Sage of War (5e Subclass)
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Sage of War[edit]
Fighter Archetype
Captain by Da YU |
The side that wins the war is the one were the warriors are still alive. That's what the Sage of the War learned from many battles. So, now they know: They have to stay alive to fight another battles! Sages of war are experienced military veterans, that master tactics meant to keep themselves alive. They are adepts in the use of armor to their fullest extent, and can use their wits, and knowledge to gain the upper hand on combat.
- War-forged Strategy
At 3rd level, trough your experience in war, you have learned how to defend yourself better. You can add your Wisdom, instead of your Dexterity, to your AC, initiative rolls, and on attack and damage rolls with weapons that have the finesse property.
In addition, whenever you make an attack roll, ability check or saving throw, you can use your reaction to add your Wisdom modifier (minimum +1) to the result of that roll. You can use this reaction a number of times equal to your Wisdom modifier (minimum once), and regain your uses of it after completing a long rest.
- Armor Mastery
The Sages of the War are so used to their equipment that has learned to use them with more efficiency. You ignore disadvantage on Stealth checks when wearing armor, Strength requirements for heavy armor, and you can don or doff armor using half the time (or a bonus action for shields).
In addition, you gain the following specific benefits for each type of armor:
- While wearing light armor, whenever you take the Dodge action, you can force the enemy that hit you with an attack to reroll the die, choosing the new result.
- While wearing medium armor, you can add 3, instead of 2, to your AC if your Dexterity or Wisdom is 16 or higher.
- While wearing heavy armor, you reduce the bludgeoning, piercing and slashing damage from non-magical sources by 3.
- Defensive Weapon
At 7th level, you know that the most important thing in a war is not to die, even though at the expense of attacks. When you take the Attack action, you can choose to forgo one attack. If you do so, you can take the Dodge action as a bonus action.
You must be wielding a melee weapon or a shield in order to use this feature.
- Last to Fall
At 10th level, your training is focused on staying alive at any cost. You add your Wisdom modifier to all your Saving Throws.
This benefit is not cumulative from that granted by similar sources, such as an aura of a paladin.
- One with the Armor
Over the years, you become so familiar with your defensive equipment that you become one with them. At 15th level, you have no adverse effect for sleeping in armor.
In addition, whenever you are wearing armor and are hit by an attack, you can use your reaction to halve that damage.
- Protect the Meek
At 18th level, you knows that alone does not win a war. Then he learned to protect their allies to win together. At the start of your turn, you can choose a number of creatures within 5 feet up to your Wisdom modifier.
Whenever that creature is attacked while in the area, the attack is made against you instead.
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