New Class: the Warder


Homebrew and House Rules


When the Summoner class came out of the APG playtests, I took it as a super-specialist Conjurer wizard. I know it's not that, but the after-taste has a tendency to stay. I then wondered why there weren't classes like that (variants) for all the base classes - the Oracle feels like a variant of Cleric/Diviner; the Cavalier a variant of the Paladin; the Alchemist with his bombs a variant of the Evoker; etc. When I wrote my proposal for a shapeshifting character, I thought it was interesting as a variant for a Transmuter Wizard with Sorcerer bits. I haven't found anything about a Abjurer variant, though, so here is my take on it.

WARDER, a new base class

HD: d6
BAB: as Wizard
Saves: good Will, bad Fortitude and Reflex
Skills: 2 points per level
Abilities: spellcasting, warding

Spellcasting: a warder is an arcane spellcaster, who prepares and casts spells like a wizard (base stat; Int; has bonus spell slots from a high Int; can cast cantrips) with a reduced spell progression:
- level 1: 2 cantrips, 1 spell level 1
- level 2: 3, 2
- level 3: 3, 2, 1
- level 4: 3, 3, 2
- level 5: 3, 3, 2, 1
- level 6: 3, 3, 3, 2
- level 7: 3, 3, 3, 2, 1
- level 8: 3, 3, 3, 3, 2
- level 9: 3, 3, 3, 3, 2, 1
- etc.
The Warder spell list is made of wizard spells, with the Divine spells containing the words Protection or Warding.

Warding: a Warder can prepare special versions of his spells, known as Wards. Such a spell (which can be a cantrip) is considered one level higher, as if cast through a metamagic feat. A Warder can also use metemagic feats to improve his wards.

  • Target: the stored spell targets the first creature (friend or foe) to enter the ward. At 5th level, a Warder can form his ward to recognize his allies from his enemies. To allow the ward to target more creatures than what it could initially do, the Warder has to expend two uses of the same spell.
  • Duration: such a ward’s duration is ten minutes per level at levels 1 through 5, one hour per level at levels 6 through 10, one day per level at levels 11 through 15, one month per level at levels 16 through 19, and one year per level at level 20. If the original spell’s duration is greater than this, use it instead. At the half of this duration, the ward’s effect is halved. After 75% of the ward’s duration, it loses 75% of its effectiveness. A ward can be recharged to its full effectiveness by expending a spell of the same level than the one used for its creation. A ward can be made permanent (through Permanency) or use stored spell energies to fuel itself (new magic item: Ward Stones, stores spell energies).
  • Area of effect: a ward’s shape is a 10-ft high cylinder with a radius of 5 ft per caster level, centered on an object or a willing creature. Beginning at 5th level, a Warder can change the shape of a ward that’s being created, as long as the volume stays the same. Beginning at 10th level, he can reshape any of his own wards.
  • Detection: beginning at 3rd level, a Warder can detect a ward by concentrating, he then gets +5 on his Perception roll to detect the ward’s magical energy. At 8th level, he’s able to detect wards passively. At 16th level, he can actually see the magical energies around him. Treat each ward as a light source, with an intensity varying, depending on the ward’s spell level. Other characters can detect wards: using Detect Magic in, on, or near a ward, can detect an Abjuration aura. Using Analyze Dweomer gives the ward’s nature. A ward can also be detected by Rogues as magical traps (DC 20 + spell level), but not disabled without using Dispel Magic or other similar means. A ward can be made less detectable
  • Interaction: beginning at 4th level, a Warder can try to trip a Ward from 5 feet away per level, by launching a magical probe towards the ward. The tripped ward considers that it has been breached, and acts accordingly, targeting the probe. Of course, if the ward stored a spell with a larger area of effect, the tripping Warder will have a problem. At 8th level, a Warder can try to overcharge a Ward, infusing it with his magical energy. An overcharged ward becomes luminous (everyone can see its boundaries) for a round, before its defensive measures apply harmlessly near the Warder (the ward’s magical energy has been expended trying to fight the overcharge). At 12th level, a Warder can reshape a ward cast by someone else, so that a hole large enough for the caster appears.

So, what do you think? As usual, if there is enough agreement after the refinement process, the class will join my booklet of house-rules.


What's the 20th level capstone ability?


