Bodyguard (5e Subclass)
Bodyguard[edit]
Fighter Subclass
A valiant knight leaps in front of his king to save him from an assassin's arrow. A house guard sketches out an inn before his lord can enter. An enemy is taken out without the target even knowing it was there. All of these are examples of a bodyguard doing what they do best, protecting others. Bodyguards are usually employed by lords and rulers, but anyone whos adventured with one has usually had their life saved at least once. A bodyguard is sworn to protect others, sometimes at the cost of their own life.
- Get Down!
Starting at 3rd level, you have learned how to throw yourself in harm's way to protect another. As a reaction when a creature within half of your movement speed is hit by an attack, you can move up to half of your movement speed towards them and interpose yourself between them and the threat. You must end your movement within 5 feet of them and then switch places with that creature. You take all of the damage they would've taken and they take none. You can choose to use this reaction after an attack hits, but before any of its effects or damage are determined. You can take this special reaction a number of times equal to your constitution modifier. You regain all uses of this feature at the end of a short or long rest.
- Deflection
Also at 3rd level, you have learned how to protect others without putting yourself in harm's way. When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll.
- Lookout
At 7th level, you have trained yourself to be on the lookout for threats. You have advantage on all wisdom(perception) checks to detect hostile creatures and threats and you have advantage on all wisdom(insight) check to detect verbal threats.
- Improved Protection
Starting at 10th level, you have become more adept at protecting others. The range of Get Down! is increase to your full movement speed and you have resistance to all the damage you take from Get Down! as well.
- Protective Wards
At 15th level, your dedication to protecting others has reached the attention of some gods. At the end of a long rest, you can cast the spell Death Ward on one willing creature you can touch. You cannot cast Death Ward on yourself. This instance of Death Ward is special and cannot be detected or dispelled by any means. It also lasts until you finish your next long rest, unless it is activated normally in which case it would end.
- Masterful Deflection
Starting at 18th level, you respond to danger with extraordinary vigilance. In combat, you get a special reaction that you can take once on every creature's turn, except your turn. You can use this special reaction only to impose disadvantage on an attack roll against a target other than you that is within 5 feet of you, and you can use this special reaction on the same turn you use your normal reaction.
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