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Warden

“Get past me? You might as well try to push the mountains aside.”

Player’s Handbook 2 & Primal Power — Combined

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Classes: Ardent Avenger Barbarian Bard Battlemind Cleric Druid Fighter Invoker Monk Paladin Psion Ranger Rogue Runepriest Seeker Shaman Sorcerer Swordmage Warden Warlock Warlord Wizard
Power type: AW at-will · ENC encounter · DLY daily  |  Name column: name · power type & source (PHB2 Player’s Handbook 2, PrP Primal Power) · action & range · keywords · target  |  Fields: Req requirement · Trig trigger · Tgt target · Atk attack · Hit/Miss/Eff · 1°/2° primary/secondary · Sust sustain · After aftereffect · Spec special · Wpn weapon rider  |  Shorthand: Str/Dex/Con/Wis/Int/Cha = ability mod · EONT/SONT = end/start of your next turn · sq = square(s) · CA combat advantage · OA opp. attack · MBA/RBA melee/ranged basic attack · HP hit points · tgt target · [W] weapon dice

Class Traits

RoleDefender. You are sturdy and resilient, and you can assume bestial or treelike forms to destroy your foes. Depending on your choice of class features and powers, you lean toward either controller or striker as a secondary role.
Power SourcePrimal. You are a primal champion, a guardian of the natural world and custodian of all living things.
Key AbilitiesStrength, Constitution, Wisdom
Armor ProficienciesCloth, leather, hide; light shield, heavy shield
Weapon ProficienciesSimple melee, military melee, simple ranged
Bonus to Defense+1 Fortitude, +1 Will
Hit Points at 1st Level17 + Constitution score
Hit Points per Level Gained7
Healing Surges per Day9 + Constitution modifier
Trained SkillsNature. From the class skills list below, choose three more trained skills at 1st level.
Class SkillsAthletics (Str), Dungeoneering (Wis), Endurance (Con), Heal (Wis), Intimidate (Cha), Nature (Wis), Perception (Wis)
Class FeaturesFont of Life, Guardian Might, Nature’s Wrath
Build OptionsEarth warden, life warden, storm warden, wild warden

As mountains stand fast against the buffeting wind and trees bend but do not break in the storm, wardens are stalwart protectors who draw on the primal spirits of nature to defend the natural world from those who would corrupt or destroy it. Some wardens use the power of earth and stone to shield their allies from harm, whereas others summon the primal strength within themselves to increase their ferocity and tenacity.

As a warden, you might be the staunch defender of a tribe, chosen by the spirits to be your people’s champion. Perhaps you were visited by spirits at a sacred grove and charged with protecting it against a spreading corruption. You might have been raised by a bear or nurtured by dryads, chosen from infancy to stand fast against nature’s enemies.

Primal power waits in the ground beneath your feet, surges with every beat of your heart, and flows through your lungs with every breath. The world cries out to you, calling for a champion to defend it. Will you heed its call?

“The rivers are my blood; the mountain wind, my voice. My body is the earth, and from the power of the primal spirits, I draw strength to fight the foes of nature.”

You ARE the rock that stands against the storm, protecting the world from those that would destroy or corrupt it. You are a warden, and your duty is to protect your allies and the natural order. For you, it is an honor to preserve the world against chaos and depravation.

Other heroes trust to the strength of armor and weapons, or to the might of spells and prayers. However, as a warden, you know that steel, arcane magic, and even the might of the gods can’t stand for long against the power of nature. The strength you draw from land and sky, forest and river drives your need to defend and heal your land and allies—your role reflecting that of the primal spirits who are the protectors of the world. The evocations you summon up can unleash destructive energy that drops foes at your feet. More important, your primal fury fuels your transformation into a guardian form, granting you powerful abilities and attacks.

Warden Overview

Characteristics: Boasting more hit points than most other characters of your level, you sometimes stand up to your foes by staunchly taking whatever punishment they throw at you. Thanks to the primal power coursing through you, you can throw it right back at them, manipulating the earth around you or altering your own form to hinder and punish your foes.
Religion: Like other primal classes, wardens generally disdain worship of the gods, which they view as interlopers in the natural world. Instead, they live in harmony with the spirits of beasts, trees, and stone that infuse the world. Some wardens, though, acknowledge some gods as peaceful partners of the primal spirits and look kindly upon such deities as Melora, Corellon, Kord, Moradin, and Pelor.
Races: Goliaths make ideal earth wardens, combining natural strength and endurance with a love of earth and stone. Longtooth shifters embody the ideals of the wild warden, channeling the beast within as a manifestation of the primal spirits. Humans, dwarves, dragonborn, and half-orcs are also commonly wardens.

Class Features

Wardens have the following class features.

Font of Life

At the start of your turn, you can make a saving throw against one effect that a save can end. On a save, the effect immediately ends, preventing it from affecting you on your current turn. If you save against being stunned or dazed, you can act normally on your turn. If you save against ongoing damage, you avoid taking the damage.

If you fail the saving throw, you still make a saving throw against the effect at the end of your turn.

Guardian Might

Wardens connect with the natural world in a variety of ways to augment their fighting abilities. Choose one of the following options.

Earthstrength: While you are not wearing heavy armor, you can use your Constitution modifier in place of your Dexterity or Intelligence modifier to determine your AC. In addition, when you use your second wind, you gain an additional bonus to AC equal to your Constitution modifier. The bonus lasts until the end of your next turn.
Wildblood: While you are not wearing heavy armor, you can use your Wisdom modifier in place of your Dexterity or Intelligence modifier to determine your AC. In addition, when you use your second wind, each enemy marked by you takes an additional penalty to attack rolls for attacks that don’t include you as a target. The penalty equals your Wisdom modifier and lasts until the end of your next turn.
Lifespirit: While you are not wearing heavy armor, you can use your Wisdom modifier in place of your Dexterity or Intelligence modifier to determine your AC. In addition, when you use your second wind, an ally within 5 squares of you can spend a healing surge and make a saving throw.
Stormheart: While you are not wearing heavy armor, you can use your Constitution modifier in place of your Dexterity or Intelligence modifier to determine your AC.

In addition, when you use your second wind, you slide each enemy marked by you and within 2 squares of you 1 square, and each enemy marked by you is slowed until the end of your next turn.

Lifespirit and Stormheart are Guardian Might options from Primal Power.

Understanding Guardian Might

Whatever manifestation of Guardian Might you choose, this class feature is more than simply a pair of game benefits—it’s a representation of your connection to the natural world.

Each form of Guardian Might allows you to use a different ability score—either Wisdom or Constitution—instead of Dexterity or Intelligence to determine your Armor Class. In the rules of the game, that’s an incentive to keep you in light armor. But in the world of the game, it reflects how the primal spirits shield and protect you from harm. They toughen your skin to ward off blows, swirl around you in gusts of wind that deflect attacks, or infuse you with life-giving power to heal your wounds before you even feel their effects.

The other part of Guardian Might is an additional effect that takes place when you use your second wind. All characters can draw on reserves of strength and health within themselves by using their second wind. When you do so, however, you’re not just drawing on power within yourself, but on the life of the primal spirits that surround you in the earth and sky. When you draw on that power, the spirits respond. They ward you against further attack (Earthstrength), make you a greater threat in your enemies’ eyes (Wildblood), aid your allies (Lifespirit), or gust in furious winds to send your enemies staggering (Stormheart).

Nature’s Wrath

Once during each of your turns, you can mark each adjacent enemy as a free action. This mark lasts until the end of your next turn. In addition, you gain the warden’s fury and warden’s grasp powers. You can use these powers against enemies to prevent them from harming those you protect.

Creating a Warden

You can choose any warden powers you like for your character, though many wardens focus on powers that complement their choice of Guardian Might. All wardens rely on Strength. Wardens also benefit from a high Constitution or Wisdom, depending on which expression of warden they favor.

This section presents two new builds, the life warden and the storm warden. Each build has a new Guardian Might option associated with it, either of which you can choose when you make your warden.

Earth Warden

You draw primal power through a link with the land, and the power of the earth strengthens and sustains you. Make Strength your highest ability score, followed by Constitution, which increases your AC as well as your hit points if you choose the Earthstrength version of Guardian Might. Select powers that channel primal energy through the land around you, hindering your foes’ movement or knocking them prone. You lean toward controller as a secondary role.

Life Warden

By drawing deep on the primal currents flowing through all things, you wield the power that was the first spark of life in the mortal realm. With that power, you shelter the world from its harshest enemies, bolstering your allies even as you defend the land. Your bond to the land is such that life flourishes when you draw on the primal magic you command. Injuries mend, sickness passes, and your allies fight with renewed vigor. Your spear, shield, and armor might be your obvious tools of war, but your ability to ignite the spark of life in the face of a deadly enemy is your greatest talent. Your foes assail you again and again, but their efforts mean nothing. Your primal magic mends the injuries they cause and strikes them down to end their violence once and for all.

Strength is your most important ability, governing your attacks and the beneficial power that your successful attacks unleash. A high Wisdom benefits your Will while also increasing your AC, and Wisdom is the cornerstone of many of the benefits granted by your powers. This build reinforces your leadership role, and powers that channel benefits to your allies are your best choice.

**New option presented in Primal Power.*

†Presented in Player’s Handbook 2.

Storm Warden

The strength of the storm is the epitome of primal power, from the screaming winds and relentless snows of the highest mountains to the lashing rains and blistering lightning of a summer thunderstorm. Although all wardens draw power from nature, the storm warden has the strongest connection to nature’s wrath.

You are the sword of the rumbling storm, an avenging warrior whose primal magic swirls around your chosen enemies like the gathering winds of a hurricane. You draw your enemies close to you, keeping them near with primal magic to prevent them from escaping your wrath. Once a foe falls into your magic’s grasp, it cannot escape.

The storm simmers around you, ready to rumble to life when your foe draws near. When the storm surges to life, it cuts off your enemy’s escape and forces it into a fight it cannot win. By your blade or by the primal winds you command, your foe’s aggression comes to an end.

As with all wardens, Strength is your most important ability score. Constitution should be your next best score, since it improves your AC and the benefits of many of your warden powers. As a storm warden, you lean toward controller as a secondary role, and your powers should draw on the savagery of the elements to punish your enemies, particularly those marked by you.

**New option presented in Primal Power.*

†Presented in Player’s Handbook 2.

Wild Warden

Your blood is a medium of primal power; nature’s vigor pulses in your veins. Strength should be your highest ability score, followed by Wisdom, which increases your Armor Class if you choose the Wildblood version of Guardian Might. Select powers that awaken the primal power within you, turning you into a vicious predator. You lean toward striker as a secondary role.

Guardian Form Powers

Many of your daily powers are polymorph powers, which change your body into a guardian form, allowing you to take on the qualities of a beast spirit or a tree spirit. You remain in this form until the end of the encounter or until you choose to assume a new form. While you are in this form, you retain the ability to use your equipment and other powers.

In addition to a physical transformation, each guardian form power also grants you an attack you can make as a separate action (the action type is specified in the power description). You can use this attack once during the same encounter in which you use the guardian form power and only while you remain in that guardian form.

Playing a Warden

Still and silent as the towering oaks, a gnarled warrior watches for signs of aberrant activity in the forest. Filled with the righteous fury of the primal spirits, a weathered champion swings a wooden cudgel to smite the foes of nature. Drawing on the strength of the earth beneath her feet, a warden becomes like stone—immovable, impassive, and steadfast.

A warden is the quintessential protector, a manifestation of nature’s desire to protect itself from corruption and harm. As a warrior whose powers channel the primal spirits, you take on those spirits’ mission, protecting the natural world and helping it thrive.

The Newcomers

A warden is defined by his or her commitment to defending the natural world, but this commitment is more than simple tradition. The truth of the wardens’ origins is not secret, but neither is it well known outside the narrow orders of those who wield primal power.

The oldest ancestor spirits say that barbarians, shamans, and druids have been a part of the natural order for all time. Throughout the histories of all races—and perhaps before the first peoples had even taken shape—barbarians have raged at the forefront of combat, druids have hunted along side the beasts whose shape they take, and shamans have spoken for the primal spirits that watch over the land. However, wardens are a more recent order, forged in response to the progress of history—and the threats that recent events have unleashed.

Over the course of countless centuries, the rise of civilized and monstrous empires spread violence and war across the world. In reaction to the threat posed by the ambitions of emperors and kings—and by the powerful magic their forces wielded the primal spirits worked subtly within the sentient races to create a new type of champion.

You and your kind are that champion—as potent in a fight as any barbarian, channeling powers of transformation in the manner of the druids, and calling on the magic of the primal spirits to produce mighty evocations of combat and healing. The warden’s powers of protection and defense give you the same role and responsibilities toward your allies as the primal spirits have toward the natural world. Your warden powers fill a niche addressed by none of the other primal classes. As a symbol of your defensive prowess, you rely on the strength of the shield that other primal heroes cannot naturally integrate with their own fighting styles.

The Burden of Defense

Your life as a warden is likely to be defined by how you balance the responsibilities thrust upon you. You might feel the constant tug of obligation to the people of your homeland, even when your life as an adventurer takes you far from the place of your birth.

As a member of an adventuring party, you often mean the difference between life and death for friends who cannot match your endurance. How do you balance what might be convicting drives to protect your homeland, your party, and the natural world?

Traveling to new places—and particularly to other planes—comes easier to the druid, the barbarian, and even the shaman than it does to many wardens. Your obligation to defend your homeland and the wider natural world might make it difficult for you to leave that homeland or world behind. However, eventually you must accept that your destiny lies beyond the lands of your birth, and that your mandate to defend the world will inevitably set you against foes from beyond that world.

Your devotion to your people likely translates to an unfailing dedication to the allies in your adventuring party. Some wardens take this unconscious role even further, adopting strangers who appear to be in need of defending. Though barbarians, druids, and shamans typically remain closely tied to their own ancestors and patron spirits, wardens can tap into the spiritual power that surrounds and protects any people, defending strangers as fiercely as they do the members of their own families.

Warding Circles

In many of the wild and dark places of the world, wardens stand at the center of small, loose-knit organizations known as warding circles. Some warding circles are dedicated to preserving certain geographical regions, while others focus on defending the world and its inhabitants against particular kinds of threats, but all owe their inspiration to a group of elder spirits known as the Monster Slayers (page 125). Sidebars throughout this chapter give examples of prominent warding circles.

A typical warding circle has only one or perhaps two wardens at its center. Six or seven other members round out the circle. In exceptional circumstances, these other members might also be heroic characters; this occurs most often when a player character warden establishes a warding circle and calls on fellow adventurers to join the circle’s membership. Other circles are made up of more ordinary folk (whose statistics might be drawn from the Monster Manual or Monster Manual 2 entries for humans, elves, gnomes, shifters, dwarves, goliaths, half-orcs, and other races).

A warding circle typically operates in a limited geographical area and has no contact with other circles unless its territory overlaps with that of another one. No hierarchy or overarching organization links circles to each other, even those that share a common tradition and name. For example, the Circle of Summer’s Shield that protects the settlements along the Nentir River has no connection to the similar Circle of Summer’s Shield that patrols the distant Icepine Wood, far to the north. The two circles have similar beliefs, practices, and traditions-probably dating from a time when the power of Nerath facilitated easy communication between such far-flung circles.

Circle of New Kin

Warding circles are typically not long-lived organizations, and few members of any individual circle expect it to last forever. However, the Warding Circles of New Kin are even more ephemeral than most.

For a single season, the members of a Circle of New Kin adopt a settlement or a tribe as if its members were their own blood. A Circle of New Kin dedicates itself to seeking out and destroying whatever threatens its temporary community, although the abilities of circle members to root out bad leadership, overcome taboos, or change people’s outlook are limited.

Warding Circles of New Kin draw on the assistance and example of an elder spirit named Blood Cousin (page 111), an entity dedicated to seeing followers of the spirit way set aside their conflicts and work together for the benefit of all. Even with such power behind them, however, members of a Circle of New Kin must maintain a delicate balance in what they do. Relationships among disparate peoples are often complicated by old grudges, minor disagreements, communication barriers, and other obstacles, and circle members who attempt to broker peace between feuding groups sometimes leave even bloodier conflicts behind them when they eventually move on.

Circle of Summer’s Shield

The Circles of Summer’s Shield patrol the forests, deserts, and mountains where remote towns and villages stand against encroaching darkness. Through the tireless work of the members of a circle, a rampaging elemental that might level a settlement or the hobgoblin raiders set on enslaving a remote freehold are kept at bay.

For the members of these circles, the spread of civilization in the form of frontier settlements is as much a part of the natural order as the flow of rivers and the growth of forests. Especially in the long aftermath of the fall of Nerath, holding back the darkness that spreads between the far-flung outposts of civilization requires exceptional bravery. The wardens, rangers, sorcerers, barbarians, and druids of a Circle of Summer’s Shield are up to the task.

Members of this circle display a yellow disk representing the sun somewhere on their shield, armor, or cloak. They typically work alone or in small groups, meeting at ancient monuments at the winter solstice to share news and prepare for the next year.

