Guardian, Fighter Variant (5e Class)

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Guardian, Fighter Variant[edit]

Eugene stepped into the path of the minotaur. Raising his shield high, he barely winced as its body connected with his barrel chest. Forcing it back, the minotaur reared to crush him underfoot. As the beast was engulfed in flames emnating from his companions, Eugene smiled. No dinner for you today, he chuckled.

This is an adaptation from a 3.5e homebrew. For the 3.5e version, look at [1]

Guardians excel at tying down heavy hitting monsters and distracting their attention from more vulnerable party members. While they do not deal as much damage as fighters or barbarians and have no training in magic, they are very durable and can take in inordinate amounts of punishment while their comrades destroy the opposition.

Guardians focus on simply staying alive. If they can stay upright, alive and functional longer than their opponent, then they will have the victory. This leads to guardians being very self-confident and willing to take on any kind of endurance challenge to improve their toughness and stamina. Guardians can literally be guards, or they could be shock troops for the military, explorers who journey through dangerous regions and are likely to suffer several injuries, or professional gladiators who have learned to outlast the competition.

Guardians tend not to be overly devout, as the strenuous nature of the job requires a lot of faith in yourself, never mind some 'face in the sky' as some of them would put it. As such, when they are pious, they tend to worship the more martial deities or those who bring good fortune.

Guardians excel in the defensive role. As such they are always values by wizards and sorcerers as a living barrier against all manner of creatures. Often they are appreciated, and appreciate, clerics who can augment their already impressive defensive capabilities. They are often undervalued by classes who emphasize mobility, such as rangers, rogues and monks. Barbarians and fighters often scorn guardians' lack of offensive capability while simultaneously envying their staying power.

Guardians offer one major advantage in combat; any opponent can focus all their efforts on destroying a guardian to no avail, especially more bestial foes who will instantly target the one with the biggest armour.

Guardians in the World[edit]

You think I'm going down easy? I've outlasted orcs five times your size!
—Belvar Hartellen, Dwarven Guardian, last words.

Guardians are generally found enforcing something, whether it be the law, the barman's word in a tavern, or that people really should pay him some silver not to break their legs. They are never short of a job, as there is always an unpopular politician or merchant looking for a meat shield when the mob comes around.

Most days for a guardian simply consist of wake up, eat, get the job done, eat, sleep. Occasionally binge drinking might find its way into the routine, however. A guardian's life is made of the stories that come from looking after people and places, and these get bigger every year.

Creating a Guardian[edit]

You can create a guardian quickly by following these questions. How did you became a guardian? Have you served in the military, or have you been trained to protect a fortification or castle? The protection services of a guardian are required both inside the comfortable walls of a castle, or in the messy grounds of the battlefield.

How did you became an adventurer? Do you felt that employing your talents to serve a simple guard were a waste of your potential, and that your abilities would be more useful - and well payed - when used to protect an adventuring group? Or maybe you feel like your shield should be used to ward the helpless, those unable to protect themselves?

Quick Build

Constitution is the primary choice for guardians as it keeps them on their feet longer, followed by Strength, to increase the impact of your strikes - offense is often the best defense after all. Dexterity can add to their defensive capability, by increasing the chance of evading area effects, and by giving him the initiative in combat. Wisdom allows the guardian to keep himself aware to the environment, anticipating a potential threat. Finally, the Soldier is the best thematic option for a guardian's background.

Class Features

As a Guardian you gain the following class features.

Hit Points

Hit Dice: 1d10 per Guardian level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Guardian level after 1st

Proficiencies

Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

Table: The Guardian

Level Proficiency
Bonus
Features Damage Reduction
1st +2 Sword and Board, Damage Reduction 1
2nd +2 Sentinel 1
3rd +2 Martial Archetype 2
4th +2 Ability Score Improvement 2
5th +3 Extra Attack 3
6th +3 Shield Bash 3
7th +3 Martial Archetype feature 4
8th +3 Ability Score Improvement 4
9th +4 Vigour 5
10th +4 Martial Archetype feature 5
11th +4 Pressure 6
12th +4 Ability Score Improvement 6
13th +5 Provoke 7
14th +5 Knockback 7
15th +5 Martial Archetype feature 8
16th +5 Ability Score Improvement 8
17th +6 Defensive Roll 9
18th +6 Martial Archetype feature 9
19th +6 Ability Score Improvement 10
20th +6 Extra Attack (2) 10

Sword and Board[edit]

Starting at 1st level, when wielding a weapon in one hand and a shield on the other, you gain a bonus of +1 to your AC.

In addition, when you are hit by an attack, if you have a hand free you can don a shield as a reaction against that attack, potentially causing the attack to miss.

Damage Reduction[edit]

Also at 1st level, you gain the ability to endure any damage you take. When you suffer slashing, bludgeoning or piercing damage from an attack, the damage is reduced by 1. This damage reduction increases as you gain levels in this class, as shown on the damage reduction column on the Guardian's table.