WARDER, a new base class (version 0.1)

HD: d6
BAB: as Wizard
Saves: good Reflex and Will, bad Fortitude
Skills: 2 points per level

Spellcasting: a warder is an arcane spellcaster, who prepares and casts spells like a wizard (base stat; Int; has bonus spell slots from a high Int; can cast cantrips) with the same spell progression. The Warder can cast any spell (arcane or divine) but they are always considered as arcane spells - and he has to write them in his spellbook, too. However, the Warder is only able to cast spells as wards, with a spell level shifted one level higher (making him unable to cast the cantrips he knows). For instance, a Create Water ward is considered level 1, a Sleep ward is considered level 2, etc. A Warder can also use metemagic feats to improve his wards, raising the needed spell level even more. A first-level Warder starts playing with 6 cantrips or orisons in his spellbook. Each time he gains a spell slot through levelling, he "discovers" a new spell of that spell slot level or lower. He can also copy new spells in his spellbook through adventuring, like a Wizard does.


  • Spell energies:
    For the purpose of powering a ward, spell energies have to be expended. To do this, the Warder expends one prepared spell of the required level, or two prepared spells of one level lower, or four of two levels lower, or eight of three levels lower, etc. Cantrips don't count.

  • Duration:
    - at level 1, a ward’s duration is ten minutes per level;
    - at level 6, one hour per level;
    - at level 11, one day per level;
    - at level 16, one month per level;
    - at level 20, one year per level.
    If the original spell’s duration is greater than this, use it instead. At the half of this duration, the ward’s effect is halved. After 75% of the ward’s duration, it loses 75% of its effectiveness. A ward can be recharged to its full effectiveness by expending the spell energies corresponding to the one used for its creation. A ward can be made permanent (through Permanency) or use stored spell energies to fuel itself (new magic item: Ward Stones, stores spell energies; price: 100gp per spell level that can be stored; creation: Warder level 5, DC 20). Wards continue to work when the caster becomes unconscious or dies.

  • Area of effect:
    A ward’s shape is a 10-ft high cylinder with a radius of 5 ft per caster level, centered on an object or a willing creature. Beginning at 5th level, a Warder can change the shape of a ward that’s being created, as long as the volume stays the same. Beginning at 10th level, by spending a 1st-level spell energies, he can reshape any of his own wards after creation.

  • Target:
    - at first level, any creature or object to enter the ward from outside its area of effect activates it.
    - at 2nd level, the Warder can have his ward recognize visual effects (can target creature of a given race, or with a given armor, etc).
    - at 3rd level, a Warder can form his ward to recognize his allies from his enemies.
    - at 4th level, the ward can recognize a visible effect happening in the ward's area, and target anyone specified and visible (like "if one of my allies is being hit, the ward's spell is cast on him", "if I catch on fire, the ward's spell is cast at the source", etc).
    - at 8th level, the ward can recognize any magical effect.
    - at 12th level, the ward can "see" invisible creatures.
    If the spell incurs an attack roll from the spellcaster, the Warder rolls the dice (once) when casting the ward, and it applies for all the potential targets.
    The stored spell targets the first creature to activate the ward. If the spell can target several targets, and all of them are in the ward's perimeter when the ward activates (a Warder can establish a delay between breach and activation), it targets them in the order of them breaching the ward. To allow the ward to target more creatures than what it could initially do, or to allow the spell to be cast several times, the Warder has to expend corresponding spell energies (or attach a Ward Stone to a ward, a free action when casting a ward). For instance, if the ward is to cast Fireball and the Warder wants it to do it twice, he has to provide spell energies corresponding to the Fireball ward (one 4th-level spell, or two 3rd-level spells, etc) on top of the 4th-level spell slot used to prepare the Fireball ward.

  • Detection:
    - at first level, a Warder can detect wards and other active spell effects like a Rogue.
    - at 4rd level, he gets +5 on his Perception roll to detect the ward’s magical energy, and he can detect the presence of Ward Stones as well.
    - at 8th level, he’s able to detect wards and Ward Stones passively, like an elf with secret doors. By concentrating, he can detect the spell level of the ward and the spell levels stored in visible Ward Stones.
    - at 12th level, by concentrating, he can actually see the magical energies around him, with a range of 60 feet. These magical energies act as torch-equivalent white light sources for him only. Ward Stones "shine" brighter, even if they are not visible (buried, hidden, invisible, etc).
    - at 16th level, he doesn't need to concentrate to see these magical energies, can see them as far as he can normally see, and he can differentiate the spell level and school by intensity and colour.
    - at 20th level, the Warder benefits from the Analyze Dweomer as soon as he looks upon a ward or spell effect.
    Other characters can detect wards: using Detect Magic in, on, or near a ward, can detect an Abjuration aura. Using Analyze Dweomer gives the ward’s nature. A ward can also be detected by Rogues as magical traps (DC 20 + spell level), but not disabled without using Dispel Magic or other similar means.
    A ward can be made less detectable by preparing the spell with an even higher spell slot (+5 to the Perception DC).

