Life Wardens blend healing with battlefield control, punishing enemies who harm their allies and disrupting attempts at healing. They are stalwart defenders who command the field with their presence
As a reaction when a creature you can see within 60 feet regains hit points, you can force it to make a Wisdom saving throw against your spell save DC. On a failed save, the healing is halved.
When you cast a healing spell that restores hit points to a creature, you can redistribute those hit points among other creatures within 30 feet of the original target. The number of creatures can’t exceed your Wisdom modifier (minimum of one).
When an enemy damages an ally within 30 feet of you, you can use your reaction to bind the attacker with magical chains. The creature must succeed on a Strength saving throw or take radiant damage equal to 2d8 + your spellcasting modifier and have its speed reduced to 0 until the end of its next turn.
Your commanding presence limits your enemies’ movements. Enemies within 15 feet of you can’t take the Dash action or use teleportation abilities.
Whenever a creature within 60 feet regains hit points, you can use your reaction to force it to make a Wisdom saving throw against your spell save DC. On a failed save, it takes necrotic damage equal to half the hit points it regained (rounded down).