Sentinel[edit]

Starting at 2nd level, if you haven't moved on your turn, you can assume your sentinel stance as a bonus action. When you do so, your movement speed is reduced to 5 feet, unless it is lower, and attacks made against you have Disadvantage until the start of your next turn.

Whenever you start your turn in the Sentinel stance, you gain temporary hit points equal to your proficiency bonus, that last until the start of your next turn.

You can't assume the Sentinel Stance if you are unable to move, or if your current movement speed is lower than half your maximum amount.

Martial Archetype[edit]

At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.

Since this class is a variant of the fighter class, it is meant to work with the core fighter subclasses. You can choose the same archetypes available to the Fighter class.

Extra Attack[edit]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

The number of attacks increases to three when you reach 20th level.

Shield Bash[edit]

Starting at 6th level, you gain the ability to use your shield as a weapon in combat. You consider shields are simple melee weapons, that cause 1d6 bludgeoning damage on a hit.

In addition, whenever you take the Attack action while wielding a shield, you can use your shield to make an attack or Shove a creature as a bonus action. You can take this bonus action after or before the attacks made as part of the Attack action.

Vigour[edit]

At 9th level, when you score a critical hit against a creature with a melee weapon attack, you gain a number of temporary hit points equal to your Guardian level + your Constitution modifier.

Pressure[edit]

At 11th level, the area within your reach is considered difficult terrain for hostile creatures.

In addition, while you are in your Sentinel Stance, you can take a reaction once, in each creature's turns.

Provoke[edit]

At 13th level, using an action, you can attempt to goad your enemies to attack you, instead of your allies. As an action, you can force all hostile creatures able to see and hear you within 30 feet of you to make a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier).

On a failed save, until the end of your next turn, the affected creatures have disadvantage on any attacks made that don't have you as a target.

Knockback[edit]

At 14th level, once per turn, when you hit a medium creature with a melee weapon attack, you can push to an unoccupied space within 15 feet.

You can also push a Large creature 10 feet, and a Huge creature 5 feet.

Defensive Roll[edit]

At 17th level, whenever you are reduced to 0 hit points by an attack or failed Dexterity saving throw, you can use your reaction to make a Dexterity saving throw against a DC equal to the result of the attack or DC of the effect. On a success, the effect causes no damage.

If you are wielding a shield, you add the AC bonus of the shield to the result of the check.

Martial Archetype Changes[edit]

Some martial archetypes need some changes to accommodate for the change of some of the core Fighter features. Here are presented the adaptations for each subclass.

Arcane Archer[edit]

You can use the "Arcane Shot", "Magic Arrow" and "Curving Arrow" features when you make ranged attacks with melee weapons that have the thrown property.

Banneret[edit]

Rallying Cry

When you assume the Sentinel Stance, you can choose up to three creatures within 60 feet of you that are allied with you. Each one regains hit points equal to your fighter level, provided that the creature can see or hear you.

Once you use this ability, you can't do it again until you finish a short or a long rest.

Inspiring Surge

Starting at 10th level, at the start of your turn, without taking an action, you can choose one creature within 60 feet of you that is allied with you. That creature can make one melee or ranged weapon attack with its reaction, provided that it can see or hear you.

Starting at 18th level, you can choose two allies within 60 feet of you, rather than one.

You can use this feature once, and regain the ability to do so when you finish a short or a long rest. You can use this ability twice between rests at 17th level.

Bulwark

Beginning at 15th level, when you make a saving throw to reroll an Intelligence, a Wisdom, or a Charisma saving throw and you aren't incapacitated, you can choose one ally within 60 feet of you that have failed its saving throw against the same effect. If that creature can see or hear you, it can reroll its saving throw and must use the new roll.

You can use this ability twice, and regain the ability to do so after finishing a long rest. You gain a third use of this feature at 17th level.

Cavalier[edit]

Replace "Vigilant Defender" for the following feature:

Extra Attack

At 18th level, you can attack three times, instead of two, when you take the Attack action on your turn.

The number of attacks increase to four at 20th level.

Eldritch Knight[edit]

Arcane Charge

At 15th level, you gain the ability to teleport up to 30 feet to an unoccupied space you can see when you use your Shield Bash. You can teleport before or after the Shield Bash.

Once you use this feature, you can't use it again until you finish a short or a long rest. You can use this feature twice between rests at 17th level.

Classes Without Changes[edit]

Battle Master
Champion
Echo Knight
Psi Warrior
Rune Knight
Samurai

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the guardian class, you must meet these prerequisites: 13 Strength, 13 Constitution.

Proficiencies. When you multiclass into the guardian class, you gain the following proficiencies: light armor, medium armor, simple weapons, and martial weapons.

Restriction. You can't multiclass into the fighter class.

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