Background
Criminal Contact. You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.
Race
Bite. You have a fanged maw that you can use to make unarmed strikes. You can choose whether you use Strength or Dexterity for your bite’s attack and damage rolls. When you hit with it, the strike deals 1d6 + your Strength or Dexterity modifier piercing damage, instead of the bludgeoning damage normal for an unarmed strike.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.
Swimmer. You have a swimming speed equal to your walking speed and can hold your breath for up to 15 minutes.
Tough Scales. You are covered in tough scales. Your natural armor provides you with a base AC of 15 (you can still benefit from a shield), meaning regardless of the armor you are wearing, your AC cannot be below that. If you are wearing armor that is not heavy armor, you have a +1 bonus to your AC.
Strong Jaw. The damage of your bite is 1d8 and you are able to use your jaw to grapple creatures, leaving your hands free.
Frenzy Bite. As a bonus action, you can make a special attack with your bite. If the attack hits, you can choose to both deal damage and grapple the creature. If the target creature is already grappled by your jaws, your attack roll has advantage.
You can use this trait an amount of times equal to your proficiency bonus, and regain all expended uses when you finish a Long Rest.
Weapon Mastery
Martial Save DC = 16
Direct Damage. Your damage rolls for attacks you make with Impact weapons ignore temporary hit points, striking at a target’s normal hit points directly. In addition, if an attack you make with an Impact weapon forces a target to make a Constitution saving throw to maintain its concentration, it has disadvantage on the saving throw
Dizzying Strike. Once per turn, when you hit a creature with an attack using an Impact weapon, that creature’s speed is reduced by 10 feet until the end of its next turn. This effect can stack.
Executioner. When you hit a prone creature with an attack using a Heavy weapon, the weapon deals one extra die of damage. Additionally, your critical hit threshold for such attacks is reduced by 1.
Hammering Blow. When you hit a creature no more than one size larger than you with a Heavy weapon and roll the highest result on the weapon’s damage dice, you can knock the target prone.
Shield Wall. While you are wielding a shield and within 5 feet of an allied creature that is also wielding a shield, your AC increases by 2. This effect does not stack.
Reeling Blow. KANABOOM/KANABO: You unleash the full force of your strength and size in a weighty strike. Make an attack roll against a creature within your reach. On a hit, the target suffers the attack’s normal effects and takes extra damage equal to your proficiency bonus. In addition, until the end of its next turn, the creature has disadvantage on all attack rolls, and on ability checks and saving throws that use Dexterity or Intelligence, and it can’t take reactions. In addition, if this attack causes a creature to make a Constitution saving throw to maintain its concentration, the creature has disadvantage on the saving throw.
Class
Steadfast Toughness. Your Hit Point maximum is increased by your Constitution modifier plus your Warden level. If you later replace this choice, your Hit Point maximum no longer receives this increase.
Guardian Tactics. Your resolute fortitude allows you to hinder your foes and protect your allies using the following tactics.
Block. As a Bonus Action, you can choose one ally you can see. Until the start of your next turn, the ally’s AC equals your AC if it is lower than that while the ally is within 5 feet of you. This effect ends early if you or the ally have the Incapacitated condition.
Challenge. As a Bonus Action, you can goad an enemy that can see or hear you into attacking you. Until the start of your next turn, the enemy has Disadvantage on attack rolls against creatures other than you while it is within 5 feet of you. This effect ends early if you have the Incapacitated condition.
Grasp. As a Bonus Action, you can block the retreat of foes within a 5-foot Emanation originating from you until the start of your next turn. A creature within the Emanation can’t willingly move further away from you unless it first takes the Disengage action. The Emanation ends early if you have the Incapacitated condition.
Unyielding Resolve While you are Bloodied, you have Resistance to Bludgeoning, Piercing, and Slashing damage.
Extra Attack You can attack twice, instead of once, whenever you take the Attack action on your turn.
Interrupt When an enemy within 5 feet of you takes an action—such as Multiattack—that allows it to make multiple attacks or use additional abilities as a part of the same action, you can take a Reaction to prevent one of its attacks or abilities. You take this Reaction before any D20 Test is rolled for the action.
The enemy makes one fewer attack or uses one fewer ability than normal. You learn what attacks and abilities the enemy uses and choose which one to interrupt.
Subclass
Stonewall. When you use the Block option of your Guardian Tactics while you are holding a Shield, you and the chosen ally are further protected from harm. Until the start of your next turn, any Bludgeoning, Piercing, or Slashing damage dealt to you or the ally is reduced by an amount equal to the AC bonus of your Shield.
Earthshatter. When you take the Attack action, you can replace one of your attacks with a downward slam that knocks others off their feet. Each Large or smaller creature you choose on the ground within 5 feet of yourself must succeed on a Strength saving throw (DC 16) or have the Prone condition.
Roots of Rock. Your attunement to the mountains grants you the following benefits.
Immovable. You can’t be pushed, pulled, or teleported against your will.
Prone Immunity. You have Immunity to Prone condition unless you choose to have it or have the Incapacitated condition.