Circle of the Dark Wing

The Circles of the Dark Wing hunt those who would break the cycle of life with the blasphemy of undeath. Wardens and other characters within a Circle of the Dark Wing hunt down liches, vampires, and other free-willed undead. They seek out and destroy tomes and other references that detail the secrets of creating or becoming undead, and they oppose the dark work of necromancers wherever such individuals are found. Members of the circle wear a black cloak to mark their affiliation.

Though the members of these circles follow no single path, the Dark Wing contains many heroes willing to go to extremes in the pursuit of their goals. The fanaticism of these zealots has made outlaws of all circle members in some areas—particularly those lands that have heard of the burning of the Grand library of Tyrath. The priests of Ioun who kept the library had long ago taken into their safekeeping several volumes of dark lore from the legendary city of Moll. One Circle of the Dark Wing decided that burning the site to the ground was the best way to destroy the books and the dark secrets they held.

Most who follow the spirit way—including many other wardens—reject the fanaticism of the Circle of the Dark Wing. Moreover, based on the circle’s chosen emblem, many wonder openly what relationship might exist between the order and the Raven Queen.

Circle of the One Pack

The warden who forged the first Warding Circle of the One Pack believed that all worldly creatures are connected in a complex web of life, from the lowliest ant to the most powerful mage. However, he believed that this web remains intact only as long as creatures of other planes remain sequestered from the world.

Members of the Circles of the One Pack wear no symbol of their allegiance, the better to surprise their foes. They wander on their own or in small bands, always on the lookout for signs marking the presence of planar beings in the world—from news of far-off wars, to the rise of evil cults, to undue influence by gods, primordials, fiends, and archfey. Circle members can be friendly toward planar visitors that want to live in harmony with the world (most eladrin, for example). However, otherworldly creatures that seek to subvert or dominate worldly realms are confronted and eliminated.

Those who have heard of the Circles of the One Pack are likely familiar with one circle’s victory against an insane cleric of Torog, laying claim to powerful magic, this mad priest set out to bore a tunnel to the heart of the world and unleash his deity’s wrath. Wardens from the circle infiltrated the cleric’s operations, slaying him and his legion of monstrous followers in a battle that has become the subject of legend and song.

Circle of the Stars

A Circle of the Stars is composed of seekers and explorers who delve into the unknown to root out and destroy the terrors it hides. These wardens and their allies hunt for news of lost dungeons, secret passages to the Underdark, and tales of subterranean races. They organize expeditions to map the reaches of the deep, dedicating themselves to uncovering and defeating its menaces long before they can threaten the people of the surface.

Wardens of this circle favor blue cloaks, decorated with patterns of stars sewn in with white or silver thread. High-level members of the order can will the stars to shine on their cloaks when they wish.

Members of a Circle of the Stars maintain detailed maps of the areas of the Underdark they have explored. Such maps might provide adventure hooks for wardens associated with the circle.

Wardens’ Meditations

Unlike a shaman, you are not in constant contact with the primal spirits that are the source of your power. Your link to the spirit world is strongest when you are in a guardian form. In your guardian form, you invite the primal spirits to enter your body and make it theirs, and in that moment of transformation you learn much of their wisdom and their will.

Consequently, you might make an effort to use one of your guardian forms at least once a day. Even if combat doesn’t make that transformation necessary, you adopt a guardian form to meditate and commune with the spirits. When you do use a guardian form power in combat, you might linger in that form as long as possible once the battle is over, savoring your intimate communion with the spirits for as long as it lasts.

Quiet contemplation isn’t the only form of connection with the spirits that you might enjoy in guardian form. Depending on the form you assume, you might howl with the icy winds of a terrible blizzard, leap among the flames of a forest fire, or fly among the clouds in a summer thunderstorm, all in an effort to draw closer to the primal spirits of those natural forces.

When wardens gather, it’s not uncommon for them to greet each other with a shift into guardian form, spend a few moments in shared communication with the spirits, and then launch into a furious melee, unleashing the full power of the spirits upon each other. Such ceremonial combats are rarely fatal, instead serving to draw the gathered wardens together in a common purpose and invoke the spirits’ participation in their activities together.

Wardens and the Wild

A warden feels most at home in the wilderness, stalking among the trees, scaling broad cliff faces, and navigating narrow canyons. Why does your warden character feel so drawn to the wild places of the world? Perhaps you encountered a primal spirit at some point in your childhood or youth—an awesome experience of the spirit’s presence and power that set you on the path toward becoming a warden. Perhaps you were born and raised in a wilderness area and simply find such places, far from the noise and bustle of civilization, comforting and familiar.

A warden rarely stays in one place for long, preferring to experience the broad range of environments that nature has to offer. Maybe you want to challenge your own mental and physical limitations, pushing them to extremes as you cross glaciers and deserts alike. Or you might be drawn by the possibility of discovering ancient primal secrets extending back to the early days of creation. Traveling the world might be a form of spiritual journey for you. Regardless of what drives you to explore, you are at home in the wildest places of the world.

Warden Lore

Ancestors of War

In these times, those who follow the spirit way are as likely to live in towns or villages, settled and civilized, as they are to wander in tribal groups and follow traditional ways. Occasionally, ancestor spirits grow angry with their descendants, believing that this sedentary life has made them soft and weak. In their anger, they withhold their support and power, while urging those who commune with them to demonstrate their worthiness to receive the ancestor’s support. They drive their descendants to war in pursuit of glory.

Though it happens rarely, it’s not unknown for a young man or woman who demonstrates an affinity for the primal spirits to become suddenly violent, having fallen under the sway of a warlike ancestor. Some of these individuals become criminals, seeking out the descendants of ancient tribal enemies and killing them brutally in mismatched combat. Others become adventurers-often wardens or barbarians—who seek to please their warlike ancestors and win glory by slaying monsters that threaten their civilized homes.

Warden Powers

Your powers, called evocations, channel primal energy through your body. Some draw their strength from the earth, others call on primal beast spirits, and still others evoke the spirits of trees and other plants. They are listed below by the level at which you gain access to them.

Many of the powers in this section are tailored for the life warden and the storm warden. However, wardens of any build can make good use of the options presented here, expanding their versatility on and off the battlefield.

Class Features

AWWarden’s FuryWarden Feature · PHB2Imm Intr Melee wpnPrimal, WeaponTgt The triggering enemy
You lash out with nature’s wrath at a foe that has attacked your ally and diminish its defenses.
Atk Str vs Fortitude · Hit 1[W] + Str dmg, and tgt grants CA to you and your allies until EONT.
Trig An enemy marked by you makes an attack that does not include you as a target
Level 21 2[W] + Str dmg.
AWWarden’s GraspWarden Feature · PHB2Imm React Close burst 5PrimalTgt The triggering enemy in burst
Spectral vines clutch at a foe that has attacked your ally, impeding your enemy’s movement.
Trig An enemy marked by you that is within 5 sq of you makes an attack that does not include you as a target · Eff You slide tgt 1 sq. Tgt is slowed and cannot shift until the end of its turn.

Level 1 At-Will Evocations

AWEarth Shield StrikeWarden Attack 1 · PHB2Std Melee wpnPrimal, WeaponTgt One creature
Primal power flows from the ground to give the weight of stone to your strike and to your skin, shielding you from attack for a moment.
Atk Str vs AC · Hit 1[W] + Str dmg, and you gain a +1 pwr bonus to AC until EONT.
Level 21 2[W] + Str dmg.
AWResilience of LifeWarden Attack 1 · PrPStd Melee wpnPrimal, WeaponTgt One creature
The might of your attack boosts the vigor of an ally fighting at your side.
Atk Str vs AC · Hit 1[W] + Str dmg, and an ally adjacent to you gains temp HP = Wis.
Level 11 2[W] + Str dmg.
AWStrength of StoneWarden Attack 1 · PHB2Std Melee wpnPrimal, WeaponTgt One creature
Drawing power from the earth, you smash your weapon into your foe and bolster yourself against attack.
Atk Str vs AC · Hit 1[W] + Str dmg, and you gain temp HP = Con.
Level 21 2[W] + Str dmg.
AWTempest AssaultWarden Attack 1 · PrPStd Melee wpnLightning, Primal, Thunder, WeaponTgt One creature
When you strike with lightning, a pulse of thunder pounds your target’s companion.
Atk Str vs AC · Hit 1[W] + Str lightning dmg, and one enemy within 2 sq of you that is marked by you, other than tgt, takes thunder dmg = Con.
Level 21 2[W] + Str lightning dmg.
AWThorn StrikeWarden Attack 1 · PHB2Std Melee 2Primal, WeaponTgt One creature
Spectral thorns sprout from your weapon and grasp at your foe, pulling it closer.
Atk Str vs AC · Hit 1[W] + Str dmg, and you pull tgt 1 sq.
Level 21 2[W] + Str dmg.
AWWeight of EarthWarden Attack 1 · PHB2Std Melee wpnPrimal, WeaponTgt One creature
Your attack sends the primal energy of earth flowing into your enemy, slowing its movement.
Atk Str vs AC · Hit 1[W] + Str dmg, and tgt is slowed until EONT.
Level 21 2[W] + Str dmg.

Level 1 Encounter Evocations

ENCEarth SpikesWarden Attack 1 · PHB2Std Melee wpnPrimal, WeaponTgt One creature
The earth rises in concert with your attack, driving sharp spikes of wood and stone up toward your foe even as your weapon slams down.
Atk Str vs AC · Hit 1[W] + Str dmg. Until EONT, tgt’s space and each sq adjacent to it are filled with spikes. Any enemy that enters this spike-filled area or starts its turn there takes 5 dmg.
ENCGale StrikeWarden Attack 1 · PrPStd Melee wpnPrimal, WeaponTgt One creature
Your attack unleashes a primal wind that batters foes driven to attack you.
Atk Str vs AC · Hit 2[W] + Str dmg, and each enemy marked by you, other than tgt, takes dmg = Con.
Stormheart You also slide each enemy marked by you 1 sq.
ENCGrasping WindsWarden Attack 1 · PrPStd Melee wpnPrimal, WeaponTgt One creature
You draw on the spirit of the storm to draw foes closer for your next attack.
Atk Str vs AC · Hit 1[W] + Str dmg, and you pull each enemy within 3 sq of you 2 sq.
ENCHungry EarthWarden Attack 1 · PHB2Std Close burst 1Primal, WeaponTgt Each enemy in burst
You slam your weapon against the ground, bringing forth primal energy that causes the earth to batter your foes and churn beneath their feet.
Atk Str vs Fortitude · Hit 1[W] + Str dmg.
Eff Until EONT, each sq in the burst is difficult terrain for your enemies.
ENCRending FuryWarden Attack 1 · PrPStd Melee wpnPrimal, WeaponTgt One creature
You leap into the target with relentless strikes, crippling its ability to respond to any foe but you.
Atk Str vs AC. Make the attack roll twice and use either result. · Hit 1[W] + Str dmg. Until EONT, tgt takes a –2 penalty to attack rolls for attacks that don’t include you as a target. If both of your attack rolls would hit, the penalty equals –5.
Wildblood The penalty to attack rolls equals Wis, or 1 + Wis if both of your attack rolls would hit.
ENCRoots of StoneWarden Attack 1 · PrPStd Close burst 1Primal, Weapon, ZoneTgt Each enemy in burst
The burst of primal energy you unleash ripples through the ground around you and limits your foes’ movement.
Eff The burst creates a zone of rippling earth that lasts until EONT. Make the following attack. · Atk Str vs AC · Hit 1[W] + Str dmg. Tgt is knocked prone when it leaves the zone. · Earthstrength Tgt also takes dmg = Con when it leaves the zone.
ENCThunder Ram AssaultWarden Attack 1 · PHB2Std Melee wpnPrimal, Thunder, Weapon
As your attack hits, you channel the spirit of the thunder ram to knock your foe and its companions away from you.
1° Tgt One creature · 1° Atk Str vs AC · Hit 1[W] + Str thunder dmg. Make a secondary attack that is a close blast 3. · Earthstrength You also push the primary target a number of sq = Con.
2° Tgt Each creature in blast · 2° Atk Str vs Fortitude · Hit 1d6 thunder dmg, and you push the secondary target 1 sq.
ENCWarden’s SacrificeWarden Attack 1 · PrPStd Melee wpnPrimal, WeaponTgt One creature
In the aftermath of your attack, foes that hit you grant vigor to your allies.
Atk Str vs AC · Hit 2[W] + Str dmg. Until EONT, when any enemy hits you, an ally within 3 sq of you gains 5 temp HP.
Lifespirit Add Wis to the temp HP.
ENCWildblood FrenzyWarden Attack 1 · PHB2Std Melee wpnPrimal, WeaponTgt One creature
Primal power boils in your blood, and you surge into a frenzy, making two powerful attacks.
Atk Str vs AC · Hit 1[W] + Str dmg.
Eff Make the attack one more time against the same target or a different one.
Wildblood The attack deals extra dmg = Wis.

Level 1 Daily Evocations

DLYForm of Mountain’s ThunderWarden Attack 1 · PrPMinor PersLightning, Polymorph, Primal, Thunder
You transform to take on a protective shell of rock and earth, shielding you and allowing you to call thunder and lightning to strike your foes.
Eff You assume the guardian form of mountain’s thunder until the end of the encounter. While you are in this form, you gain resist 3 to all dmg and a +1 bonus to AC. Once per round when you hit an enemy with a melee attack, each enemy marked by you takes thunder dmg = Str. Once during this encounter, you can make the following weapon attack while you are in this form.
Std Close burst 1 · Tgt Each enemy you can see in burst · Atk Str vs Reflex · Hit 1[W] + Str thunder dmg, and you knock tgt prone. · Miss Half dmg.
Eff Each enemy marked by you takes lightning dmg = Str.
DLYForm of the Dread SerpentWarden Attack 1 · PrPMinor PersPoison, Polymorph, Primal
Dark scales coat your skin, allowing you to move with the subtlety of a snake and to envenom your attack at the time you choose.
Eff You assume the guardian form of the dread serpent until the end of the encounter. While you are in this form, you gain resist 5 poison and a +2 bonus to Reflex. In addition, you can shift 1 sq as a minor action. Once during this encounter, you can make the following weapon attack while you are in this form.
Std Melee wpn · Tgt One or two creatures · Atk Str vs AC · Hit 1[W] + Str poison dmg, and tgt takes ongoing 5 poison dmg and is slowed (save ends both). · Miss Half dmg, and tgt takes ongoing 2 poison dmg and is slowed (save ends both).
DLYForm of the Faultless TrackerWarden Attack 1 · PrPMinor PersPolymorph, Primal
You gain the keen senses of a relentless hunter, ignoring your foes’ attempts to conceal themselves and denying them advantage against you and your allies.
Eff You assume the guardian form of the faultless tracker until the end of the encounter. While you are in this form, you gain a +5 pwr bonus to Perception checks, and you ignore the penalty to attack rolls from concealment (but not total concealment). In addition, you and any allies within 2 sq of you do not grant CA for being flanked. Once during this encounter, you can make the following weapon attack while you are in this form.
Std Melee wpn · Tgt One creature · Atk Str vs Fortitude · Hit 2[W] + Str dmg. · Miss Half dmg.
Eff Tgt can’t gain concealment or total concealment (save ends both).
DLYForm of the Fearsome RamWarden Attack 1 · PHB2Minor PersPolymorph, Primal
You become mightier and faster, manifesting the horns and hooves of a ram. Your attacks push your foes around the battlefield, and you can make another attack to push a foe and knock it prone.
Eff You assume the guardian form of the fearsome ram until the end of the encounter. While you are in this form, you gain a +2 pwr bonus to speed and a +2 bonus to charge attack rolls. In addition, when you hit a target with an at-will attack, you push tgt 1 sq. If the attack already pushes tgt, the distance of the push increases by 1 sq. Once during this encounter, you can make the following weapon attack while you are in this form.
Std Melee wpn
Eff Before the attack, you shift your speed. · Tgt One creature · Atk Str vs Fortitude · Hit 2[W] + Str dmg, and you push tgt 3 sq and knock it prone. You then shift into a space that must be adjacent to tgt. · Miss Half dmg, and you push tgt 1 sq. You then shift into a sq tgt vacated.
DLYForm of the Laughing KillerWarden Attack 1 · PrPMinor PersPolymorph, Primal
Your mind guarded against assault, you take on characteristics of a hyena, your lips curling into a cackling sneer as you harry adjacent foes.
Eff You assume the guardian form of the laughing killer until the end of the encounter. While you are in this form, you gain a +2 bonus to Will and to saving throws against charm effects and fear effects. In addition, your allies have CA when making melee attacks against any enemy adjacent to you. Once during this encounter, you can make the following weapon attack while you are in this form.
Std Melee wpn · Tgt One bloodied creature · Atk Str vs Reflex · Hit 1[W] + Str dmg, and ongoing 5 dmg (save ends). · Miss Half dmg.
DLYForm of the Relentless PantherWarden Attack 1 · PHB2Minor PersPolymorph, Primal
You take on the bestial fangs, sleek fur, and hunting grace of a panther. At the time you choose, you can make a nimble attack, darting across the battlefield to deal a bleeding wound to one of your foes.
Eff You assume the guardian form of the relentless panther until the end of the encounter. While you are in this form, you gain a +2 bonus to Reflex and a +1 bonus to attack rolls against enemies marked by you. In addition, you can shift 2 sq as a move action. Once during this encounter, you can make the following weapon attack while you are in this form.
Std Melee wpn
Eff Before the attack, you shift your speed. · Tgt One creature · Atk Str vs Reflex · Hit 2[W] + Str dmg, and ongoing 5 dmg (save ends). · Miss Half dmg, and ongoing 2 dmg (save ends).
DLYForm of the Swamp HunterWarden Attack 1 · PrPMinor PersPolymorph, Primal
You take on the rough skin of a crocodile, granting you its relentless nature and letting you pass easily through water.
Eff You assume the guardian form of the swamp hunter until the end of the encounter. While you are in this form, you gain swamp walk, a swim speed equal to your speed, and a +’1 bonus to attack rolls against immobilized creatures. In addition, when you reduce any enemy marked by you to 0 HP with an attack, you mark one enemy within 5 sq of you until EONT. Once during this encounter, you can make the following weapon attack while you are in this form.
Std Melee wpn · Tgt One creature · Atk Str vs Reflex · Hit 1[W] + Str dmg, and you grab tgt. If tgt is dazed, immobilized, slowed, or stunned, the attack deals 1[W] extra dmg. · Miss Half dmg.
DLYForm of the Willow SentinelWarden Attack 1 · PHB2Minor PersPolymorph, Primal
Your skin takes on the appearance of smooth bark, and you draw strength from the earth. Your presence heightens your allies’ endurance, and your viny branches help protect your nearby friends.
Eff You assume the guardian form of the willow sentinel until the end of the encounter. While you are in this form, you can negate being pulled, pushed, or slid. In addition, any ally gains a +2 pwr bonus to Fortitude while adjacent to you. Once during this encounter, you can make the following weapon attack while you are in this form.
Imm Intr Melee 1 · Trig An enemy adjacent to you makes an attack roll against your ally · Tgt The triggering enemy · Atk Str vs AC · Hit 1[W] + Str dmg, and tgt takes a –4 penalty to the triggering attack roll. · Miss Half dmg, and tgt takes a –2 penalty to the triggering attack roll.
DLYForm of Winter’s HeraldWarden Attack 1 · PHB2Minor PersCold, Polymorph, Primal
Ice as strong as steel forms over your armor, while frost on the ground around you hinders your enemies’ movement. At the time you choose, you can swing your weapon in a freezing whirlwind that holds your enemies in place.
Eff You assume the guardian form of winter’s herald until the end of the encounter. While you are in this form, you gain a +1 bonus to AC and resist 5 cold. In addition, each sq within 2 sq of you, wherever you move, is difficult terrain for your enemies. Once during this encounter, you can make the following weapon attack while you are in this form.
Std Close burst 1 · Tgt Each enemy in burst · Atk Str vs AC · Hit 1[W] + Str cold dmg, and tgt is immobilized (save ends). · Miss Half dmg, and tgt is immobilized until EONT.

