A 1st-level warden begins with hit points equal to 17 plus the warden's Constitution score, healing surges per day equal to 9 plus the warden's Constitution modifier, and a +1 bonus to Fortitude and Will defenses. A warden gains 7 hit points per level.
A 1st-level warden begins trained in:
Plus any three of the following skills:
Wardens receive the Font of Life, Guardian Might, and Nature's Wrath class features at 1st level.
Font of LifeEdit
At the start of each turn, a warden can make a saving throw against one effect that a save can end.
A successful save ends that effect. The effect will not affect the warden that turn. For example, saving against being stunned or dazed allows the warden to act normally on that turn, and saving against ongoing damage prevents the damage that turn.
If the saving throw is failed, the warden can still make a saving throw as usual at the end of the turn.
Wardens choose either Earthstrength, Lifespirit, Stormheart, or Wildblood. Each option allows the warden to use another stat modifier as a bonus to AC when not wearing heavy armor, instead of his or her Dexterity or Intelligence modifier. Each option also creates an additional effect when the warden uses second wind.
The warden also gains use of the warden's fury and warden's grasp at-will powers. These powers are immediate actions triggered by an enemy marked by the warden making an attack that doesn't include the warden as a target.
|At-will attack evocations|
|Encounter attack evocations||Daily attack evocations||Utility evocations|