Samurai Warden (5e Class)
From D&D Wiki
- 1 Samurai Warden
- 1.1 Samurai Warden
- 1.2 Creating a Samurai Warden
- 1.3 Class Features
- 1.4 Honorbound Protector
- 1.5 Multiclassing
History told us of great warriors that kept shoguns safe in the time of war. These Soul Wardens are the pinnacle of protection in the world, do you wish to dive deeper and possibly come that in which people idolize?
Creating a Samurai Warden
Why are you fighting? To protect your allies and make sure they remain safe? This may be an option worth exploring.
- Quick Build
You can make a Samurai Warden quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Strength or Dexterity. Second, choose the Noble Guard or Gladiator background. Third, Your weapon should be a Longsword.
As a Samurai Warden you gain the following class features.
- Hit Points
Armor: Light And Medium Armor
Weapons: Longswords, Greatswords, Simple Weapons
Tools: Navigator’s Tools
Saving Throws: Dexterity and Wisdom
Skills: Choose Three From Acrobatics, Athletics, History, Insight, Religion, Sleight Of Hand, Investigation, Intimidation, Perception, and Survival.
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Longsword or (b) Any 2 Simple Weapons
- (a) A Light Crossbow and 20 bolts or (b) A Longbow and 20 Arrows
- (a) A Dungeoneer's Pack or (b) An Explorer's Pack
- Navigator’s Tools
- If you are using starting wealth, you have 15GP in funds.
|1st||+2||Conditioning, Samurai Stance|
|4th||+2||Ability Score Improvement|
|6th||+3||Ability Score Improvement|
|8th||+3||Ability Score Improvement|
|11th||+4||Extra Attack (2)|
|12th||+4||Ability Score Improvement|
|14th||+5||Ability Score Improvement|
|16th||+5||Ability Score Improvement|
|17th||+6||Honor Surge (2)|
|19th||+6||Ability Score Improvement|
|20th||+6||Extra Attack (3)|
Starting When you take this class, you can add your full Dexterity modifier to your AC while you wear Light and Medium Armor. Also, you Never Suffer Disadvantage on stealth checks due to your Medium armor.
Additionally Starting when you take this Class, you may use a bonus action to drop into a Signature stance of A Samurai Warden. When you use this action all your attacks gain +2 to them as long as you are wielding 1 Melee Weapon. If you hit an enemy with an attack you may also add your Wisdom Modifier to the damage rolled. Once in this Stance it cannot be dispelled unless affected by a Condition, Knocked Prone, Or Forcibly Moved. If you are in difficult Terrain this stance does not add the extra damage from your Wisdom Modifier. A Samurai Warden can wield a two handed melee weapon with one hand as long as they are in samurai stance - however they cannot dual-wield.
Also while in this stance you may use an action to dash forward a total of your movement speed - Hitting all enemies in your path. If you deal damage this way you gain 1 Hit Point per enemy hit, of Temporary Health until your next turn. You may use this Dash a Number of times Equal to your Dexterity Modifier per long rest.
Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On Your Turn, you can take one additional action on top of your regular action and a possible Bonus Action.
Once you use this feature, you must finish a short or Long Rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.
At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques, such as Protector. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.
Ability Score Increase
When you reach 4th level, and again at 6th, 8th, 12th, 14th, 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.
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 11th level in this class and to four when you reach 20th level in this class.
Starting at Level 9, you may add an additional damage dice on critical rolls. Additionally when rolling a critical roll you can choose to knock the target prone, or if they are already prone, pin them to the ground with your blade. They can remove themselves by making a DC15 Athletics Check as an action, but they take an additional set of damage equal to the damage dealt by the critical roll’s damage dice. You may use this feature a number of times equal to your Strength Modifier, you regain all uses after a long rest.
Starting at Level 13, you gain the powers of one of the 5 Soul Wardens, giving you elemental damage to your melee weapon based on your wisdom modifier. Choose one of the Warden’s Souls to give you strength during a long rest, you must channel it to the melee weapon for 1 hour. This melee weapon, as long as you have an extended charge left, counts as magical to overcome resistances. You also gain the strength to use an extended charge, adding an additional effect to the attack. Effects added this way last 1 minute. Attacks cannot stack effects, and once a target is hit by the charge it becomes immune to its effect for the remainder of the day. You may use this feature a number of times equal to your Wisdom Modifier.
- Fire Warden
Changes Damage type to Fire Damage to your melee weapon. Extended Charge - Deals Damage to all Targets within a 15 foot cone from the one hit on a Failed DC16 Dexterity Save.
- Lightning Warden
Changes Damage type to Lightning to your melee weapon. Extended Charge - Deals 1d8 to all hostile creatures within 20 Feet from the creature hit on a Failed DC16 Dexterity Save.
- Ice Warden
Changes Damage type to Cold to your melee weapon. Extended Charge - Lowers the Target hit’s movement by half their overall speed.
- Acid Warden
Changes Damage type to Acid to your melee weapon. Extended Charge - Lowers AC of the target by 2 until a minute has passed.