Level 2 Utility Evocations

ENCErupting FontWarden Utility 2 · PrPNo Act Close burst 5PrimalTgt Each enemy in burst
As you shake off a debilitating condition, your primal might raises your foes’ ire.
Trig You succeed on the saving throw granted by your Font of Life class feature · Eff You mark each target until EONT.
ENCEyes of the HawkWarden Utility 2 · PHB2Minor PersPrimal
You call on the primal energy in your blood, allowing you to find your foes like a keen-eyed hawk.
Eff You make a Perception check with a +10 pwr bonus.
ENCGuardian ThornsWarden Utility 2 · PrPMinor Close burst 5PrimalTgt One ally in burst
You surround your friend with ghostly thorns that impale any enemy that attacks him or her.
Eff Until EONT, when any enemy marked by you hits or misses tgt, that enemy takes 5 dmg.
ENCMountain Lion StepWarden Utility 2 · PHB2Minor PersPrimal
Like an agile mountain lion, you leap across difficult terrain with ease.
Eff You ignore difficult terrain until EONT.
DLYNature’s AbundanceWarden Utility 2 · PHB2Std Close burst 3Primal, Zone
Plants burst into life around you. They sway back and forth to shield your allies, parting to allow attacks against your foes.
Eff The burst creates a zone of plants that lasts until the end of the encounter. You and your allies have cover while within the zone.
DLYTriumphant VigorWarden Utility 2 · PHB2Minor PersHealing, Primal
One victory gives you strength to achieve the next.
Req You must have reduced an enemy to 0 HP during this turn.
Eff You regain HP equal to 1d6 + Wis + Con.
ENCWarden’s TempestWarden Utility 2 · PrPMinor Melee 1PrimalTgt One enemy marked by you
Your wrath is a storm, and an enemy that feels it is moved against its will.
Eff You slide tgt 1 sq.
ENCWarding TouchWarden Utility 2 · PrPMinor Melee 1PrimalTgt One ally
You increase your vulnerability in combat to shore up an ally’s defense.
Eff Until EONT, you take a penalty to AC = Con, and tgt gains a pwr bonus to AC = Con. If tgt has any creatures marked, those marks end, and if tgt marks a creature, this effect ends.

Level 3 Encounter Evocations

ENCBurst of Earth’s FuryWarden Attack 3 · PHB2Std Close burst 1Primal, WeaponTgt Each enemy in burst
You slam your weapon into the ground, causing the earth to toss and churn as if from an earthquake.
Atk Str vs AC · Hit 1[W] + Str dmg, and tgt cannot shift until EONT.
ENCEarthgrasp StrikeWarden Attack 3 · PHB2Std Melee wpnPrimal, WeaponTgt One creature
The primal power of earth courses through your weapon and slams your foe to the ground, where rocks and roots hold it firm.
Atk Str vs AC · Hit 1[W] + Str dmg, and you knock tgt prone. The first time tgt stands up before EONT, it takes 1d10 + Str dmg.
Earthstrength Tgt can’t stand up until EONT, and the first time it stands up before the end of the encounter, it takes 1d10 + Str dmg.
ENCGuardian Shock WaveWarden Attack 3 · PrPStd Melee wpnPrimal, Weapon, ZoneTgt One creature
As you hit with a brutal attack, a wave of primal energy ripples through the ground around the target.
Atk Str vs AC · Hit 1[W] + Str dmg, and the sq adjacent to tgt become a zone of shifting ground until EONT. Any enemy marked by you that enters the zone is knocked prone.
ENCPredatory GuardianWarden Attack 3 · PHB2Std Melee wpnPrimal, WeaponTgt One creature
You press the attack, slicing into your foe and standing ready to pursue if it attempts to flee.
Atk Str vs AC · Hit 2[W] + Str dmg. If tgt shifts before SONT, you shift 2 sq as an immediate reaction.
Wildblood The number of sq you shift equals 1 + Wis.
ENCPressing AttackWarden Attack 3 · PrPStd Melee wpnPrimal, WeaponTgt One creature
You quickly close the distance to a foe, striking with a furious attack.
Eff Before the attack, you move 4 sq. · Wildblood Add Wis to the number of sq you can move. · Atk Str vs AC · Hit 2[W] + Str dmg.
ENCRough StrikeWarden Attack 3 · PrPStd Melee wpnPrimal, WeaponTgt One creature
Your attack hinders your foe’s movement as much as the roughest terrain.
Atk Str vs AC · Hit 2[W] + Str dmg, and tgt is slowed until EONT.
Earthstrength The attack deals extra dmg = Con.
ENCStrongskin ClashWarden Attack 3 · PrPStd Close burst 1Primal, WeaponTgt Each enemy you can see in burst
A burst of spiritual energy fuels a flurry of attacks against your foes and grants your allies the toughened hide of a primal beast.
Atk Str vs AC · Hit 1[W] + Str dmg, and each ally in the burst gains resist 3 to all dmg until EONT.
Lifespirit The resistance equals 2 + Wis.
ENCThundering StrikeWarden Attack 3 · PHB2Std Melee wpnPrimal, Thunder, WeaponTgt One creature
You channel the essence of a storm into your weapon. As your strike hammers home, a peal of thunder crashes over your enemy.
Atk Str vs AC · Hit 1[W] + Str thunder dmg, and tgt is dazed and deafened until EONT.
ENCViolent BoltWarden Attack 3 · PrPStd Melee wpnLightning, Primal, WeaponTgt One creature
Lightning summoned by your attack arcs from the target to strike a second foe.
Atk Str vs Reflex · Hit 1[W] + Str lightning dmg, and one enemy marked by you, other than tgt, must choose either to fall prone or to takeS lightning dmg.
Stormheart Whatever its choice, the marked enemy takes lightning dmg = Con.

Level 5 Daily Evocations

DLYClutching MireWarden Attack 5 · PrPStd Close blast 3Primal, Weapon, ZoneTgt Each creature in blast
A sweep of your weapon blasts your foes and turns the ground before you into a shallow bog, which hinders creatures’ movement.
Atk Str vs AC · Hit 1[W] + Str dmg, and tgt is slowed (save ends).
Eff The blast creates a swampy zone that lasts until EONT. The zone is difficult terrain, and any creature that ends its turn within the zone is slowed (save ends).
Miss Half dmg, and tgt is slowed until EONT. · Sust Minor The zone persists.
DLYEarth-Shaking RendWarden Attack 5 · PrPStd Close blast 3Primal, Weapon, ZoneTgt Each creature in blast
The ground before you shakes when you strike with your weapon, blasting creatures and knocking them off their feet.
Atk Str vs AC · Hit 1[W] + Str dmg.
Eff Each target is knocked prone. The blast creates a zone of shifting earth that lasts until EONT. The zone is difficult terrain, and any creature that ends its turn within the zone is knocked prone.
Miss Half dmg. · Sust Minor The zone persists.
DLYHail of ThornsWarden Attack 5 · PHB2Std Close blast 3Poison, Primal, WeaponTgt Each creature in blast you can see
You sweep your weapon in a wide arc, drawing on primal energy to cast a hail of poisonous thorns at your foes.
Atk Str vs Reflex · Hit 1[W] + Str poison dmg, and tgt takes ongoing 5 poison dmg and is slowed (save ends both).
Miss Half dmg, and tgt is slowed (save ends).
DLYLifebind AttackWarden Attack 5 · PrPStd Melee wpnPrimal, WeaponTgt One creature
Your attack binds the target to you, further hindering its attacks if it does not engage you.
Atk Str vs AC · Hit 3[W] + Str dmg.
Eff While tgt is marked by you, its penalty to attack rolls for the marked condition is –5 instead of –2. This effect lasts until you end your turn more than 5 sq away from tgt or until the end of the encounter.
Miss Half dmg.
DLYRampant ForestWarden Attack 5 · PrPStd Melee wpnPrimal, Weapon, ZoneTgt One creature
The spectral essence of a primeval forest erupts around the target, impeding your foes’ movement.
Atk Str vs Fortitude · Hit 2[W] + Str dmg. Tgt’s space and each sq adjacent to it become a zone of difficult terrain for your enemies until the end of the encounter.
Eff Until the end of the encounter, when you first hit any enemy after using this power, that enemy’s current space and each sq adjacent to it become a zone of difficult terrain for your enemies until the end of the encounter.
Miss Half dmg.
DLYStorm StrikeWarden Attack 5 · PHB2Std Close blast 3Lightning, Primal, WeaponTgt Each creature in blast
Whirling your weapon overhead, you create a storm of wind and lightning that you hurl at your enemies.
Atk Str vs AC · Hit 1[W] + Str lightning dmg, and you slide tgt 3 sq.
Miss Half dmg, and you slide tgt 1 sq.
DLYThunder StepWarden Attack 5 · PHB2Std Melee wpnPrimal, Teleportation, Thunder, WeaponTgt One creature
With a clap of thunder, you teleport next to an enemy and slam it with a thunderous blow.
Eff Before the attack, you teleport 5 sq. · Atk Str vs Reflex · Hit 2[W] + Str thunder dmg, and tgt is dazed (save ends). · Miss Half dmg, and tgt is dazed until EONT.
DLYWellspring StrikeWarden Attack 5 · PrPStd Close burst 2Healing, Primal, WeaponTgt Each enemy in burst
Your attack saps life from your enemies and unlocks a wellspring of healing energy, which revitalizes you and those who fight at your side.
Atk Str vs AC · Hit 1[W] + Str dmg, and ongoing 5 dmg (save ends).
Eff Until the end of the encounter, you gain regeneration 5 while bloodied. At the start of each of your turns, you can forgo regaining the 5 HP to allow a bloodied ally adjacent to you to regain them instead.
Miss Half dmg.
DLYWinter’s GripWarden Attack 5 · PHB2Std Close blast 3Cold, Primal, Weapon, ZoneTgt Each creature in blast
With a sweep of your weapon, a gale spawned from a blizzard blasts over your foes.
Atk Str vs Fortitude · Hit 1[W] + Str cold dmg, and tgt is slowed (save ends).
Eff The blast creates a zone of frost that lasts until EONT. Any creature that enters the zone or starts its turn there takes 5 cold dmg.
Miss Half dmg. · Sust Minor The zone persists.

Level 6 Utility Evocations

DLYBear’s EnduranceWarden Utility 6 · PHB2Imm Intr PersHealing, Primal
Drawing on the boundless endurance of a bear, you regain a measure of your vitality.
Trig You drop to 0 HP or fewer · Eff You regain HP as if you had spent a healing surge.
DLYEarthguardWarden Utility 6 · PHB2Minor PersPrimal, Stance
Primal power from the earth fortifies your body and mind.
Eff Until the stance ends, you gain a +1 pwr bonus to all defenses.
DLYReturning the GiftWarden Utility 6 · PrPImm Intr PersPrimal
You draw all your strength to return the aid given to you by an ally.
Trig An ally targets you with a power that does not include that ally as a target · Eff The ally also becomes a target of the power.
AWSea StrideWarden Utility 6 · PHB2Minor PersPrimal
You draw on the strength of flowing water to glide through the waves with ease.
Eff You gain a swim speed equal to your speed until the end of your turn.
DLYSoothing WindWarden Utility 6 · PrPMinor PersHealing, Primal
Your primal might allows you to regain additional vigor in the heat of combat.
Eff You use your second wind and regain 2d6 additional HP.
DLYTreacherous IceWarden Utility 6 · PrPMinor PersPrimal, Stance
Ice forms on the ground around you as you fight, limiting your foes’ movement.
Eff Until the stance ends, enemies can’t shift into or out of sq adjacent to you.
DLYWilding StrengthWarden Utility 6 · PrPMinor PersPrimal
Your devastating attacks are fueled by a surge of primal fury.
Eff Until EONT, whenever you make an attack roll or a dmg roll with a weapon attack, roll a d6 and add it as a pwr bonus to the roll.
ENCWindborne StepWarden Utility 6 · PHB2Move PersPrimal
A sudden gust of wind whips around you, lifting you into the fray.
Eff You shift 2 sq. You ignore difficult terrain during the shift.
DLYWrathful MasteryWarden Utility 6 · PrPImm React PersPrimal
The pain you endure increases the strength of your later attack.
Trig An enemy’s attack hits you and damages you · Eff You take extra dmg from the triggering attack equal to one-half your level. The next time you attack any enemy marked by you before the end of the encounter, you gain a bonus = Con to the attack roll and the dmg roll.

