Guardian Knight (5e Class)

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Guardian Knight[edit]


It is night in the mysterious woods just a few miles from a small farming village. A group of armed bandits make camp preparing for dawn, where they would attack and destroy this simple village that has lived peacefully for almost a decade. As they get wood for a fire, instead of bending down to pick up the abundant dead wood lying all across the ground, they hack at the head height branches of young trees. The bandits head back to their camp with far more wood than they would ever need and begin to prepare to eat. As they are eating, a figure steps into the firelight and all five bandits immediately drop their food and grab their weapons, for this figure is none other than a dire wolf. The wolf growls at the group and just before they charge, a resounding crack is heard and the bandit leader falls limp. Standing over the now lifeless form of the bandit is a half-dryad clad in hide and wielding a massive warhammer which is now dripping blood off its blunt end. As the four bandits stare now in shock, another one cries out as he is thrown into the ground with the dire wolf's teeth ripping out his throat. Two of the remaining bandits now charge towards the figure wielding the warhammer only to be thrown back as two swipes almost to fast for the eye to see slam into their chests sending one into a tree with a loud thud, and the other onto the blazing fire, where he slowly begins to burn to death unable to move due to the impact of the hammer. The last standing bandit having been frozen in fear throws down his weapon and begins sprinting through trees, running from the horror he has just seen, then he is suddenly thrown onto his face and the dire wolf now standing over him proceeds to rip the back of his neck off his body. The half-dryad kneels down next to the large pile of freshly cut branches, and a single tear begins to roll down his face, then hearing the groaning of the bandit slumped against the tree, his features harden as he picks up his warhammer and walks towards the bandit. The bandit seeing the feet of the half-dryad approaching begins to beg for mercy, but it falls upon deaf ears as the last thing the bandit sees is the figure lift up the warhammer and arc downwards with it, then his vision goes dark.

Creating a Guardian Knight[edit]

Quick Build

You can make a Guardian Knight quickly by following these suggestions. First, Wisdom should be your highest ability score due to the necessity of it for Guardian features and Wise Attacker feature, followed by Constitution for higher health. Dexterity should follow for a higher AC. Then, choose the really any background for the proficiencies you want.

Class Features

As a Guardian Knight you gain the following class features.

Hit Points

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


Armor: Light, Medium armor and Shields
Weapons: Simple and Martial
Tools: Herbalism Kit
Saving Throws: Wisdom and Constitution/Strength (must choose one)
Skills: Choose four skills from Animal Handling, Acrobatics, Athletics, History, Investigation, Insight, Nature, Medicine, Perception, Survival, and Stealth


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

  • (a) One Handed Martial Weapon and a Shield or (b) a Two Handed Martial Weapon
  • (a) Leather Armor or (b) Hide Armor
  • (a) 5 Javelins or (b) a Shortbow with 20 arrows
  • Herbalist Kit and a Explorer's Pack

Table: The Guardian Knight

Level Proficiency
1st +2 Bestial Friend, Fighting Style
2nd +2 Wise Attacker
3rd +2 Guardian Way
4th +2 Ability Score Improvement
5th +3 Extra Attack (1)
6th +3 Favored Weapon
7th +3 Guardian Way feature
8th +3 Ability Score Improvement
9th +4 Better Together
10th +4 Guardian Way feature
11th +4 Extra Attack (2)
12th +4 Ability Score Improvement
13th +5 One Mind
14th +5 Guardian Way feature
15th +5 Vicious Strike
16th +5 Ability Score Improvement
17th +6 Beast Master
18th +6 Guardian Way feature
19th +6 Ability Score Improvement
20th +6 Everlasting Friendship

Bestial Friend[edit]

Starting at 1st level, you can bond with an animal companion of your choosing(and DM's discretion) that has a Challenge Rating of 2 or lower. You may attempt to bond with an animal with a higher CR, but you must succeed an Animal Handling check vs a DC set by the DM.

Your Bestial Friend levels with you and has a hit die that is dependent on the animal and your DM. However, your Bestial Friend does not gain health until your health surpasses its, then it gains health every level.

Due to the mental connection between you and your Bestial Friend, it gains +2 to its Wisdom score, and its Intelligence is increased to 10 if it was lower.

