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Warden

Domains Designed by HolySrulik

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

0 results
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

0
Magical Sanctuary
Ability

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.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

1

1
Warden's Instinct
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 this reduction prevents the ally from marking a Hit Point entirely, clear 1 Stress.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

1

1
Warden's Barrier
Spell

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.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

2

1
Stone Skin
Ability

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.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

2

1
Ward Ally
Spell

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.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

3

1
Magical Bulwark
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.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

3

2
Warden's Aegis
Spell

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.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

4

2
Eternal Ward
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. After using this feature, gain +2 to all Spellcast Rolls until the end of the scene.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

4

2
Warden's Oath
Spell

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.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

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