Level 7 Encounter Evocations

ENCAngry SpiritsWarden Attack 7 · PrPStd Close burst 2Primal, WeaponTgt Each enemy marked by you in burst
As you swing your weapon around you, you draw forth spiritual energy to damage your foes.
Atk Str vs Will · Hit 1[W] + Str dmg.
ENCEarth GiftWarden Attack 7 · PHB2Std Melee wpnHealing, Primal, WeaponTgt One creature
The spirits of earth reward your attack with a gift of health.
Atk Str vs AC · Hit 2[W] + Str dmg, and you regain 10 HP.
ENCGuardian’s PounceWarden Attack 7 · PrPImm React Melee 1Primal, WeaponTgt The triggering enemy
In a blur of movement, you land on an enemy that closes with your ally.
Trig An enemy enters a sq adjacent to an ally within 3 sq of you on its turn · Wildblood Add Wis to the number of sq away from you the ally can be.
Eff You shift your speed to a sq adjacent to the triggering enemy and then make the following attack. · Atk Str vs AC · Hit 1[W] + Str dmg, and tgt takes a –5 penalty to attack rolls until the end of its turn.
ENCMountain HammerWarden Attack 7 · PHB2Std Melee wpnPrimal, WeaponTgt One creature
You strike with the strength of a mountain: brutal and unforgettable.
Atk Str vs Fortitude · Hit 2[W] + Str dmg, and tgt takes a –2 penalty to melee attack rolls until EONT.
Earthstrength The penalty to melee attack rolls equals 1 + Con.
ENCMountain’s StatureWarden Attack 7 · PrPStd Melee wpn + 1 reachPrimal, WeaponTgt One or two creatures
The fury of your attack extends its reach, drawing your foes close or knocking them to the ground.
Atk Str vs AC · Hit 1[W] + Str dmg, and you can either pull tgt 1 sq or knock it prone.
Earthstrength The number of sq you can pull tgt equals 2.
ENCSheltering StormWarden Attack 7 · PrPStd Close burst 1Primal, WeaponTgt Each enemy you can see in burst
A primal storm wind sweeps you and your allies into each other’s positions as you take attacks intended for them.
Atk Str vs AC · Hit 1[W] + Str dmg.
Eff Until EONT, when any ally adjacent to you is targeted by an attack that does not include you as a target, you can swap places with that ally as an immediate interrupt. You become tgt of the attack instead of the ally.
Lifespirit The attack that targets you takes a penalty to the attack roll = Wis.
ENCStalker’s PositioningWarden Attack 7 · PHB2Std Melee wpnFear, Primal, Psychic, WeaponTgt One creature
Predatory instincts guide your attack as you position your prey exactly where you want it.
Atk Str vs AC · Hit 2[W] + Str dmg, and you slide tgt 1 sq. You can slide tgt into a second creature’s space and then slide the second creature 1 sq.
Wildblood Both tgt and the second creature take psychic dmg = Wis.
ENCThorn BurstWarden Attack 7 · PHB2Std Melee wpnPoison, Primal, Weapon
As you strike your foe, poisoned thorns burst from your weapon and lodge in your target’s allies.
1° Tgt One creature · 1° Atk Str vs Reflex · Hit 1[W] + Str dmg. Make a secondary attack.
2° Tgt Each enemy adjacent to the primary target · 2° Atk Str vs Reflex · Hit 5 poison dmg.
ENCWinter’s ClawsWarden Attack 7 · PrPStd Melee wpnCold, Primal, WeaponTgt One creature
Your attack bites deep with a pulse of cold, hindering the target’s movement even as it ripples out to strike other foes.
Atk Str vs AC · Hit 2[W] + Str cold dmg, and tgt is slowed until EONT.
Stormheart Until EONT, if tgt makes an attack that does not include you as a target, tgt and each enemy marked by you take cold dmg = Con.

Level 9 Daily Evocations

DLYForm of Paradise’s BountyWarden Attack 9 · PrPMinor PersHealing, Polymorph, Primal
A protective layer of earth and vines wraps you tight, lashing out with your attack to hinder a foe.
Eff You assume the guardian form of paradise’s bounty until the end of the encounter. While you are in this form, you gain resist 5 necrotic and a +2 bonus to Fortitude. In addition, whenever you spend a healing surge, each ally within 2 sq of you regains 5 HP. Once during this encounter, you can make the following weapon attack while you are in this form.
Std Melee wpn · Tgt One creature · Atk Str vs Fortitude · Hit 1[W] + Str dmg, and tgt is dazed and slowed (save ends both). · Miss Half dmg, and tgt is dazed and slowed until EONT.
DLYForm of the Flame SnakeWarden Attack 9 · PrPMinor PersFire, Polymorph, Primal
A supple layer of protective scales covers your skin and bestows the strike of the flame snake on your weapon.
Eff You assume the guardian form of the flame snake until the end of the encounter. While you are in this form, you gain resist 10 fire, a +1 bonus to AC, and a +5 bonus to Athletics checks. Once during this encounter, you can make the following weapon attack while you are in this form.
Std Melee wpn · Tgt One creature · Atk Str vs Reflex · Hit 1[W] + Str fire dmg.
Eff Tgt takes ongoing 10 fire dmg (save ends).
DLYForm of the Frenzied WolverineWarden Attack 9 · PHB2Minor PersPolymorph, Primal
You strike wounded foes with particular ferocity. When the time is right, you make a brutal attack against your chosen foe, opening a bleeding wound.
Eff You assume the guardian form of the frenzied wolverine until the end of the encounter. While you are in this form, you gain a +2 bonus to attack rolls against any enemy that is bloodied or taking ongoing dmg. In addition, you can use your second wind as a minor action. Once during this encounter, you can make the following weapon attack while you are in this form.
Std Melee wpn · Tgt One creature · Hit 1[W] + Str dmg, and ongoing 5 dmg (save ends). · Miss Half dmg, and ongoing 2 dmg (save ends).
DLYForm of the Hunting SharkWarden Attack 9 · PrPMinor PersPolymorph, Primal
Your skin takes on the texture of a great shark’s, granting you mobility in water and the driven attack of an ocean predator.
Eff You assume the guardian form of the hunting shark until the end of the encounter. While you are in this form, you gain a swim speed equal to your speed. In addition, while any ally flanks an enemy with you, he or she gains a +4 bonus to attack rolls against that enemy because of CA, instead of +2. Once during this encounter, you can make the following weapon attack while you are in this form.
Std Melee wpn · Tgt One creature · Atk Str vs AC · Hit 2[W] + Str dmg. If tgt is bloodied, it takes ongoing dmg equal to 5 + Wis (save ends). · Miss Half dmg. If tgt is bloodied, it takes ongoing dmg = Wis (save ends).
DLYForm of the Oak SentinelWarden Attack 9 · PHB2Minor PersPolymorph, Primal
Your skin thickens into rough bark, and your hair becomes a mane of leaves. Your arms lengthen so that you can attack your foes and protect your allies from a distance.
Eff You assume the guardian form of the oak sentinel until the end of the encounter. While you are in this form, your melee reach increases by 1. In addition, any enemy that hits you with a melee attack takes dmg = Str. This dmg increases to twice Str at 21st level. Once during this encounter, you can make the following weapon attack while you are in this form.
Imm Intr Melee wpn · Trig An enemy within your reach makes a melee attack against your ally · Tgt The triggering enemy · Atk Str vs AC · Hit 2[W] + Str dmg. · Miss Half dmg.
Eff You become tgt of the triggering attack, even if you aren’t within that attack’s range.
DLYForm of the SiroccoWarden Attack 9 · PrPMinor PersPolymorph, Primal
A haze of sand surrounds you, protecting you from harm and letting you move like a blinding desert wind.
Eff You assume the guardian form of the sirocco until, the end of the encounter. While you are in this form, you gain resist 5 to all dmg, and you can shift 2 sq as a move action. In addition, whenever you shift, you can move through enemies’ spaces. Once during this encounter, you can make the following weapon attack while you are in this form.
Std Melee wpn · Tgt One creature · Atk Str vs Fortitude · Hit 1[W] + Str dmg, and tgt is blinded (save ends). · Miss Half dmg, and tgt is blinded until EONT.
DLYForm of the Stalwart MastodonWarden Attack 9 · PrPMinor PersPolymorph, Primal
Your body transforms to give you the thick hide and determined pace of the mighty mastodon, allowing you to knock creatures across the battlefield.
Eff You assume the guardian form of the stalwart mastodon until the end of the encounter. While you are in this form, you gain a +2 bonus to all defenses while bloodied. In addition, when you push or slide an enemy, you can increase the distance of the forced movement by 1 sq. Once during this encounter, you can make the following weapon attack while you are in this form.
Std Melee 1 · Tgt One creature · Atk Str + 2 vs Fortitude · Hit 2[W] + Str dmg, and you slide tgt 2 sq and knock it prone. You must shift to a sq tgt vacated.
DLYForm of the Stone SentinelWarden Attack 9 · PHB2Minor PersHealing, Polymorph, Primal
Your body becomes a fusion of flesh and rough stone, invigorated by your connection to the earth.
Eff You regain HP as if you had spent a healing surge. You also assume the guardian form of the stone sentinel until the end of the encounter. While you are in this form, you gain regeneration = Con. Once during this encounter, you can make the following weapon attack while you are in this form.
Std Melee wpn · Tgt One creature · Atk Str vs AC · Hit 2[W] + Str dmg. · Miss Half dmg.
Eff You can spend a healing surge.
DLYForm of the Storm EagleWarden Attack 9 · PHB2Minor PersLightning, Polymorph, Primal
Majestic feathered wings sprout from your back, and lightning crackles around your talonlike hands, as you leap into the air.
Eff You assume the guardian form of the storm eagle until the end of the encounter. While you are in this form, you gain resist 5 lightning. You can fly your speed as a move action and must land at the end of the action. Once during this encounter, you can make the following weapon attack while you are in this form.
Std Melee wpn
Eff Before the attack, you move your speed. · Tgt One creature · Atk Str vs AC · Hit 1[W] + Str lightning dmg, and tgt is dazed (save ends). · Miss Half dmg, and tgt is dazed until EONT.

Level 10 Utility Evocations

ENCBond of Shared PainWarden Utility 10 · PrPImm Intr Close burst 2PrimalTgt The triggering ally in burst
The bond you share with your companions lets you take the injury meant for an ally.
Trig An ally within 2 sq of you takes dmg from an attack · Eff You take the dmg from the attack, instead of tgt, but tgt takes any other effect caused by the attack.
ENCEarthstrideWarden Utility 10 · PHB2Move PersPrimal, Teleportation
You meld into the ground and then emerge a short distance away.
Eff You teleport a number of sq = Con.
ENCElemental WardingWarden Utility 10 · PrPMinor Close burst 1PrimalTgt You and each ally in burst
You summon primal spirits to protect you and your allies from elemental power.
Eff Choose cold, fire, lightning, or thunder. Until EONT, each target gains resistance to that dmg type equal to one-half your level.
DLYGuardian’s AttackWarden Utility 10 · PrPMinor PersPrimal
Your guardian form grants you even greater potency in combat.
Req You must be in a guardian form and must have used that form’s attack during this encounter.
Eff You regain the use of the guardian form’s attack.
DLYReturning StrengthWarden Utility 10 · PHB2Minor PersHealing, Primal
Just as primal energy grants life to the world, it lends strength and endurance to you.
Eff You spend a healing surge and regain additional HP = Str.
ENCShared Font of LifeWarden Utility 10 · PrPNo Act Close burst 5PrimalTgt One ally in burst
Primal bonds connect you and an ally, allowing you to share your own resilience.
Trig You start your turn · Eff Tgt can make a saving throw, and you can’t use your Font of Life class feature during this turn.
DLYShield of StoneWarden Utility 10 · PHB2Minor Close burst 5PrimalTgt One ally in burst
Earth carries your ally to safety while stone forms a protective barrier around him or her.
Eff You slide tgt 5 sq. Until EONT, tgt gains resist 5 to all dmg and a +2 pwr bonus to all defenses.
DLYSpiritual RejuvenationWarden Utility 10 · PrPMinor PersPrimal
By drawing on your primal strength, you tap additional reserves of vitality.
Req You must have used your second wind during this encounter.
Eff You regain the use of your second wind.
DLYWarding VinesWarden Utility 10 · PHB2Minor Close burst 2Primal, Zone
Spectral vines bloom around you to shield you and your allies.
Eff The burst creates a zone of protective vines that lasts until the end of the encounter. While within the zone, you and your allies gain resistance to all dmg = Con.

Level 13 Encounter Evocations

ENCCreeper’s GraspWarden Attack 13 · PHB2Std Melee wpnPrimal, WeaponTgt One creature
Tendrils cover the enemy you hit, stopping its movement.
Atk Str vs Reflex · Hit 2[W] + Str dmg, and tgt is immobilized until EONT.
ENCErupting VinesWarden Attack 13 · PrPStd Melee wpnPrimal, WeaponTgt One creature
Your attack summons a clutching mass of spectral vines that holds your enemies fast.
Atk Str vs AC · Hit 1[W] + Str dmg. Tgt and each enemy adjacent to it are immobilized until EONT.
Earthstrength An additional enemy within 2 sq of tgt is immobilized.
ENCHealing HarvestWarden Attack 13 · PrPStd Melee wpnHealing, Primal, WeaponTgt One creature
The savagery of your attack invigorates your allies when they target the same foe.
Atk Str vs AC · Hit 3[W] + Str dmg. Until SONT, when any ally hits tgt, that ally regains 1 + Wis HP.
Lifespirit Tgt grants CA to your allies until SONT.
ENCIcy ShardsWarden Attack 13 · PHB2Std Melee wpnCold, Primal, Weapon
Ice crystals spread from your weapon to hinder your foe, then erupt to cut other nearby enemies.
1° Tgt One creature · 1° Atk Str vs Fortitude · Hit 2[W] + Str cold dmg, and the primary target is slowed until EONT. Make a secondary attack.
2° Tgt Each enemy adjacent to the primary target · 2° Atk Str vs Fortitude · Hit 5 cold dmg.
ENCMark of TalonsWarden Attack 13 · PrPStd Melee wpnPrimal, WeaponTgt One creature
Your weapon attack summons up a shroud of spectral claws that follow as you slip away from the target, drawing the ire of other foes.
Atk Str vs AC · Hit 1[W] + Str dmg. You shift 2 sq and then mark each enemy adjacent to you until EONT.
Wildblood The distance you shift equals Wis.
ENCPonderous StrikeWarden Attack 13 · PHB2Std Melee wpnPrimal, WeaponTgt One creature
Your weapon takes on the weight of stone as it smashes into your foe, knocking it off balance.
Atk Str vs AC · Hit 3[W] + Str dmg, and tgt provokes an OA from you if it shifts before EONT.
Earthstrength On a miss, tgt provokes an OA from you if it shifts before EONT.
ENCRumbling DoomWarden Attack 13 · PrPStd Close burst 5Lightning, Primal, Thunder, WeaponTgt One creature in burst
Your strike cracks with a pulse of thunder, which knocks your target across the battlefield, and then summons lightning against other foes.
Atk Str vs Fortitude · Hit 1[W] + Str thunder dmg, and you slide tgt 2 sq. Tgt is deafened and marked until EONT. At SONT, each enemy marked by you that is not adjacent to you takes 5 lightning dmg.
Stormheart The lightning dmg equals 3 + Con.
ENCSacrificial StrikeWarden Attack 13 · PrPStd Melee wpnPrimal, WeaponTgt One creature
Your attack shrouds you in primal energy, strengthening your allies with each strike made against you.
Atk Str vs AC · Hit 3[W] + Str dmg. Until EONT, when any enemy hits you, an ally within 3 sq of you gains 10 temp HP.
Lifespirit Add Wis to the temp HP.
ENCStormhowler’s StrikeWarden Attack 13 · PrPStd Close blast 3Primal, Teleportation, Weapon, ZoneTgt Each enemy in blast
Your attack summons up a storm of primal fury that draws in those that try to escape it.
Atk Str vs Fortitude · Hit 1[W] + Str dmg.
Eff The blast creates a zone of howling wind that lasts until EONT. Any enemy that starts its turn within the zone and ends its turn outside the zone is teleported at the end of its turn to a sq within the zone.
ENCSunburst StrikeWarden Attack 13 · PHB2Std Melee wpnPrimal, Radiant, WeaponTgt One creature
The light of the sun erupts around your enemy as you strike, blinding it for a moment.
Atk Str vs AC · Hit 1[W] + Str radiant dmg, and tgt is blinded until EONT.
Wildblood If tgt is bloodied, you shift 2 sq.