  • Interaction:
    - at 1st level, a Warder can try to trip a Ward from 5 feet away per level, by launching a magical probe towards the ward, by expending a prepared spell of level 1 or higher. The tripped ward considers that it has been breached, and acts accordingly, targeting the probe. Of course, if the ward stored a spell with a larger area of effect, the tripping Warder will have a problem.
    - at 4th level, a Warder can see the ward as it's being tripped, and he can try to evade its harmful effects. He gains Evasion, and Improved Evasion at level 8. At level 12, if the ward's spell doesn't normally allow for a save, he gets one nonetheless (Reflex) although without Evasion. At level 16, he gives a number of allies (his Charisma bonus) these abilities. At level 20, he gives these abilities to any number of allies.
    - at 8th level, a Warder can try to overcharge a Ward, infusing it with his magical energy. An overcharged ward becomes luminous (everyone can see its boundaries) for a round, before its defensive measures apply harmlessly near the Warder (the ward’s magical energy has been expended trying to fight the overcharge).
    This can be a dangerous process, because the ward will apply its defensive measures (trying to overcharge a ward without diagnosing it beforehand can be suicidal). The fact that these will be harmless or not depends on the magical energies spent to overcharge the ward. For instance, to successfully overcharge a 4th-level ward, the Warder has to expend one 4th-level spell, or two 3rd-level spells, or four 2nd-level spells, or eight 1st-level spells, or any combination (one such spell per round). If there is a Ward Stone powering the ward, its power is to be added to the number of spells to expend. The warder can be helped in this endeavour by other spellcasters, who just have to expend spell energies towards the ward while the Warder tries to overcharge it. If the ward is not completely overcharged when the Warder stops spending energy towards it, its defensive measures apply fully. There is even a 50% chance that the excess spell energy the Warder provided infuse the defensive measures, increasing their effect by 50%.
    - at 12th level, by expending a prepared spell of level 3 or higher, a Warder can reshape one ward cast by someone else, so that a hole appears, large enough for the caster and his allies to pass through. This lasts a number of rounds equal to their class level plus Int modifier.
    - at 16th level, by expending a prepared spell of level 4 or higher, a Warder can adapt a ward cast by another so that it doesn't see him or his allies as enemies.
    - at 20th level, by expending a prepared spell of level 5 or higher, a Warder can, at the same time, adapt another's ward so that it doesn't see him and his allies as enemies, and so that it sees identified others ("all goblins", "all men in red cloaks", etc.) as enemies.

  • Overlapping: a Warder has a limited number of wards active at the same time, half of which can overlap (active at the same place and time).
    - at level 1, the number of active wards is equal to half their class level plus their Intelligence modifier.
    - at level 10, the number of active wards is their class level plus Int modifier.
    - at level 20, the Warder can have any number of wards active and overlapping.
    If two mobile wards come close to each other, both their effects apply in the overlapping area. If two such wards are cast by the same warder and he isn't allowed to have them overlapping due to the previous rules, both wards show sparks for a round, before fizzling off.

So... first update. What do you think about it, now?


I like it.

Any chance of mentioning the prismatic sphere?

Is this going to be a list based caster or have any oppositional schools of magic?
OK I found it myself....

The Warder spell list is made of wizard spells, with the Divine spells containing the words Protection or Warding.

It sounds like a ward can allow spells that are supposed to target you can instead effect a willing target or object.
This makes anti-magic field really nasty as a ward....


Freddy Honeycutt wrote:

I like it.

Any chance of mentioning the prismatic sphere?

Is this going to be a list based caster or have any oppositional schools of magic?
OK I found it myself....

The Warder spell list is made of wizard spells, with the Divine spells containing the words Protection or Warding.

It sounds like a ward can allow spells that are supposed to target you can instead effect a willing target or object.

This makes anti-magic field really nasty as a ward....

I haven't mentioned any specific spell, but Prismatic Sphere and the other spells already acting as wards could be cast at their spell level, I think.

Seeing your quotation, I have to say the class has been updated a bit. They now have access to all arcane and divine spells, but with a hefty limitation.

I might also add something about the Personal spells targeting others, however... like "they don't" :-)

Thanks for your input.


I'm glad you didn't call it "the buffer"


Freddy Honeycutt wrote:
I'm glad you didn't call it "the buffer"

Even though this class can give a character a decent buff-providing support role, and the fact that this could be an ironic name in and of itself, I don't see why.

And it does give me the idea of creating a class named as such, with highlight abilities geared towards buffing (more so than the druid). Kind of an arcane/divine caster with a custom spell list, bonuses to Aid Another, and Brew Potion as a side ability.

Alternatively, a class named as such could be a "buffer" zone in combat, taking attacks and damage from others. Kind of like a "tank" role.

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