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**Warden Domain** characters are **journey-mobile**: where Skirmish dances around a fight, a Warden gets the party *through the wilderness alive*. They read tracks and weather, find the safe ford, and keep watch while others sleep. A Warden might be a ranger of the border woods, a trail guide over mountain passes, or a shepherd who knows every hill and hollow.

## Tier 1 Base Card: Warden Initiate

**Warden Aspect:** Choose **Resilience** (patient, weathered, hard to wear down) or **Fortitude** (strong back, long legs). This Aspect powers your Warden Features.

### Core Feature: Pathfinder

When you lead the party on a journey, the group **cannot become lost** in terrain you have traveled before, and travel hazards are rolled with **Advantage**. In new terrain, roll your Warden Aspect against the GM's DC once per day; on a success the same benefit applies.

Choose **two** Domain Feature Cards from Tier 1.

### Requirements to Advance to Tier 2 (complete 3):

- Guide the party through a dangerous journey  
- Track a creature to its lair or camp  
- Keep camp safe through a threatening night  
- Find food and water in a harsh place  
- Help a lost or stranded traveler home  
- Any one **Shared Milestone** (see [Domains](/rules/domains/))

## Tier 1 Feature Cards

### Tracker (Exploration – Passive)

**Action Load:** — (Passive)

When you follow tracks, roll your Warden Aspect with **Advantage**. On a success you learn **how many** creatures passed, **how long ago**, **what kind**, and **whether they were hurrying**.

### Forager (Exploration – Passive)

**Action Load:** — (Passive)

In any wilderness that has life in it, you find enough food and water for yourself and **two others** each day without a roll (more with a Warden Aspect roll vs. the GM's DC).

### Watchful Camp (Team Action – Passive)

**Action Load:** — (Passive)

The party **cannot be surprised** while you are on watch, and when danger arrives every ally may act in the first round as if they had been awake.

### Snare Shot (Combat – Active)

**Action Load:** 1

Make a ranged weapon attack. On a hit, the target is also **Slowed** until the end of its next turn.

### Lay of the Land (Combat – Passive)

**Action Load:** — (Passive)

At the start of an outdoor combat, you and one ally may each **move 10 feet** before anyone acts, and you know where the nearest cover, high ground, and difficult terrain are.

### Old Ways (Exploration – Passive)

**Action Load:** — (Passive)

You learn the hedge-magic of the wild. You gain access to [Nature Spells](/rules/spells/nature/): you know **1 + your Warden Tier** Nature spells of a Tier no higher than your Warden Tier, and you cast them with your **Warden Aspect** (see [Spells](/rules/spells/)).

### Voice of the Wild (Roleplay – Passive)

**Action Load:** — (Passive)

You roll with **Advantage** when speaking with rural folk, hunters, herders, and wilderness peoples, and they treat you as one of their own unless you give them a reason not to.

### ⚡ Parting Shot (Combat – Reactive)

**Action Load:** as a normal weapon attack

When a creature within **your reach**, or within **30 feet** if you use a ranged weapon, **moves away from you**, you may make one weapon attack against it.

- A ranged Parting Shot has **Disadvantage** if an enemy is within 5 feet of you.

## Tier 2 Base Card: Warden Adept

### Core Feature: Swift Travel

When you lead, the party travels **one step faster** (cover half again as much ground in a day) without gaining Exhaustion from the pace.

Choose **two** Domain Feature Cards from Tier 2.

### Requirements to Advance to Tier 3 (complete 4):

- Survive a storm, blizzard, or flood with your whole party  
- Track something across rock, water, or a busy town  
- Make an ally of a wilderness creature or community  
- Hunt a dangerous beast  
- Map a region no one in your party knew  
- Any one **Shared Milestone**

## Tier 2 Feature Cards

### Hunter's Mark (Combat – Active)

**Action Load:** 1

Mark a creature you can see. Until the end of the scene, your weapon attacks against it deal **+1d4** damage, and you always know which direction it is while it is within a mile. Only one mark at a time.

### Shelter (Exploration – Active)

**Action Load:** — (out of combat; takes an hour)

Build a shelter from what's at hand. The party's rest there counts as a **safe rest** (as if at an inn): no Exhaustion from weather, and rests can't be interrupted by ordinary weather.