Level 15 Daily Evocations

DLYForm of Summer FireWarden Attack 15 · PHB2Minor PersFire, Polymorph, Primal
A crown of flames on your head, a burst of fire around your weapon, and a smoldering inferno in your eyes mark your transformation, protecting you from fire as you later erupt in flames to sear your foes.
Eff You assume the guardian form of summer fire until the end of the encounter. While you are in this form, you gain resist 10 fire and a +3 bonus to dmg rolls. Once during this encounter, you can make the following weapon attack while you are in this form.
Std Close burst 2 · Tgt Each enemy in burst · Atk Str vs Reflex · Hit 2[W] + Str fire dmg. · Miss Half dmg.
DLYForm of the Avalanche UnleashedWarden Attack 15 · PrPMinor PersPolymorph, Primal
You take on a resilient shell of rock and ice even as your presence on the battlefield slows your foes.
Eff You assume the guardian form of the avalanche unleashed until the end of the encounter. While you are in this form, you gain resist 5 to all dmg. In addition, each enemy that starts its turn within 2 sq of you is slowed until the start of its next turn. Once during this encounter, you can make the following weapon attack while you are in this form.
Std Melee wpn · Tgt One creature · Atk Str vs AC · Hit 1[W] + Str dmg, and you knock tgt prone. Tgt is stunned (save ends). · Miss Half dmg, and tgt is dazed (save ends).
DLYForm of the Charging BoarWarden Attack 15 · PHB2Minor PersPolymorph, Primal
Your features twist and contort as tusks push out from your jaw. The fury of the boar fills you when you choose to crash into your foe, knocking it across the battlefield.
Eff You assume the guardian form of the charging boar until the end of the encounter. While you are in this form, you gain resist 5 to all dmg and a +2 pwr bonus to Fortitude and Will. Once during this encounter, you can make the following weapon attack while you are in this form.
Std Melee wpn
Eff Before the attack, you move your speed. · Tgt One creature · Atk Str vs AC · Hit 3[W] + Str dmg, and you slide tgt 2 sq. · Miss Half dmg, and you slide tgt 1 sq.
DLYForm of the Crushing MountainWarden Attack 15 · PrPMinor PersPolymorph, Primal
Your body takes on the form of unworked stone, toughening it as your forbidding presence hinders the movement of foes around you. When the time is right, you magically pull enemies to your side.
Eff You assume the guardian form of the crushing mountain until the end of the encounter. While you are in this form, you gain a +2 bonus to AC. In addition, enemies adjacent to you cannot shift, and enemies must spend 1 extra sq of movement to leave sq adjacent to you. Once during this encounter, you can make the following weapon attack while you are in this form.
Std Close burst 3 · Tgt Each enemy you can see in burst · Atk Str vs AC · Hit 1[W] + Str dmg, and you pull tgt 2 sq. · Miss Half dmg, and you pull tgt 1 sq.
DLYForm of the Hunting TigerWarden Attack 15 · PrPMinor PersPolymorph, Primal
You assume the aspect of a tiger, boosting your speed and agility, especially when your allies are under attack.
Eff You assume the guardian form of the hunting tiger until the end of the encounter. While you are in this form, you gain a +2 bonus to speed and Reflex. In addition, when any enemy marked by you makes an attack roll against any of your allies, you can shift 2 sq toward that enemy as a free action. Once during this encounter, you can make the following weapon attack while you are in this form.
Std Melee wpn · Tgt One creature · Atk Str vs AC. Make the attack roll twice and use either result. · Hit 1[W] + Str dmg. If both of your attack rolls would hit, the attack deals 10 extra dmg. · Miss Half dmg.
DLYForm of the Rowan SentinelWarden Attack 15 · PHB2Minor PersLightning, Polymorph, Primal
Your skin becomes smooth bark that crackles with lightning. Your arms lengthen to complete your transformation. At the moment you choose, your attack delivers a barrage of lightning that staggers your foe.
Eff You assume the guardian form of the rowan sentinel until the end of the encounter. While you are in this form, you gain resist 10 lightning, and your melee reach increases by 1. In addition, if any enemy starts its turn within 3 sq of you and you are able to take actions, that enemy is marked until EONT. Once during this encounter, you can make the following weapon attack while you are in this form.
Std Melee wpn · Tgt One creature · Atk Str vs AC · Hit 2[W] + Str lightning dmg, and tgt is dazed and takes ongoing 5 lightning dmg (save ends both). · Miss Half dmg, and tgt is dazed until EONT.
DLYForm of the Sand SentinelWarden Attack 15 · PrPMinor PersFire, Polymorph, Primal
A vortex of burning desert sand surrounds you, boosting your resilience and that of your allies and allowing you to swing your weapon to create a blast of fire.
Eff You gain 10 temp HP, and you assume the guardian form of the sand sentinel until the end of the encounter. While you are in this form, you gain a +2 bonus to Fortitude. In addition, when you hit any enemy, ,Illally within 5 sq of you gains 5 temp HP. Once during this encounter, you can make the following weapon attack while you are in this form.
Std Close blast 3 · Tgt Each creature in blast · Atk Str vs AC · Hit 2[W] + Str fire dmg. · Miss Half dmg.
DLYForm of the StonecrusherWarden Attack 15 · PHB2Minor PersPolymorph, Primal
Stony plating spreads to armor your body and root you to the ground. When the time is right, you can swing your weapon in a great burst and smash your foes to the ground.
Eff You assume the guardian form of the stonecrusher until the end of the encounter. While you are in this form, you gain a +2 bonus to AC. If you are pulled, pushed, or slid, you can reduce the distance of the forced movement by 2 sq. Once during this encounter, you can make the following weapon attack while you are in this form.
Std Close burst 1 · Tgt Each enemy in burst you can see · Atk Str vs AC · Hit 1[W] + Str dmg, and tgt is immobilized (save ends). · Miss Half dmg.
Eff You knock tgt prone.
DLYForm of the Windstorm’s WrathWarden Attack 15 · PrPMinor PersPolymorph, Primal
You are girded by wind and rain, which protect you and nearby allies and drive your foes across the battlefield.
Eff You assume the guardian form of the windstorm’s wrath until the end of the encounter. While you are in this form, you gain a +2 bonus to Fortitude and Reflex. In addition, allies adjacent to you take half dmg from melee attacks and ranged attacks. Once during this encounter, you can make the following weapon attack while you are in this form.
Std Close blast 3 · Tgt One creature · Atk Str vs AC · Hit 1[W] + Str dmg, and you slide tgt 3 sq and knock it prone.
Eff You slide each enemy marked by you 1 sq.

Level 16 Utility Evocations

ENCCleansing EarthWarden Utility 16 · PHB2Imm React PersPrimal
Even as harm befalls you, you draw on the earth for the strength to shrug it off.
Trig You are subjected to an effect that a save can end · Eff You make a saving throw against the triggering effect, with a pwr bonus to the saving throw = Str.
ENCFortress of StoneWarden Utility 16 · PrPMinor Close burst 5PrimalTgt One ally in burst
The earth rumbles at your ally’s feet, as protective stone rises.
Eff Until EONT or until tgt moves, tgt gains cover, and no enemy can enter a sq adjacent to him or her.
DLYInvigorating PresenceWarden Utility 16 · PrPMinor Close burst 3PrimalTgt You and each ally in burst
You summon the spirits of the land to grant you and your allies increased vigor.
Eff Each target gains 15 temp HP.
DLYMasking FogWarden Utility 16 · PrPMinor Close blast 5PrimalTgt Each ally in blast
You exhale a clinging mist that obscures your allies.
Eff Each target gains concealment until EONT.
Sust Minor The effect persists, but it ends on one target of your choice.
AWMonkey’s GripWarden Utility 16 · PHB2Minor PersPrimal
Your grip is sure, allowing you to scramble up nearly any surface.
Eff Until the end of your turn, you gain a climb speed equal to half your speed.
ENCPrimal LeapWarden Utility 16 · PHB2Move PersPrimal
You spring into the air, making a prodigious leap over the heads of your enemies.
Eff You jump a number of sq equal to your speed + Str.
ENCSun Fire GuardianWarden Utility 16 · PrPMinor Close burst 5PrimalTgt One ally in burst
Enemies that try to strike your ally are blinded by golden light.
Eff Until EONT, when any enemy marked by you makes an attack roll against tgt, that enemy is blinded until the end of the turn during which it makes the attack roll.
DLYVerdant LifeWarden Utility 16 · PHB2Minor PersHealing, Primal
You tap into the essence of primal power, causing even your most horrid wounds to mend in an instant.
Eff You can spend two healing surges.
ENCWarden’s RefusalWarden Utility 16 · PrPImm React Close burst 5PrimalTgt The triggering enemy in burst
The spiritual energy you wield knocks back a foe attempting to gain the advantage on your ally.
Trig An enemy marked by you ends its movement within 5 sq of you and is flanking your ally · Eff You slide tgt 1 sq.

Level 17 Encounter Evocations

ENCCall Forth the HarvestWarden Attack 17 · PHB2Std Melee wpnPrimal, Weapon
A vicious swing causes the ground around you to erupt in entangling growth, interfering with your enemies’ movement.
1° Tgt One creature · 1° Atk Str vs AC · Hit 3[W] + Str dmg. Make a secondary attack that is a close burst 2.
2° Tgt Each enemy in burst · 2° Atk Str vs Reflex · Hit The secondary target is marked and slowed until EONT.
ENCEager Vine StrikeWarden Attack 17 · PHB2Std Melee wpnPrimal, WeaponTgt One creature
Bright green tendrils wrap around your foe and hold it fast.
Atk Str vs AC · Hit 2[W] + Str dmg, and tgt is immobilized until EONT.
Earthstrength Until EONT, tgt also takes a penalty to AC and Reflex = Con.
ENCEarth Hold’s RebukeWarden Attack 17 · PHB2Std Melee wpnHealing, Primal, WeaponTgt One creature
Emerald light swirls around you as primal spirits lend their strength to your attack.
Atk Str vs AC · Hit 3[W] + Str dmg, and you can spend a healing surge.
ENCFlames of LifeWarden Attack 17 · PrPStd Melee wpnFire, Healing, Primal, WeaponTgt One or two creatures
With your weapon wreathed in primal flame, your attack channels healing energy to an ally.
Atk Str vs AC · Hit 2[W] + Str fire dmg, and an ally within 5 sq of you regains 5 HP.
Lifespirit Add Wis to the HP the ally regains.
ENCLeap of the Relentless HunterWarden Attack 17 · PrPImm React Melee 1Primal, WeaponTgt The triggering enemy
When a foe moves too close to your ally, you cross the battlefield in the blink of an eye to make a savage attack.
Trig An enemy marked by you enters a sq adjacent to your ally within 5 sq of you
Eff You shift your speed to a sq adjacent to the triggering enemy. Then make the following attack. · Atk Str vs AC · Wildblood You gain a bonus to the attack roll = Wis. · Hit 2[W] + Str dmg, and you slide tgt 1 sq to another sq adjacent to you.
ENCRazorleaf CutWarden Attack 17 · PHB2Std Melee wpnPrimal, WeaponTgt One creature
Coils of vines adorned with razor-sharp leaves tear the flesh of your enemy and drain its strength.
Atk Str vs Fortitude · Hit 2[W] + Str dmg, and tgt is weakened until EONT.
Wildblood The attack deals extra dmg = Wis.
ENCRough AdvantageWarden Attack 17 · PrPStd Melee wpnPrimal, WeaponTgt One creature
Your attack causes the ground to rise up, holding the target fast.
Atk Str vs AC · Hit 3[W] + Str dmg, and tgt is immobilized until EONT.
Earthstrength The attack deals extra dmg = Con.
ENCWarden’s LureWarden Attack 17 · PrPStd Close burst 4Fire, Primal, WeaponTgt Each enemy you can see in burst
A burst of primal fire surrounds your foes and draws them close for a blistering attack.
Eff You pull each target 3 sq to a sq adjacent to you. Then make the following attack. · Tgt Each enemy adjacent to you · Atk Str vs AC · Hit 2[W] + Str fire dmg, and you slide tgt 1 sq.
ENCWindy AssaultWarden Attack 17 · PrPStd Melee wpnPrimal, WeaponTgt One creature
Wind topples your foe and then blows others toward you.
Atk Str vs AC · Hit 2[W] + Str dmg, and you knock tgt prone. You then pull each enemy within 5 sq of you that is marked by you 2 sq.
Stormheart Each enemy within 5 sq of you that is marked by you grants CA until SONT.

Level 19 Daily Evocations

DLYBlizzard StrikeWarden Attack 19 · PHB2Std Melee wpnCold, Primal, WeaponTgt One creature
The bitter cold of the frozen wastes spreads over your foe, encasing it in ice, and wintry winds whip around you to slow your other enemies.
Atk Str vs AC · Hit 4[W] + Str cold dmg, and tgt is slowed (save ends).
First Failed Saving Throw Tgt is immobilized instead of slowed (save ends).
Second Failed Saving Throw Tgt is restrained instead of immobilized (save ends). · Miss Half dmg, and tgt is slowed until EONT.
Eff Each enemy within 3 sq of you, other than tgt, is slowed until EONT.
DLYCreeping BramblesWarden Attack 19 · PrPStd Close blast 3Primal, Weapon, ZoneTgt Each enemy in blast
Brambles thrust up from the ground, lashing at your enemies while hindering attacks against you and your allies.
Atk Str vs Reflex · Hit 2[W] + Str dmg, and tgt is slowed (save ends).
Eff The blast creates a zone of brambles that lasts until EONT. While within the zone, you and your allies gain cover. When any enemy enters the zone or starts its turn there, it takes 5 dmg. As a move action, you can move the zone 3 sq.
Miss Half dmg, and tgt is slowed until EONT. · Sust Minor The zone persists.
DLYDire Beast AssaultWarden Attack 19 · PHB2Std Melee wpnPrimal, WeaponTgt One creature
Like a great dire bear or tiger, you relentlessly pursue your foes and inflict bleeding wounds on them.
Eff Before and after the attack, you shift 1 sq. · Atk Str vs AC · Hit 3[W] + Str dmg, and ongoing 10 dmg (save ends). · Miss Half dmg, and ongoing 5 dmg (save ends).
DLYHowl of WrathWarden Attack 19 · PrPStd Melee wpnFear, Primal, WeaponTgt One creature
With your devastating strike, you unleash a wail that makes your enemies freeze in terror.
Atk Str vs AC · Hit 3[W] + Str dmg, and tgt and each enemy within 5 sq of you are immobilized (save ends).
Miss Half dmg, and tgt and each enemy within 5 sq of you are slowed until EONT.
DLYLightning BarrageWarden Attack 19 · PHB2Std Close burst 1Lightning, Primal, WeaponTgt Each enemy in burst
As you whirl your weapon, it draws lightning from the air and sends it cascading over the enemies around you.
Atk Str vs Reflex · Hit 1[W] + Str lightning dmg, and tgt is blinded and dazed (save ends both).
Miss Half dmg, and tgt is dazed until EONT.
DLYSparking StrikeWarden Attack 19 · PrPStd Melee wpnLightning, Primal, WeaponTgt One creature
Lightning arcs from your weapon as you strike, surrounding the target to lash out at nearby foes.
Atk Str vs Reflex · Hit 4[W] + Str lightning dmg. Until SONT, any enemy that enters a sq within 2 sq of tgt takes 10 lightning dmg. If no enemy enters a sq within 2 sq of tgt, tgt takes 10 lightning dmg at SONT.
Miss Half dmg.
DLYThundering BoltsWarden Attack 19 · PHB2Std Close blast 3Primal, Thunder, WeaponTgt Each enemy in blast
You smash your weapon into the earth, unleashing a wave of thunder that knocks your foes to the ground.
Atk Str vs Fortitude · Hit 2[W] + Str thunder dmg.
Eff You knock each target prone.
Miss Half dmg.
DLYWarding SmashWarden Attack 19 · PrPStd Melee wpnPrimal, WeaponTgt One creature
A furious strike sends your target to the ground.
Atk Str vs Reflex · Hit 5[W] + Str dmg, and you knock tgt prone.
Miss Half dmg. · Spec When your warden’s fury power is triggered, you can use this power in its place as an immediate interrupt.

Level 22 Utility Evocations

ENCA Scattering of AshesWarden Utility 22 · PrPMinor Close burst 3Primal, ZoneTgt Each ally in burst
You move your allies across the battlefield, then summon an ashen haze.
Eff You slide each target 2 sq. The burst creates a zone of swirling ash that lasts until EONT. Creatures have concealment while within the zone.
DLYChanneled VitalityWarden Utility 22 · PrPMinor PersPrimal
Spiritual energy surrounds you, granting increased vigor and allowing you to channel primal fury into your attacks.
Eff You gain temp HP equal to your healing surge value. In addition, once per round when you hit with a weapon attack, that attack deals 2[W] extra dmg. This effect ends when you have no temp HP remaining.
ENCDebilitating WardWarden Utility 22 · PrPMinor Close burst 5PrimalTgt One ally in burst
An enervating haze of primal energy lashes out at foes that attack your ally.
Eff When any enemy marked by you hits or misses tgt before EONT, that enemy takes 10 dmg and gains vulnerable 10 to all dmg until the end of its next turn.
DLYEagle’s WingsWarden Utility 22 · PHB2Minor PersPolymorph, Primal
Black wings with white tips extend from your back, letting you catch the wind and fly.
Eff You sprout wings that last until the end of the encounter. While you have the wings, you have a fly speed equal to your speed, and you can hover.
DLYPanaceaWarden Utility 22 · PHB2Minor PersPrimal
You channel the protection of primal forces, warding yourself against harmful effects.
Eff You make a saving throw with a +4 pwr bonus. You also gain a +4 pwr bonus to saving throws until the end of the encounter.
DLYRenewalWarden Utility 22 · PHB2Minor PersHealing, Primal
You draw nourishing energy from the earth and awaken reserves of power within yourself.
Eff You spend a healing surge. In addition, you regain the use of an encounter attack power you have already used during this encounter.
ENCStrength from DeathWarden Utility 22 · PrPImm React PersHealing, Primal
You gain renewed vigor when an enemy falls.
Trig A nonminion enemy within 10 sq of you drops to 0 HP · Eff You regain 10 + Con HP.
DLYWellspring of LifeWarden Utility 22 · PHB2Minor PersHealing, Primal
Your connection to the primal spirits sustains you.
Eff You spend a healing surge. In addition, you gain regeneration equal to 5 + Str until the end of the encounter.

