Warden Abilities in
Sword Coast Legends is an
Ability tree available only to
Rangers. Combining nature magic and archery, Wardens possess the ability to unleash a variety of magically infused trick shots upon their foes. Shooting with supernatural speed and agility, they can fire lightning bolts from their bows, rain thorns upon their enemies, and pierce right through even the toughest of armors.
Warden Abilities
Hail of Thorns
- Effect: Magical thorns sprout from your hands and launch themselves at your enemies. Each enemy target within a 60 wide, 18 yard long cone must make a DC 9 Dexterity saving throw. A creature takes 1-9 Piercing damage on a failed save, or half as much damage on a successful one.
- Type: Cone Area of Effect
- Range: 18 Yards
- Cooldown: 40 Seconds
- Requirements: None
- Cost: 1 Point
- Ranks: II
Lightning Arrow
- Effect: You infuse an arrow with magical energy, charging it with lightning. The arrow flies on its own towards a target you designate, exploding in a torrent of power. Creatures within 2 yards of the blast point must make a DC 9 Dexterity saving throw or take 7-31 Lightning damage, or half as much on a successful save.
- Type: Ranged Area of Effect
- Range: 18 Yards
- Cooldown: 120 Seconds
- Requirements: Hail of Thorns & Level 5
- Cost: 2 Points
- Ranks: III
Swift Quiver
- Effect: You transmute your quiver so that it enhances all of your ammunition, causing your action speed to increase by 100% for 12 seconds.
- Type: Direct Effect
- Cooldown: 200 Seconds
- Requirements: Lightning Arrow & Level 9
- Cost: 3 Points
- Ranks: IV
Conjure Volley
- Effect: Select a point or target in range. 50 arrows fall in a volley from above and burst in a magical explosion on impact. Each creature within a 4-yard-radius of an impact point must make a DC 9 Dexterity saving throw. A creature takes 0-2 Piercing damage on a failed save.
- Type: Ranged Area of Effect
- Range: 18 Yards
- Cooldown: 200 Seconds
- Requirements: Hail of Thorns II & Level 9
- Cost: 3 Points
- Ranks: II
Splinter Armor
- Effect: You are brilliant when it comes to finding chinks in a foe's armor, and then exploiting them. On a hit, you deal 4-20 Piercing damage and the target suffers a -4 to AC for 15 seconds.
- Type: Attack
- Range: 18 Yards
- Cooldown: 800 Seconds
- Requirements: Level 3
- Cost: 2 Points
- Ranks: IV