Also, you may telepathically communicate with your Bestial Friend, and give it orders in combat without using any actions or bonus actions. It can understand you even if it doesn't know a language you speak. You can have an instant companion by level. When your Bestial Friend is killed, you may attempt a Wisdom (Medicine) check. Your animal companion will be resurrected to full health on a roll of 15 or higher. Your Bestial Friend will also be brought back to life after any long rest.

Fighting Style[edit]

Also at the 1st level, you may choose two of the following options. Once chosen, you may not change them at a later date, and may not double up on one choice.

Archery. You gain a +2 bonus to attack rolls you make with ranged weapons.

Defense. While you are wearing armor, you gain a +1 bonus to AC.

Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting. When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Wise Attacker[edit]

Starting at the 2nd level, when you attack with a non-finesse weapon, you may add your Wisdom modifier to the attack roll.

Guardian Path[edit]

Once you have reached the 3rd level, you must choose a path to follow, The Way of Wolf or The Way of the Bear

Ability Score Increase[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Extra Attack[edit]

Beginning at 5th level, you can now attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level in this class.

Favored Weapon[edit]

Starting at the 6th level, you may attune to a specific weapon for a long rest, and all attacks with that weapon get +1d6 to its attack damage, You earn another d6 every 2 level.

Better Together[edit]

Once you have reached the 9th level,when you have already attacked an opponent your animal gains advantage in the attack rolled against the target of its attack

One Mind[edit]

At the 13th level, the bond between you and your bestial friend is so strong,you can add your wisdom in the attack roll and in the damage of your animal companion

Vicious Strike[edit]

Beginning at the 15th level,you double the damage of your attack, this feature can only be used 1 + your wisdom modifier for long rest, this feature can still be affected by critical hit.this feature must be declared before the result of the attack

Beast Master[edit]

Once you have reached the 17th level, you may add another Bestial Friend with a CR determined by the DM. You have to come across this creature though. This feature relies heavily on your DM and the world he/she has created.

Everlasting Friendship[edit]

starting at level 20 you can spend your action to restore the whole life of your animal companion, you can use this feature once for long rest

The Way of the Wolf[edit]


At the 3rd level, if you make a successful attack against an enemy, you may use your bonus action to have your Bestial Friend attack that enemy if it is in range.


Once you have reached the 7th level, if both you and your Bestial Friend have successfully attacked an enemy, then you and your Beasts attacks ignore any resistances that enemy has. (In essence, your damage dealt is not reduced any lower than what damage you roll for the attack). This only works for one enemy at a time

Wolf Sense[edit]

Starting at the 10th level, you have advantage on Perception checks and gain proficiency in perception if you don't already, and double proficiency if you do.

Raging Beast[edit]

Starting at the 14th level when his animal companion has a critical hit, he goes into frenzy he gains an extra attack for 1 minute

Animal Tie[edit]

Starting at 18th level,You can add the favored weapon feature to your animal companion.

The Way of the Bear[edit]

Saving Guard[edit]

At the 3rd level, if an enemy within 5 feet of both you and your Bestial Friend attacks either of you, you may declare that you or your Bestial Friend will take the attack instead with resistance. (May be done as many times as your Wisdom modifier max of 5 per long rest)

Alert Defense[edit]

Once you have reached the 7th level, if both you and your Bestial Friend are within 10 feet of an the same enemy, then you and your Bestial Friend have resistance from physical attacks from that enemy. (This only affects 1 enemy per combat.

Bear Wisdom[edit]

Starting at the 10th level, you have advantage on Insight checks and gain proficiency on Insight if you do not already, and double proficiency if you do.

Fearful Strike[edit]

At the 14th level, Attacks against you or your Bestial Friend cannot gain advantage. Also, any attacks of opportunity, or surprise attacks made against you or your Bestial Friend have disadvantage. If any attacks of opportunity or surprise attacks against you fail, then the enemy that failed the attack must make a Wisdom save vs a DC of 12 + your Wisdom modifier. If the enemy fails the save, then for the rest of combat, that enemy has disadvantage when attacking you or your beast.

Wise Defender[edit]

Starting at the 18th level, You may add your Wisdom modifier to your Bestial Friends AC. You can use this ability as many time per long rest as your Wisdom modifier. You declare this after the roll is made and it is declared that the attack would be successful.


Prerequisites. To qualify for multiclassing into the Guardian Knight class, you must meet these prerequisites: Wisdom of 14

Proficiencies. When you multiclass into the Guardian Knight class, you gain the following proficiencies: Animal Handling and Perception

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