Level 23 Encounter Evocations

ENCDarkforest VinesWarden Attack 23 · PrPStd Melee wpnPoison, Primal, WeaponTgt One creature
Shadowy vines wrap the target, holding it fast as they lash nearby foes with venomous thorns.
Atk Str vs AC · Hit 1[W] + Str dmg, and tgt is restrained until EONT. Each enemy adjacent to tgt takes 5 poison dmg and is slowed until EONT.
Earthstrength Each enemy adjacent to tgt takes extra poison dmg = Con.
ENCDesert WindsWarden Attack 23 · PrPStd Close blast 3Fire, Primal, Weapon, ZoneTgt Each enemy in blast
With a sweep of your weapon, you summon a fiery wind that clouds your enemies’ sight and scars all who try to escape it.
Atk Str vs Reflex · Hit 1[W] + Str fire dmg. The blast creates a zone of fiery haze until EONT. The zone blocks enemies’ line of Sight, and any enemy entirely within the zone is blinded. Any enemy that starts its turn within the zone takes 1d10 fire dmg when it leaves the lone.
ENCGuardian’s WrathWarden Attack 23 · PHB2Std Melee wpnPrimal, WeaponTgt One creature
With a furious blow, you give your foe a painful reminder of the threat you pose, singling it out for wrath if it disregards you.
Atk Str vs AC · Hit 4[W] + Str dmg. Until EONT, tgt is marked, and it provokes an OA from you if it makes an attack that does not include you as a target.
ENCNature’s AllyWarden Attack 23 · PHB2Std Close burst 3Primal, WeaponTgt One creature in burst
The ground beneath your enemy’s feet comes to life, shoving the foe into your vicious attack.
1° Atk Str vs Reflex · Hit You pull tgt 2 sq to a space that must be adjacent to you. Make a secondary attack that is a melee attack against tgt.
2° Atk Str + 2 vs AC · Hit 3[W] + Str dmg. · Earthstrength If either attack hits, tgt is also slowed until SONT.
ENCPrimal RebukeWarden Attack 23 · PrPStd Melee wpnPrimal, WeaponTgt One creature
The lingering strength of your attack drives the target to the ground unless it keeps its distance from you and your allies.
Atk Str vs AC · Hit 4[W] + Str dmg. Until EONT, if tgt enters a sq adjacent to you or any of your allies, it falls prone.
Lifespirit : Each ally within 3 sq of you can make a saving throw.
ENCSky’s ReachWarden Attack 23 · PrPStd Melee wpn + 1 reachPrimal, WeaponTgt One or two creatures
Spirits of the air aid your attack, allowing your weapon to strike out at targets normally beyond your reach.
Atk Str vs AC · Hit 1[W] + Str dmg.
Wildblood You slide tgt 5 sq. If tgt ends this movement adjacent to you, it takes dmg = Wis.
ENCSnowy GraspWarden Attack 23 · PrPStd Melee wpnCold, Primal, WeaponTgt One creature
As you strike, snow and ice hold the target fast and blow around your foes to hinder their movement.
Atk Str vs AC · Hit 1[W] + Str cold dmg, and tgt is immobilized until SONT. Each enemy marked by you is slowed until SONT.
Stormheart Until SONT, when any enemy marked by you moves on its turn, that enemy takes cold dmg = Con.
ENCStartling SavageryWarden Attack 23 · PHB2Std Melee wpnPrimal, WeaponTgt One creature
Your savage attack leaves your foe staggering, while power courses through your blood to enhance your next assault.
Atk Str vs AC · Hit 3[W] + Str dmg, and tgt is dazed until EONT.
Wildblood Until EONT, you gain a pwr bonus to attack rolls = Wis.
ENCWhirlwind AssaultWarden Attack 23 · PHB2Std Close burst 1Primal, WeaponTgt Each enemy in burst
As you swing your weapon, it stirs up an encircling wind that lingers around you, protecting you from attacks.
Atk Str vs AC · Hit 2[W] + Str dmg.
Eff You gain a +2 pwr bonus to AC and Reflex until EONT.

Level 25 Daily Evocations

DLYForm of Earth’s BeneficenceWarden Attack 25 · PrPMinor PersHealing, Polymorph, Primal
Your flesh becomes darker, taking on the resilience and fertility of earth and granting you some control when you are forced to move.
Eff You assume the guardian form of earth’s beneficence until the end of the encounter. While you are in this form, you gain regeneration 5, and you can shift 1 sq as a minor action. In addition, whenever you are pulled, pushed, or slid, you can reduce the distance of the forced movement by 1 sq. Once during this encounter, you can make the following weapon attack while you are in this form.
Std Melee wpn · Tgt One creature · Atk Str vs AC · Hit 3[W] + Str dmg, and you slide tgt 5 sq and mark it until EONT.
Eff You slide one ally within 5 sq of you 5 sq. That ally can spend a healing surge.
DLYForm of the Autumn ReaperWarden Attack 25 · PHB2Minor PersNecrotic, Polymorph, Primal
Your body becomes like the dry form of a tree in late autumn, and death clings to you. Your attacks drain the life from your foes, and in one great blow, you can sap the strength from an enemy.
Eff You assume the guardian form of the autumn reaper until the end of the encounter. While you are in this form, you gain resist 10 necrotic, and your melee reach increases by 1. In addition, your melee attacks deal extra necrotic dmg = Str. Once during this encounter, you can make the following weapon attack while you are in this form.
Std Melee wpn · Tgt One creature · Atk Str vs Fortitude · Hit 2[W] + Str necrotic dmg, and tgt is weakened (save ends). · Miss Half dmg, and tgt is weakened until EONT.
DLYForm of the Blood WolfWarden Attack 25 · PHB2Minor PersPolymorph, Primal
Your body hunches forward and your legs grow longer as you take on the aspect of a wolf. You can make a single savage assault to throw your foe off balance, setting it up for you to knock it down with your next attack.
Eff You assume the guardian form of the blood wolf until the end of the encounter. While you are in this form, you gain a +2 bonus to speed and a +4 bonus to dmg rolls for melee attacks against bloodied targets. In addition, if you have CA against a target that you hit with a melee attack, you can knock that target prone. Once during this encounter, you can make the following weapon attack while you are in this form.
Std Melee wpn · Tgt One creature · Atk Str vs AC · Hit 5[W] + Str dmg, and tgt grants CA to you (save ends). · Miss Half dmg, and tgt grants CA to you until EONT.
DLYForm of the Displacer BeastWarden Attack 25 · PHB2Minor PersPolymorph, Primal
Your appearance shimmers as light warps around you, and you take on a feline aspect. At the time you choose, you can make a double attack.
Eff You assume the guardian form of the displacer beast until the end of the encounter. While you are in this form, roll a d20 whenever a melee attack hits you. On a roll of 10 or higher, you take half dmg from the attack. Once during this encounter, you can make the following weapon attack while you are in this form.
Std Melee wpn · Tgt One creature · Atk Str vs AC · Hit 2[W] + Str dmg. · Miss Half dmg.
Eff Make the attack one more time against tgt.
DLYForm of the Entangling SpiderWarden Attack 25 · PrPMinor PersPolymorph, Primal
You gain the climbing ability of a spider, your body shrouded in webs that peel off and hinder your foes.
Eff You assume the guardian form of the entangling spider until the end of the encounter. While you are in this form, you gain a climb speed equal to your speed and a +2 bonus to Fortitude. In addition, each sq within 3 sq of you, wherever you move, is difficult terrain for your enemies. Once during this encounter, you can make the following weapon attack while you are in this form.
Std Close blast 3 · Tgt One creature in blast · Atk Str vs AC · Hit 4[W] + Str dmg, and tgt is restrained (save ends). · Miss Half dmg, and tgt is slowed (save ends).
DLYForm of the Jungle LordWarden Attack 25 · PHB2Minor PersPolymorph, Primal
Your chest grows broader, your arms lengthen, and your legs shorten as you take on the aspect of a great ape. As you climb with ease, your powerful attacks position your enemies exactly where you want them.
Eff You assume the guardian form of the jungle lord until the end of the encounter. While you are in this form, you gain a climb speed equal to your speed and a +2 bonus to Reflex. In addition, whenever you hit a target with a melee attack, you slide tgt 2 sq. If that attack already pulls, pushes, or slides tgt, you slide tgt 2 sq after that forced movement. Once during this encounter, you can make the following weapon attack while you are in this form.
Std Melee wpn · Tgt One creature · Atk Str vs AC · Hit 4[W] + Str dmg, and you slide tgt 1 sq. · Miss Half dmg.
DLYForm of the Night HunterWarden Attack 25 · PrPMinor PersPolymorph, Primal
Your eyes enlarge, enabling you to see even in total darkness, and you gain the power of flight and the formidable attack of the hunting owl.
Eff You assume the guardian form of the night hunter until the end of the encounter. While you are in this form, you gain darkvision and a fly speed equal to your speed. In addition, you gain a +2 bonus to your first attack roll each round. Once during this encounter, you can make the following weapon attack while you are in this form.
Std Melee wpn · Tgt One creature · Atk Str vs AC · Hit 3[W] + Str dmg, and ongoing 10 dmg (save ends). · Miss Half dmg.
DLYForm of the Shifting AncestorWarden Attack 25 · PrPMinor PersPolymorph, Primal
Your form becomes indistinct as you take on the attributes of the Primal Beast, from which all beasts are descended. At the time you choose, you make a vicious attack that saps your foe’s strength.
Eff You assume the guardian form of the shifting ancestor until the end of the encounter. At the start of each of your turns while you are in this form, choose one of the following benefits: a +2 bonus to Fortitude, Reflex, and Will; a +2 bonus to AC; a +2 bonus to attack rolls; or a +4 bonus to saving throws. The benefit you choose lasts until SONT. Once during this encounter, you can make the following weapon attack while you are in this form.
Std Close burst 1 · Tgt Each enemy in burst · Atk Str vs AC · Hit 2[W] + Str dmg, and tgt is weakened until EONT. · Miss Half dmg.
DLYForm of the World ForgerWarden Attack 25 · PrPMinor PersFire, Polymorph, Primal
A shroud of molten rock surrounds you, protecting you and your allies even as it scars those who attack you.
Eff You assume the guardian form of the world forger until the end of the encounter. While you are in this form, you gain a +2 bonus to AC. In addition, any ally gains a +2 bonus to AC while within 5 sq of you. Any enemy that hits you with a melee attack takes 5 fire dmg, and any enemy that hits an ally within 5 sq of you with a melee attack takes 10 fire dmg. Once during this encounter, you can make the following weapon attack while you are in this form.
Std Close burst 3 · Tgt Each enemy in burst · Atk Str vs Reflex · Hit Ongoing 20 fire dmg (save ends).
After Ongoing 10 fire dmg (save ends). · Miss Ongoing 10 fire dmg (save ends).

Level 27 Encounter Evocations

ENCBlood of Nature’s FoesWarden Attack 27 · PrPStd Melee wpnPrimal, WeaponTgt One creature
A blood-red haze erupts around your weapon when you strike, drawing the attention of your foes as you slip past them.
Atk Str vs AC · Hit 3[W] + Str dmg, and you mark tgt until EONT.
Eff You shift 3 sq and then mark each enemy adjacent to you until EONT.
Wildblood The distance you shift equals Wis.
ENCEarth TombWarden Attack 27 · PHB2Std Melee wpnPrimal, WeaponTgt One creature
Such is the force of your attack that the ground opens beneath your enemy and holds it down.
Atk Str vs AC · Hit 3[W] + Str dmg, and tgt is knocked prone and can’t stand up until EONT.
Earthstrength You also slide tgt a number of sq = Con.
ENCGlacial HammerWarden Attack 27 · PrPStd Melee wpnCold, Primal, WeaponTgt One creature
Your icy attack freezes the target and its nearby companions in place.
Atk Str vs AC · Hit 2[W] + Str cold dmg. Until EONT, tgt and each enemy adjacent to it are restrained.
Earthstrength Until EONT, tgt and each enemy adjacent to it gain vulnerability to a" dmg = Con.
ENCGuardian’s StormWarden Attack 27 · PHB2Std Melee wpnLightning, Primal, WeaponTgt One creature
As you strike your foe, you call on storm spirits to surround it in a cage of lightning.
Atk Str vs AC · Hit 4[W] + Str dmg, and tgt takes 15 lightning dmg if it moves before EONT.
Wildblood The lightning dmg equals 15 + Wis.
ENCLightning ExplosionWarden Attack 27 · PrPStd Melee wpnLightning, Primal, WeaponTgt One creature
Your weapon channels a bolt of lightning, which leaps from the target to other foes.
Atk Str vs AC · Hit 3[W] + Str lightning dmg. Choose three enemies within 10 sq of tgt that are marked by you. You slide each of those enemies 3 sq, and you mark them until EONT. In addition, they each take lightning dmg = Con.
Stormheart Add 3 to the lightning dmg taken by each of the three enemies.
ENCRavenous EarthWarden Attack 27 · PrPStd Melee wpnPrimal, Weapon, ZoneTgt One creature
The ground around your target begins to shake, smashing enemies that approach too close.
Atk Str vs AC · Hit 3[W] + Str dmg, and the sq adjacent to tgt become a zone of shifting ground until EONT. Any enemy that enters the zone takes 2d10 dmg and is immobilized until the zone ends.
ENCSacrificial AssaultWarden Attack 27 · PrPStd Melee wpnPrimal, WeaponTgt One creature
Your devastating attack cloaks you in primal energy, allowing subsequent attacks against you to grant vitality to your allies.
Atk Str vs AC · Hit 5[W] + Str dmg. Until EONT, when any enemy hits you, one ally within 3 sq of you gains 20 temp HP and a +2 bonus to all defenses until the end of his or her next turn.
Lifespirit Add Wis to the temp HP.
ENCScreaming Wind StrikeWarden Attack 27 · PHB2Std Melee wpnPrimal, WeaponTgt One creature
Howling winds swirl around your foe and trap it in a whirling prison.
Atk Str vs Reflex · Hit 2[W] + Str dmg, and tgt is stunned until EONT.
ENCStrengthening GiftWarden Attack 27 · PrPStd Melee wpnPrimal, WeaponTgt One creature
Your attack sends the target careening across the battlefield to crash into your other foes.
Atk Str vs Fortitude · Hit 3[W] + Str dmg, and you mark tgt until EONT. You push tgt 3 sq and then slide each enemy adjacent to tgt 1 sq.
ENCWeight of the MountainWarden Attack 27 · PHB2Std Melee wpnPrimal, Weapon
Your weapon crashes onto your foe like an avalanche, and the earth shudders in response.
1° Tgt One creature · 1° Atk Str vs AC · Hit 2[W] + Str dmg. Make a secondary attack that is a close burst 5.
2° Tgt Each enemy in burst · 2° Atk Str vs Fortitude · Hit 2d6 dmg.
Eff Each secondary target is slowed until EONT.