- Earth Warden
Changes Damage type to Force to your weapon. Extended Charge - Causes the target to be surrounded by 10 feet of rock, dealing 1d6 force damage as long as they are not out of it. A creature can break the wall on a successful total of 50 Damage dealt to it. There is no roof over it, so they may use Acrobatics to scale over as long as they are a medium sized creature. Large Creatures ignore this effect but take damage, and Small Creatures do not take damage but cannot scale over the wall.
Your overwhelming honor to protection has guided you down this path to protect your allies and make sure they do not fail in their pursuits.
- Honorable Stand
Beginning when you choose this archetype at 3rd level, As long as you have an ally within 30 Feet of you, you gain +2 to attack rolls against a target who already attacked your ally. This will make a brand across your chest create an aura around you, from this aura you have access to new Features.
- Guide and Uphold
Additionally when you choose this Archetype, You Gain the Guidance and Resistance Cantrips as long as you are within your Honorable Stand.The spell changes from a touch to a 30FT radius, and these roll with 1d6 Instead of 1d4 when the ally rolls their effects..
- Spirit of The Protector
Starting when you take this archetype, Your urge to protect people has grown far beyond your normal limits. You are proficient with Shields. You also gain "Protector Points" equal to your level plus your Wisdom Modifier, To do a number of features:
Ballistic Charge: You may use 3 Protector Points to Charge toward an ally as a Reaction, when you charge toward an ally they move behind you. You immediately put your shield down to protect them. You may use this immediately after an attack is declared toward an ally. If you do so, this will count as the attack hitting you. The person right behind The Samurai Warden will not take damage. This can work on AOE damage as long as it is coming from a source in front of the shield. The Samurai Warden Will only take half damage from attacks blocked this way.
Repulse: When an attack misses you while your shield is up, and the creature is within Melee Range, you may use your reaction to roll Athletics against them, if they fail an Athletics Check they are knocked back ten feet. Costs 2 Protector Points.
Trip: You use your attack action to perform a major strike with your shield, dealing an additional 2d8 on a failed Dexterity Save against your Athletics Roll. If the creature within your melee range is hit they take full damage and are knocked prone. They take half damage and are not knocked prone on a successful save. Costs 1 Protector Point.
Grappling Hand: If a creature is of Medium or Small size you may attempt a grapple against them as a bonus action. If it succeeds they take 2d8 Damage per round that you keep them grappled. You will continue to crush them until they fall. Only requires one hand to complete and 1 Protector Point.
Stand Your Ground: If an Allied Creature is within 10 Feet of you, you can use your reaction to grant them AC Equal to your Wisdom Modifier for an attack. If this succeeds in blocking a melee attack the damage is still rolled, dealing half damage back at the attacker. Costs 2 Protector Points.
Overburdened Protector: For 2 Protector Points you can give yourself an extra reaction for the round.
- Allied Protection
Starting at level 7, When an enemy makes a Melee Attack against an ally you May use your reaction to give the Ally AC Equal to your Wisdom Modifier As Long as you are within your Honorable Stand.
Additionally, When an Enemy Makes a Ranged Attack against an Ally and you are within the line of the attack or 5 feet from your ally that was attacked, you May Use your reaction to lessen the damage by 1d10+Dex Modifier+Wisdom Modifier. If damage dealt this way would be reduced to 0 it breaks the object sent out As Long as you are within your Honorable Stand.
- Entrusted Oath
Your Life as a Protector has guided your soul to these people, and now you are going to make sure they are saved. Starting at level 10, You Gain the Spells Cure Wounds and Healing Word that you may use a number of times equal to your Wisdom Modifier per Long Rest as long as you are within your Honorable Stand. Additionally you may use Prayer of Healing during any Short Rests, After using Prayer of Healing you gain one level of Exhaustion.
- Pride Of The Warden
Starting at Level 15, In Honorable Stand, when you hit a creature with a melee weapon Attack, you can channel the power of the Wardens to deal damage to the target, in addition to the weapon's damage. Damage dealt this way is the same damage type as your Warden’s Blade Feature. The extra damage is 2d8 for the initial damage, plus 1d8 for each Ally Below their max health, to a maximum of 5d8. You may use this feature Once Per Long Rest.
- Pride Keeper
You have reach the pinnacle in protecting your allies. Starting at Level 18, In Honorable Stand, you have resistance to Bludgeoning and Slashing. Allies within your Honorable Stand Radius gain +2 to attack rolls and gain +2 to damage rolls. As an action you may also give an ally the Warden’s Blade damage increase. This deals additional damage equal to your Wisdom modifier. You may use this feature Twice Per Long Rest.
- Pride Of The Savior
Additionally at level 18, In Honorable Stand you may use the spell Heal to an ally within your Honorable Stand radius as long as they are below 10 health. This may be used one time per long rest.
Prerequisites. To qualify for multiclassing into the Samurai Warden class, you must meet these prerequisites: Wisdom 16 and Dexterity 16.
Proficiencies. When you multiclass into the Samurai Warden class, you gain the following proficiencies: Athletics And Perception.