### ⚡ Guide's Warning (Team Action – Reactive)

**Action Load:** 1

When a trap or hazard triggers, one ally within 30 feet rolls to avoid it with **Advantage**.

### Weather Eye (Exploration – Passive)

**Action Load:** — (Passive)

You know the weather for the next day. When bad weather comes, you can find the party a place to wait it out, and you roll weather-related hazards with **Advantage**.

### Keeper of Trails (Roleplay – Passive)

**Action Load:** — (Passive)

Travelers you meet on the road share news, trade, or warnings freely. Once per journey, the GM tells you one useful thing about the road ahead (a toll, a bandit camp, a washed-out bridge).

## Tier 3 Base Card: Warden Expert

### Core Feature: At Home Anywhere

You and allies suffer no penalties from **difficult terrain** or **harsh weather** while you lead, and you can't be **Slowed** by natural terrain.

Choose **three** Domain Feature Cards from Tier 3.

### Requirements to Advance to Tier 4 (complete 4):

- Cross a land no one in your party has crossed  
- Defend a village or camp from a wilderness threat  
- Teach someone your trailcraft so they can guide without you  
- Find a lost place, road, or people  
- Endure the wilds alone for days and return  
- Any one **Shared Milestone**

## Tier 3 Feature Cards

### Ambush Master (Combat – Passive)

**Action Load:** — (Passive)

When your party ambushes enemies who are unaware of you, every ally gets **one bonus action** before the first round (move, attack, or ready a Feature). These actions cost **0 Action Load**. Enemies that were surprised are **Distracted** in the first round.

### Volley (Combat – Active)

**Action Load:** 2

Make **one** ranged weapon attack roll and compare it against **up to three** creatures within 10 feet of each other. Roll your weapon die once and apply the same damage to each one you hit.

### Wilderness Sense (Exploration – Passive)

**Action Load:** — (Passive)

In the wilds, you know when a creature hostile to you is within a mile and roughly which direction it is (but not what it is). You can't be surprised outdoors.

### Trail Secrets (Exploration – Passive)

**Action Load:** — (Passive)

In any region you have visited, you know a hidden path: the party can move unseen by patrols, or bypass one obstacle (a toll, a ford, a camp) per journey.

### Warden's Word (Roleplay – Passive)

**Action Load:** — (Passive)

Frontier communities trust you. They offer shelter, a guide, or supplies for a night, and they tell you the truth about local dangers.

## Tier 4 Base Card: Warden Master

### Core Feature: Land's Champion

Once per adventure, call on the land. For one scene choose one: a **river rises** to block pursuers, a **storm** gives the party cover (enemies are Sightless beyond 30 feet), the **forest closes** behind you (enemies can't follow for an hour), or **stone and root** give allies +2 Evasion against ranged attacks.

Choose **three** Domain Feature Cards from Tier 4.

## Tier 4 Feature Cards

### Unerring Shot (Combat – Active)

**Action Load:** 2 (once per scene)

Make a ranged weapon attack that ignores cover and the **Hidden** condition. On a hit, your weapon damage dice count as **maximum**.

### Hidden Road (Exploration – Active)

**Action Load:** — (out of combat; once per adventure)

Lead your party along a secret road known to few. A journey of up to a week takes a single day, and no ordinary pursuer can follow.

### Wild Allies (Team Action – Active)

**Action Load:** 2 (once per adventure)

Wild creatures answer your call and fight beside the party for one scene. Treat them as a **swarm** with HP equal to **3 × your Tier** and Evasion 10, that attacks once per round using your Warden Aspect dice + **2d6** against every enemy you choose within 10 feet of it.

### Guardian of the Wilds (Roleplay – Passive)

**Action Load:** — (Passive)

Wilderness creatures and spirits treat you as a friend. Non-magical beasts won't attack you unless commanded, and wild spirits will **parley** before acting against you.

### Iron Endurance (Exploration – Passive)

**Action Load:** — (Passive)

You never gain Exhaustion from travel, hunger, thirst, or weather, and once per day you may remove **1 level of Exhaustion** from an ally by tending to them during a Quick Rest.

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