Level 29 Daily Evocations

DLYForm of Spring RenewalWarden Attack 29 · PHB2Minor PersHealing, Polymorph, Primal, Radiant
Brilliant light surrounds you, lifting you up and filling you with vitality. You can gather this energy and unleash it in a burst of searing light, but doing so leaves you momentarily disoriented.
Eff You assume the guardian form of spring renewal until the end of the encounter. While you are in this form, you gain resist 10 necrotic. In addition, you gain a fly speed of 8, and you can hover. Once during this encounter, you can make the following attack while you are in this form.
Std Close burst 2 · Tgt Each enemy in burst · Atk Str + 6 vs Reflex · Hit 4d10 radiant dmg. · Miss Half dmg.
Eff You regain all your HP, but you are stunned until EONT.
DLYForm of the ChimeraWarden Attack 29 · PHB2Minor PersFire, Polymorph, Primal
As your head takes on a leonine aspect, two additional heads sprout from your shoulders: a ram’s and a dragon’s.
Eff You assume the guardian form of the chimera until the end of the encounter. While you are in this form, flanking enemies don’t gain CA against you. In addition, whenever you hit a target with a charge attack, you can either push tgt 1 sq or knock it prone. Once during this encounter, you can make the following attack while you are in this form.
Std Close blast 5 · Tgt Each creature in blast · Atk Str + 6 vs Reflex · Hit 2d10 fire dmg, and ongoing 5 fire dmg (save ends). · Miss Half dmg.
DLYForm of the Grim HarvesterWarden Attack 29 · PrPMinor PersPolymorph, Primal
You take on the shrouded guise of the reaper of life, strengthening your attacks against badly wounded creatures and letting you strike when your enemies fall.
Eff You assume the guardian form of the grim harvester until the end of the encounter. While you are in this form, you gain a +2 pwr bonus to attack rolls against bloodied creatures. In addition, when any nonminion enemy within 5 sq of you drops to 0 HP, you can make a MBA as a free action. Once during this encounter, you can make the following weapon attack while you are in this form.
Std Melee wpn · Tgt One bloodied creature · Atk Str vs Fortitude · Hit 4[W] + Str dmg, and tgt gains vulnerable 10 to all dmg (save ends). · Miss Half dmg, and tgt gains vulnerable 5 to all dmg (save ends).
DLYForm of the Imperious PhoenixWarden Attack 29 · PrPMinor PersFire, Polymorph, Primal, Radiant, Teleportation
Your body is suffused with the protective radiance of the phoenix, allowing you to escape an enemy’s attack in a restorative burst of primal fire.
Eff You assume the guardian form of the imperious phoenix until the end of the encounter. While you are in this form, you gain a fly speed equal to your speed, and you can hover. In addition, you gain resist 15 fire and resist 15 radiant. Once during this encounter, you can make the following weapon attack while you are in this form.
Imm Intr Close burst 3 · Trig An enemy attack damages you
Eff Before the attack, you teleport your speed. · Tgt Each creature in burst and each enemy marked by you · Atk Str + 6 vs Reflex · Hit 2[W] + Str fire and radiant dmg, and ongoing 15 fire and radiant dmg (save ends). · Miss Half dmg.
Eff Your current hit point value changes to your bloodied value, and you remove from yourself every effect that a save can end.
DLYForm of the Soul SerpentWarden Attack 29 · PHB2Minor PersPolymorph, Primal, Psychic
You take on the aspect of the soul serpent, keeper of the gate of dreams. The world becomes a ghostly landscape in which you feel your foes as much as see them. Your eyes flash, and when you choose, you can dazzle nearby foes with a glance.
Eff You assume the guardian form of the soul serpent until the end of the encounter. While you are in this form, you gain a +2 bonus to AC and Fortitude. You also gain tremorsense 5. Once during this encounter, you can make the following attack while you are in this form.
Std Close blast 5 · Tgt Each enemy in blast · Atk Str + 6 vs Will · Hit 2d10 psychic dmg, and you slide tgt 5 sq. · Miss Half dmg.
Eff Each target is dazed (save ends).
DLYForm of the Starmetal WarriorWarden Attack 29 · PHB2Minor PersPolymorph, Primal
Your skin hardens into gleaming dark metal, and the ground shudders beneath your heavy tread. Cosmic winds swirl around you, hindering airborne foes. When you lash out in fury, you make a devastating attack against nearby enemies.
Eff You assume the guardian form of the starmetal warrior until the end of the encounter. While you are in this form, you gain a +3 bonus to AC. In addition, while any flying enemy is within 10 sq of you, its fly speed is 1. Once during this encounter, you can make the following weapon attack while you are in this form.
Std Close burst 2 · Tgt Each enemy in burst · Atk Str vs AC · Hit 3[W] + Str dmg. This dmg ignores any of tgt’s resistances. · Miss Half dmg. This dmg ignores any of tgt’s resistances.
DLYForm of the ThunderstormWarden Attack 29 · PrPMinor PersPolymorph, Primal, Teleportation, ThunderTgt One creature
Thunder booms around you as storm spirits whisk you across the battlefield. When the time is right, you unleash a thunderous attack, which your enemies cannot ignore.
Eff You assume the guardian form of the thunderstorm until the end of the encounter. While you are in this form, you gain resist 20 lightning and resist 20 thunder, and you can teleport your speed as a move action. In addition, whenever you teleport using this power, each enemy adjacent to your destination space takes 10 thunder dmg. Once during this encounter, you can make the following weapon attack while you are in this form. · Atk Str vs Reflex · Hit 3[W] + Str thunder dmg, and you push tgt 5 sq. Until EONT, tgt is stunned, and tgt and each enemy adjacent to it are marked.
DLYForm of the Unruly EarthWarden Attack 29 · PrPMinor PersPolymorph, Primal
A shell of stone and moss protects you from harm and lets you move freely over any terrain, even as earth spirits lash at your chosen foes.
Eff You assume the guardian form of the unruly earth until the end of the encounter. While you are in this form, you gain a +2 bonus to Fortitude, and you ignore difficult terrain. Each enemy marked by Yoll is slowed and takes a –4 penalty to AC until the mark ends. Once during this encounter, you can make the following weapon attack while you are in this form.
Std Melee wpn · Tgt One creature · Atk Str vs AC · Hit 4[W] + Str dmg. You knock tgt prone, and it can’t stand up (save ends). · Miss Half dmg.
DLYForm of Verdant GrowthWarden Attack 29 · PrPMinor PersHealing, Polymorph, Primal
Lush growth covers you and exudes life-giving power.
Eff You assume the guardian form of verdant growth until the end of the encounter. While you are in this form, you gain a +2 bonus to Fortitude. In addition, at the start of each of your turns, each ally within 5 sq of you regains HP = Con. If you are in this form the first time you drop to 0 HP or fewer in the encounter, you return to life at SONT if Yoll died and regain HP as if you had spent a healing surge. Once during this encounter, you can make the following weapon attack while Yoll are in this form.
Std Melee wpn · Tgt One creature · Atk Str vs AC · Hit 5[W] + Str dmg. · Miss Half dmg.
Eff You or an ally within 10 sq of you can spend a healing surge.

Paragon Paths

At 11th level a warden may take one of these paragon paths. Each grants path features at 11th and 16th levels plus the encounter, utility, and daily evocations shown.

Bloodwrath Guardian

“We are all animals. Only our arrogance separates us from our more wild kin.”

Prerequisite: Warden

The primal power you wield has formed a bond between you and the natural creatures of the world. In their myriad forms, you see fractured reflections of a greater being: the Primal Beast, who was the world’s first predator. All the hunting animals of the world — mighty lions and howling wolves, lowly ferrets and soaring eagles — hold a distant echo of the Primal Beast in their hearts. In your commitment to protect the world from demons, aberrations, and other beings that would corrupt the balance of nature, you find yourself growing closer to the Primal Beast’s perfection. That growth is reflected in your bloodwrath — the heightened speed you gain when you adopt a guardian form, and the fury that punishes the enemies you mark. At the pinnacle of your path, you at last gain the ability to take on the form of the Primal Beast.

Bloodwrath Guardian Path Features

Furious Action (11th level): You can spend an action point to gain a bonus to attack rolls equal to your Wisdom modifier until the end of your turn, instead of taking an extra action.
Bloodwrath Stride (11th level): While you are in a guardian form, you gain a +2 bonus to speed.
Bloodwrath Fury (16th level): When you hit an enemy with a melee attack and the enemy is marked by you, you gain a +2 bonus to the damage roll.

Bloodwrath Guardian Evocations

ENCBloodwrath StrikeBloodwrath Guardian Attack 11 · PHB2Std Melee wpnPrimal, WeaponTgt One creature
Primal fury wells within you as you slam your weapon into your foe.
Atk Str vs Fortitude · Hit 3[W] + Str dmg.
DLYWarding FrenzyBloodwrath Guardian Utility 12 · PHB2Minor PersPrimal, Stance
Your senses heightened by the primal spirits around you, you present a constant threat to enemies nearby and are ready to strike if they ignore you.
Eff Until the stance ends, any enemy that starts or ends its turn adjacent to you is marked until the end of its next turn.
DLYForm of the Primal BeastBloodwrath Guardian Attack 20 · PHB2Minor PersPolymorph, Primal
Your body becomes a hunched thing of fur and shadow, an echo of the archetypal predator, the Primal Beast. When you muster your strength for a great attack, you deal a grievous wound to your foe.
Eff You assume the guardian form of the Primal Beast until the end of the encounter. While you are in this form, your melee reach increases by 1, and you gain threatening reach. Once during this encounter, you can make the following weapon attack while you are in this form.
Std Melee wpn · Tgt One creature · Atk Str vs AC · Hit 3[W] + Str dmg, and ongoing 10 dmg (save ends).

Child of the North Wind

“My weapon strikes with the north wind’s savage bite. You aren’t mighty enough to stand against it.”

Prerequisite: Warden

You are part of a tradition that considers the north wind to be your spiritual parent, and you revere the spirits that first breathed life into the world. Members of your tradition can be found wherever the north wind blows.

As a child of the north wind, you are a pillar of strength in your party, your courage as unceasing as a gale. When you are embattled, you call on the ferocity of windstorms to aid your attacks. When your ire is aroused, the air might gust around you, just as the strongest winds might fall silent in response to your calm.

Child of the North Wind Path Features

North Wind Action (11th level): When you spend an action point to take an extra action, you also gain a benefit until the end of your next turn: When you hit any enemy, you either deal extra damage to that enemy or knock it prone.
North Wind Vortex (11th level): When you reduce any enemy to 0 hit points, you slide each enemy marked by you 1 square as a free action.
Staggering Critical (16th level): When you score a critical hit with a melee attack, each enemy marked by you is knocked prone.

Child of the North Wind Evocations

ENCCall to the WindChild of the North Wind Attack 11 · PrPStd Melee wpnPrimal, WeaponTgt One creature
A driving wind adds to the strength of your attack, pushing an enemy back and drawing the ire of that enemy and its companions.
Atk Str vs Fortitude · Hit 3[W] + Str dmg, and you push tgt 2 sq. Tgt and each enemy adjacent to it are then marked until EONT.
DLYNorth Wind’s EmbraceChild of the North Wind Utility 12 · PrPStd Close burst 5Conjuration, Primal
You call down a primal gale that protects you or an ally.
Eff You conjure a protective whirlwind in 1 sq in the burst. The whirlwind lasts until EONT. While within the whirlwind’s sq, you or an ally gains resist 10 to all dmg and a +1 pwr bonus to all defenses.
Sust Minor The whirlwind persists, and you can move it your speed.
DLYForm of the Northern WhirlwindChild of the North Wind Attack 20 · PrPMinor PersPolymorph, Primal, Teleportation
Your body takes on the form of the wind that howls around you, protecting you as it buffets your foes.
Eff You assume the guardian form of the northern whirlwind until the end of the encounter. While you are in this form, you gain resist 10 to all dmg. In addition, when you pull, push, or slide an enemy, you can increase the distance of the forced movement by 1 sq. When you use your Nature’s Wrath class feature, you can mark each enemy within 2 sq of you instead of each adjacent enemy. Once during this encounter, you can make the following weapon attack while you are in this form.
Std Close burst 5 · Tgt Each enemy marked by you in burst · Atk Str vs Fortitude · Hit 1[W] + Str dmg. · Miss Half dmg.
Eff You slide each target 1 sq and then teleport to a sq adjacent to one of them.

Earth Shaker

“My strength is the strength of the earth. There is no shame in your falling, but you would be foolish to attempt to rise.”

Prerequisite: Warden

Regardless of the combat tricks you have learned during your adventuring career and the tactics with which Yoll have surprised your enemies, a part of you yearns for direct and uncomplicated applications of might. The path of the earth shaker appeals to you because it matches strength to strength-your mastery of weapons augmented by the power of the earth beneath your feet, working together to oppose the raw might of dragons and behemoths, demons and deities.

The strength of earth that you draw on allows you to move through the ground at speed, even as your attacks bypass an opponent’s armor to strike at the body within. Your connection to the natural world allows you to seek out targets behind obstacles or even within the ground, and your attacks can knock your foes down.

Leave the subtleties of strategy and complex tactics to others. Instead, you keep faith with the oldest spirits of rock and earth, letting their grim determination guide you in your mission to defend the world from forces that would despoil it.

Earth Shaker Path Features

Full Impact (11th level): You gain a +1 bonus to attack rolls against Fortitude.
Surging Earth (11th level): When you spend an action point to take an extra action while you are in guardian form, each enemy you hit with a primal attack power before the end of your next turn is knocked prone.
Certain Gravity (16th level): Your at-will warden attacks can target Fortitude instead of AC.

Earth Shaker Evocations

ENCShake the EarthEarth Shaker Attack 11 · PrPStd Close burst 4Primal, Thunder, WeaponTgt Each enemy in burst
Your attack emits a pulse of thunder that strikes around obstacles and can wrench burrowing creatures from the ground.
Atk Str vs Fortitude · Hit 1[W] + Str thunder dmg. If tgt is burrowing, you slide it 4 sq to the sq nearest to it that is within your line of effect.
Spec Solid obstacles do not block line of effect for the burst.
ENCTread the EarthEarth Shaker Utility 12 · PrPMove PersPrimal
You dive within the earth and move through it quickly, gaining advantage over unsuspecting enemies.
Eff You burrow twice your speed. Each enemy adjacent to you at the end of your move grants CA to you until EONT.
DLYForm of the Primeval BuletteEarth Shaker Attack 20 · PrPMinor PersHealing, Polymorph, Primal
You take on the armored form of the monstrous bulette, granting you increased vitality and allowing you to burrow through the earth.
Eff You assume the guardian form of the primeval bulette until the end of the encounter. While you are in this form, you gain a burrow speed equal to your speed and a +3 bonus to Fortitude. In addition, whenever you spend a healing surge, you regain 20 additional HP. Once during this encounter, you can make the following attack while you are in this form.
Std Close burst 2
Eff Before the attack, you burrow your speed. You must burrow at least 2 sq. · Tgt Each creature in burst · Atk Str + 4 vs Fortitude · Level 16 Str + 6 vs Fortitude · Hit 3d8 + Str dmg, and you knock tgt prone. If tgt is already prone, it takes ongoing 5 dmg (save ends). · Miss Half dmg, and you knock tgt prone.

Emerald Guardian

“As long as I draw breath, no stain on this world will last.”

Prerequisite: Warden

As an emerald guardian, you are nature’s stalwart protector, wandering the world in search of corruption and purging it. You and your fellow guardians staunchly oppose those who bend magic to sinister ends, and much of your efforts are dedicated to containing such threats. You seek to restore the balance that is central to the prosperity of all living things.

The primal power of life infuses an emerald guardian. Wherever you go, blight fades, flowers blossom, and the power of nature is reinvigorated. As an emerald guardian, you lend this healing presence to your allies, helping them withstand enemy attacks.

Emerald Guardian Path Features

Distracting Action (11th level): When you spend an action point to take an extra action, one ally adjacent to you before or after you take the action can shift his or her speed as a free action.
Primal Blessing (11th level): When you succeed on a saving throw at the start of your turn, one ally adjacent to you can make a saving throw with a +2 bonus.
Emerald Fury (16th level): When you hit an enemy with your warden’s fury power, you push that enemy 3 squares, and then one ally adjacent to that enemy gains 10 temporary hit points.

Emerald Guardian Evocations

ENCDefiler’s DoomEmerald Guardian Attack 11 · PrPStd Melee wpnPrimal, Teleportation, WeaponTgt One creature
A target that flees from your first attack is drawn back to face a second.
Atk Str vs AC · Hit 3[W] + Str dmg. If tgt is not adjacent to you at the end of its next turn, you teleport it to a sq adjacent to you and make a MBA against it as a free action.
DLYPreservation of the WildEmerald Guardian Utility 12 · PrPStd Close burst 3Primal
The spirits of nature destroy lingering magic at your command.
Eff All conjurations and zones in the burst are destroyed. In addition, ongoing necrotic dmg ends on each creature in the burst.
DLYForm of the Life-GiverEmerald Guardian Attack 20 · PrPMinor PersHealing, Polymorph, Primal
You appear to increase in size as you take on the form of the legendary Life-River, granting vitality to your allies.
Eff You assume the guardian form of the life-giver until the end of the encounter. While you are in this form, your size is large. In addition, you gain resist 20 necrotic. Any 0:: ally that starts his or her turn within 3 sq of you regains 5 HP. Once during this encounter, you can make the following weapon attack while you are in this form.
Std Melee wpn + 1 reach · Tgt One creature · Atk Str vs Fortitude · Hit 2[W] + Str dmg, and you knock tgt prone. Tgt is stunned (save ends).
Each Failed Saving Throw One ally within 3 sq of tgt can spend a healing surge. · Miss Half dmg, and tgt is dazed (save ends).
Each Failed Saving Throw One ally within 3 sq of tgt can spend a healing surge.

First Hunter

“Run all you like, for you cannot hide.”

Prerequisite: Warden

The bond between hunter and prey is as old as life itself. This relationship is second nature to you-a way of life that helps you work with other hunters, combining all your skill to bring down even the deadliest quarry. By learning and applying the secrets of the first hunter, you have honed your warden powers for maximum efficiency with spears and other thrown weapons. Whether you fight from the front or strike from the side, your allies can rely on you.

If you finally become the prey, let your hunter beware. You walk with the spirits of ancestral hunters at your side, and foes that corner you will feel the bite of your weapon.

First Hunter Path Features

First Hunter Action (11th level): When you spend an action point to make an attack, one of your allies gains combat advantage against the target of the attack until the end of your next turn.
Spear’s Master (11th level): You can use any one-handed simple or military weapon as a thrown weapon with a normal range of 5 and a long range of 10. When you throw such a weapon as a ranged basic attack, the attack deals extra damage equal to your Constitution modifier. In addition, if the target is adjacent to one of your allies, you gain a +2 bonus to the attack roll.
Hunters Together (16th level): The first time you hit an enemy each round, choose one ally. The next ranged attack that ally makes against that enemy before the end of your next turn gains a bonus to the damage roll equal to your Constitution modifier.

