Warder (Class)

== Overview ==
=== Hit Points ===
* Hit Dice: 1d10 per Warder level 
* Hit Points at 1st Level: 10 + your Fortitude modifier 
* Hit Points at Higher Levels: 1d10 (or 6) + your Fortitude modifier per Warder level after 1st
=== Sanctum Keeper: Subclass ===
* Proficiencies: Magical Construction (Specifically when used Defensively), Religion, Trap Magic
* Feature: Safe Haven - At level 1, you can consecrate a small area, making it safe from external threats. Once per long rest, you can designate a 10-foot-radius area as a sanctuary. Within this space, allies gain a +1 bonus to saving throws and are immune to being frightened. This effect lasts for 1 minute. This uses 4 MP to activate and is considered Trap Magic.
* Starter Spell: Warding Sigil - For 2 MP, you can draw a sigil on a surface or object. Any creature with malevolent intent that comes within 5 feet of the sigil must succeed on a Wisdom saving throw or be repelled, unable to come closer for 1 turn. This is considered Trap Magic.
* Starter Item: Keeper's Chalk - This mystical chalk never diminishes and is used to draw potent runes and wards. If this is destroyed, you can no longer cast Trap Magic if you do not gain another Trap Magic focus.
=== Barrier Forger: Subclass ===
* Proficiencies: Any Barrier Magic, Fortitude
* Feature: Alger's Defense - At level 1, you gain a keen sense of when to raise your barriers. When an ally within 10 feet of you is targeted by an attack, you can use your reaction to impose disadvantage on that attack roll. You can use this feature once per game.
* Starter Spell: Aegis Shield - For 4 MP per turn active, you conjure a shimmering shield in front of a creature within range, granting them a 1d4+1 bonus to AC for the next turn.
* Starter Item: Dobbin's Cube - You have a cube that has 20HP total and can be deployed as a barrier as a reaction. This cube does not regenerate HP, but can be imbued with MP to regain the HP within it. (Can be upgraded)