close range have resistance to magic damage; when an adversary within Melee range uses a magical ability, mark a Stress to give it disadvantage; once per rest, when a magical effect would hit multiple allies, redirect it to target only you instead.

3
Warden's Aegis
Make a Spellcast Roll (13). On a success, until the end of the scene: all allies within Close range gain +1 to their damage thresholds; whenever an ally within Close range marks a Hit Point, gain +1d6 to your next attack roll. This bonus stacks and clears after you make an attack roll.

4
Eternal Ward
Once per long rest, when you or an ally within Close range would mark their last Hit Point, spend 3 Sun to prevent it — they clear 1 Hit Point instead. After using this feature, gain +2 to all Spellcast Rolls until the end of the scene.

4
Warden's Oath
Once per long rest, make a Spellcast Roll (14). On a success, choose up to three allies within Close range and swear a Warden's Oath to protect them until your next long rest. While the Oath is active: each warded ally gains +2 to all damage thresholds; when a warded ally would be reduced to 0 Hit Points, you can mark 2 Stress to prevent it — they remain at 1 Hit Point instead; when you prevent a warded ally from falling this way, gain 1 Sun. The Oath ends early if you are defeated.
Warden's Oath
The Warden domain weaves protective magic around allies, turning
sunlight into shields, barriers, and sanctuary. Warden practitioners
are guardians first — they intercept damage, reduce severity, and
create safe zones where their team can recover and fight on. In the
PvZ frame, Warden magic belongs to Sunflowers and Walnuts, and
manifests as glowing shields of solar energy, magical sanctuaries
in the garden, and oaths of protection sworn in sunlight.
Domains
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Starting Evasion
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Starting Hit Points
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Class Items
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Warden's Oath Subclasses
No subclasses available.
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Background Questions
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Connections
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Discussion
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