First Hunter Evocations

ENCFirst Hunter’s SpearFirst Hunter Attack 11 · PrPStd Ranged wpnPrimal, WeaponTgt One creature
You throw your weapon at your foe, hitting it so hard that it is distracted when your ally attacks.
Req You must be wielding a thrown weapon. · Atk Str vs AC · Hit 3[W] + Str dmg, and one of your allies gains CA against tgt until EONT.
ENCMarked PreyFirst Hunter Utility 12 · PrPImm React PersPrimal
When an enemy tries to slip away, you and a companion hunter close in for the kill.
Trig An enemy marked by you ends its turn farther from you than where it started its turn · Eff You and one ally can each shift half your speed as a free action to sq closer to the triggering enemy.
DLYForm of the First HunterFirst Hunter Attack 20 · PrPMinor PersPolymorph, Primal
You transform to resemble an ancient predator. You then hinder your foes and make a target vulnerable to your allies’ attacks.
Eff You assume the guardian form of the first hunter until the end of the encounter. While you are in this form, you gain a +1 pwr bonus to saving throws. In addition, each enemy marked by you is slowed until the mark ends. Once during this encounter, you can make the following weapon attack while you are in this form.
Std Melee or Ranged wpn · Req You must be wielding a thrown weapon if you make a ranged attack. · Tgt One creature · Atk Str vs Reflex · Hit 3[W] + Str dmg. Until EONT, your allies gain CA against tgt, and they gain a bonus to dmg rolls against it = Con. · Miss Half dmg.

Horned Champion

“Don’t speak to me of your petty concerns — speak to me of the world’s needs.”

Prerequisite: Warden

You have communed with the spirits of the land and have been found worthy of the horned champion’s mantle. You transcend the flesh you were born with to become the chosen vessel of nature’s spirits. Your duty is to take up arms against the fell creatures of the land, to put an end to their destruction, and to restore the splendor of the untamed wilds. Becoming a horned champion is a transformative experience. Gone are the simple concerns that bound you to the world. You see the world on a grander scale, as an organism that must be protected against the abominations that would siphon its strength for dark purposes. Although it’s true that you care little for the individual’s suffering, your concern encompasses the natural world and all things living in it. Thus, in a way, your ties to others are deeper than friendship, for they are forged from the bonds that connect all living things.

Horned Champion Path Features

Vicious Action (11th level): When you spend an action point to make an attack and that attack misses, you can reroll that attack roll but must use the second result.
Fervent Pursuit (11th level): When you hit an enemy with an opportunity attack, that enemy is slowed until the end of its turn.
Blessing of Spring (16th level): Whenever you use a warden daily attack power that has the polymorph keyword, you can spend a healing surge as a free action.

Horned Champion Evocations

ENCZealous StrikeHorned Champion Attack 11 · PHB2Std Melee wpnPrimal, WeaponTgt One creature
With a roar, you charge at your enemies to deliver an overwhelming attack.
Atk Str vs AC. If tgt is bloodied, you gain a +2 bonus to the attack roll. · Hit 1[W] + Str dmg, and you knock tgt prone.
Eff Make the attack one more time against the same target or a different one.
ENCImpetuous StrideHorned Champion Utility 12 · PHB2Move PersPrimal
Primal energy surrounds you as you push through the enemies’ ranks. Only a fool would dare strike you.
Eff You move your speed. If any creature makes an OA against you during this movement, that creature takes dmg equal to 5 + Wis.
DLYForm of the Leaping StagHorned Champion Attack 20 · PHB2Minor PersPolymorph, Primal
Great horns sprout from your head as primal power quickens your step. Your charging assault can leave an enemy senseless.
Eff You assume the guardian form of the leaping stag until the end of the encounter. While you are in this form, you gain a +4 bonus to speed. In addition, as a move action, you can move your speed and gain a +2 pwr bonus to AC against OAs until the end of your turn. During this movement, you can move through any enemy’s space, marking that enemy until EONT. Once during this encounter, you can make the following weapon attack while you are in this form.
Std Melee wpn
Eff Before the attack, you move your speed. · Tgt One creature · Atk Str vs AC · Hit 2[W] + Str dmg, and tgt is stunned until EONT. · Miss Half dmg, and tgt is dazed until EONT.

Icewrought Sentinel

“Submit, or feel the wrath of the season of death!”

Prerequisite: Warden

Nature sleeps when winter falls, resting until the warmth of spring creeps across the land once more. Though forests grow quiet and few creatures stir, the warden’s duty endures when the land is at its most vulnerable.

An icewrought sentinel harnesses winter’s power for the world’s defense. Whether you are drawn to this path through a natural affinity for wintry wastes or a spiritual connection to the season of darkness, your first step on the path to becoming an icewrought sentinel brings about changes in your body. Your flesh feels cool to the touch. Your eyes become a deep blue but turn frost white when you are angry, and your lips and extremities take on a faint blue cast. When you use your warden evocations, snow swirls in the air around you as lines of frost form and quickly vanish on your skin.

Icewrought Sentinel Path Features

Cold Snap Action (11th level): When you spend an action point to make an attack, each enemy that is adjacent to you or marked by you takes cold damage equal to one-half your level. In addition, you gain a +1 bonus to attack rolls with cold powers until the end of your next turn.
Frigid Embrace (11th level): You gain cold resistance equal to 5 + one-half your level.
Winter’s Winds (16th level): When you hit an enemy with a primal cold power, you slide that enemy 2 squares after the attack is resolved.

Icewrought Sentinel Evocations

ENCRime ShacklesIcewrought Sentinel Attack 11 · PrPStd Melee wpnCold, Primal, WeaponTgt One creature
Your weapon strikes with bitter cold that freezes the target in its tracks.
Atk Str vs AC · Hit 1[W] + Str cold dmg, and tgt is immobilized until EONT. On your next turn, if you hit tgt with a primal cold power, tgt is immobilized until the end of its next turn.
ENCIcewrought ArmorIcewrought Sentinel Utility 12 · PrPMinor Close burst 3PrimalTgt You or one ally in burst
A shell of ice spreads across your ally, offering protection even as it freezes anyone that dares to strike.
Eff Tgt gains a +2 bonus to all defenses until EONT. If tgt is hit by a melee attack before the bonus ends, the attacker is immobilized until the end of its next turn, and the bonus ends.
DLYForm of the Icewrought SentinelIcewrought Sentinel Attack 20 · PrPMinor PersCold, Polymorph, Primal
A protective sheath of ice covers you and spreads to hinder your foes’ movement, causing your weapon to blind a foe when you strike.
Eff You assume the guardian form of the icewrought sentinel until the end of the encounter. While you are in this form, you gain a +2 bonus to AC and Fortitude. In addition, your enemies cannot charge or run if they start that movement within 2 sq of you, and each sq within 2 sq of you, wherever you move, is difficult terrain for your enemies. Once during this encounter, you can make the following weapon attack while you are in this form.
Std Melee wpn · Tgt One creature · Atk Str vs Reflex · Hit 3[W] + Str cold dmg, and tgt is blinded (save ends). · Miss Half dmg, and tgt is blinded until EONT.

Radiant Serpent

“The spirit of the couatl burns brightest.”

Prerequisite: Warden

You raise your eyes and heart to the stars and to the spirit of the shining, winged serpents that helped tame the primordials. You have chosen the couatl as a spiritual ally, embracing that legendary creature’s power so thoroughly that you assume its very form. You emulate your shining ally by rising above the battle with a flourish of power or by passing through your enemies like a radiant spirit.

Like couatls, you understand the necessity of sacrifice. The coils of your power can trap enemies that would otherwise harm your allies, but you must be willing to take those allies’ hurts on yourself. If your own survival is jeopardized as you protect your friends, so be it.

Radiant Serpent Path Features

Radiant Glow (11th level): You gain radiant resistance equal to one-half your level and a +2 bonus to saving throws against effects that immobilize or restrain you. In addition, whenever you take radiant damage, your attacks deal extra radiant damage equal to one-half your level until the end of your next turn.
Radiant Serpent Action (11th level): When you spend an action point to take an extra action while you are in any guardian form, you become insubstantial and gain phasing and a fly speed equal to your speed until the end of your next turn.
Mantle of Sacrifice (16th level): When you score a critical hit against an enemy, that enemy cannot attack any target except you until the end of your next turn.

Radiant Serpent Evocations

ENCRadiant CoilsRadiant Serpent Attack 11 · PrPStd Melee wpnPrimal, Radiant, WeaponTgt One creature
Coils of light wrap around your target and burn it with radiant energy if it moves.
Atk Str vs AC · Hit 3[W] + Str dmg, and you mark tgt until EONT. If tgt moves before EONT, it takes 1d8 radiant dmg.
DLYShining PassRadiant Serpent Utility 12 · PrPMinor PersHealing, Primal
Each ally you pass by is cloaked in a radiant glow, which allows you to share your own resilience.
Eff When you pass through an ally’s space before the end of your turn, you can spend a healing surge on that ally’s behalf as a free action. You spend the healing surge but regain no HP, and the ally regains HP as if he or she had spent a healing surge. No ally can benefit more than once from a single use of this power.
DLYForm of the Radiant CouatlRadiant Serpent Attack 20 · PrPMinor PersHealing, Lightning, Polymorph, Primal, Radiant
You take on a serpentine appearance as radiance surrounds you, granting you the movement and resilience of the mighty couatl.
Eff You assume the guardian form of the radiant couatl until the end of the encounter. While you are in this form, you gain a fly speed equal to your speed, and you can hover. You gain a +5 bonus to saving throws against ongoing dmg and against effects that immobilize, restrain, or slow you. Once during this encounter, you can make the following attack while you are in this form.
Std Area burst 1 within 20 sq · Tgt Each enemy in burst · Atk Str + 4 vs Reflex · Level 16 Str + 6 vs Reflex · Hit 2d10 + Str lightning and radiant dmg. One ally in the burst can spend a healing surge. · Miss Half dmg.

Storm Sentinel

“Feel the wrath of the storm unleashed, for I am nature’s champion and none shall stand against me.”

Prerequisite: Warden

To many, there is no clearer expression of the power of nature than the raging fury of the storm. Churning clouds, crashing thunder, and blasting lightning are manifestations of the rage coursing through the world when its natural laws are violated and its purity corrupted. When gods or primordials overstep their bounds, when demons or aberrant beings try to tear the fabric of reality, the fury of a storm — and its cleansing rain — are part of nature’s response. Most wardens draw power from the earth. As an incarnation of the storm’s wrath, your greatest primal power comes from the sky. Lightning flows in your veins, and thunder booms in your footsteps. As you advance along this path, you can transform yourself into wind and rain and can ultimately take on the aspect of storm’s wrath.

Storm Sentinel Path Features

Invigorating Action (11th level): When you spend an action point to make an attack, you can spend a healing surge as a free action after the attack.
Critical Jolt (11th level): Whenever you score a critical hit, it deals extra lightning damage equal to your Strength modifier.
Undying Wind (16th level): Whenever you spend a healing surge, you regain additional hit points equal to your Constitution modifier.

Storm Sentinel Evocations

ENCThunder SmashStorm Sentinel Attack 11 · PHB2Std Close burst 2Primal, Thunder, WeaponTgt Each enemy in burst
Your weapon rumbles with thunder as you swing it toward the earth in a tremendous smash that knocks your foes down.
Atk Str vs Fortitude · Hit 1[W] + Str thunder dmg, and you knock tgt prone.
ENCStorm StepStorm Sentinel Utility 12 · PHB2Move PersPrimal
For a brief moment, you transform into wind and rain.
Eff You become insubstantial until EONT. In addition, you fly your speed; at the end of this movement, you must land in a space adjacent to an enemy.
DLYForm of Storm’s WrathStorm Sentinel Attack 20 · PHB2Minor PersLightning, Polymorph, Primal
Thunder crashes around you as your skin becomes the dark blue-gray of thunderclouds and your eyes flash with lightning.
Eff You assume the guardian form of storm’s wrath until the end of the encounter. While you are in this form, any enemy that starts its turn adjacent to you is marked until EONT and takes lightning dmg = Con if you are able to take actions. In addition, at the start of each of your turns, choose one enemy that you can see within 3 sq of you. That enemy takes lightning dmg equal to 5 + Con.

Tribal Champion

“You want them? You go through me first.”

Prerequisite: Warden

All your life you have known you were destined for greatness, as did the ancestor spirits of your tribe’s great warriors. You owe your prowess in combat to the heroes whose blood flows in your veins. When you recover your strength in combat, these guardian spirits flash into sight for a moment, defending you from your enemies so that you can fight on.

The ancestral spirits that watch over you might represent any of the heroic classes of your people. The barbarian’s strength drives the fury of your attacks, just as the shaman’s wisdom inspires your tactics. However, in your determination to defend your allies and the world around you, you remain a warden through and through.

Tribal Champion Path Features

Allied Champions (11th level): When you use your second wind as a standard action, each enemy marked by you takes psychic damage equal to one-half your level + your Strength modifier. When you use your second wind as a minor action, one enemy marked by you takes psychic damage equal to your Strength modifier.
Tribal Champion Action (11th level): When you spend an action point to take an extra action, you can choose a guardian form granted by any of your daily powers. Until the end of your next turn, you assume that form and gain all its effects, but you cannot use the form’s attack. This use of the form does not expend the use of the power that grants it, and you can assume a form granted by a power you have already used today.
Ferocious Defender (16th level): When an ally adjacent to you is bloodied for the first time in an encounter, you gain a +1 power bonus to attack rolls until the end of your next turn.

Tribal Champion Evocations

ENCFell the MightyTribal Champion Attack 11 · PrPStd Melee wpnPrimal, WeaponTgt One creature
Taking on a foe more powerful than you only increases the fury of your attack.
Atk Str vs AC. If tgt’s current hit point total is higher than yours, you can score a critical hit on a roll of 19-20. · Hit 2[W] + Str dmg. If this dmg makes tgt’s current hit point total lower than yours, you also knock tgt prone.
DLYPure PowerTribal Champion Utility 12 · PrPFree PersPrimal
You draw on the power of the heroes who watch over you, increasing the potency of your guardian form’s attack.
Trig You hit with a weapon attack granted by your guardian form · Eff The attack deals 2[W] extra dmg.
DLYForm of the Tribal ChampionTribal Champion Attack 20 · PrPMinor PersPolymorph, Primal
The shades of countless ancestors flow through you as you fight, defending you from harm and debilitating your foes.
Eff You assume the guardian form of the tribal champion until the end of the encounter. While you are in this form, you gain a +1 pwr bonus to all defenses. In addition, each enemy marked by you takes a –4 penalty to attack rolls (instead of –2) for any attack that does not include you as a target. Once during this encounter, you can make the following weapon attack while you are in this form.
Std Melee wpn · Tgt One creature · Atk Str vs AC · Hit 5[W] + Str dmg. · Miss Half dmg.
Eff Until EONT, each enemy marked by you takes a –8 penalty to attack rolls (instead of –4) for any attack that does not include you as a target.

Verdant Lord

“I am one with the forest, and the forest is one with me.”

Prerequisite: Warden

Like the trees of the forest, you draw strength from the loamy earth, from the water that spills from the sky and flows across the land, and from the radiance of the sun. You embrace the essence of the tree, becoming the forest’s protector, its champion against those that would despoil it. When you use your primal powers, shoots of new growth emerge from the ground, flowers bloom, and trees straighten with renewed vigor. You favor guardian form powers that let you take on treelike forms (such as form of the willow sentinel, form of the oak sentinel, and form of the rowan sentinel), but even when you take on other aspects, the earth responds with growth. As the culmination of this path, you can take on a form like that of a treant, smashing foes and objects alike with a weapon held in your branchlike fists.

Verdant Lord Path Features

Reaching Action (11th level): When you spend an action point to take an extra action while you are in a guardian form, your melee reach increases by 1 until the end of your turn.
Writhing Roots (11th level): While you are in a guardian form, enemies treat each square adjacent to you as difficult terrain, and each ally adjacent to you gains a +1 bonus to AC.
Iron Boughs (16th level): When you hit an enemy with a melee attack and the enemy is marked by you, you gain a +2 bonus to the damage roll.

Verdant Lord Evocations

ENCFalling Tree StrikeVerdant Lord Attack 11 · PHB2Std Melee wpnPrimal, WeaponTgt One creature
As the tree falls and crushes all beneath it, your weapon smashes down to knock your foe off its feet.
Atk Str vs Reflex · Hit 2[W] + Str dmg, and you knock tgt prone.
DLYAwaken the ForestVerdant Lord Utility 12 · PHB2Std Close burst 3Primal, Zone
Vines burst from the ground around you to hinder your foes.
Eff The burst creates a zone of thick vines that lasts until EONT. The zone is difficult terrain for your enemies. In addition, your allies have cover while within the zone. As a move action, you can move the zone 5 sq.
Sust Minor The zone persists.
DLYForm of the Verdant LordVerdant Lord Attack 20 · PHB2Minor PersHealing, Polymorph, Primal
You transform into a treant, sprouting roots that draw strength from the earth and growing branches that sap life from your foes.
Eff You assume the guardian form of the verdant lord. While you are in this form, your melee reach increases by 1, you gain a +5 bonus to Strength checks to break objects, and your attacks deal triple dmg to objects. In addition, at the start of each of your turns, each ally within 2 sq of you regains 5 HP. Once during this encounter, you can make the following weapon attack while you are in this form.
Std Melee wpn · Tgt One creature · Atk Str vs Fortitude · Hit 3[W] + Str dmg, and tgt is immobilized (save ends). · Miss Half dmg, and tgt is immobilized until EONT.

Warden (PHB2 + Primal Power) —