Base Class: Barbarian
You fight in the name of Sealtiel, the Defender. Sealtiel is a patron of the warden archons and the ruler of Jovar, the Glittering Heaven and Celestia’s sixth layer. He commands an impressive standing army of archons and other celestial beings sworn to defend Celestia against fiendish incursions. Sealtiel is also charged with preventing impure beings from reaching Chronias, the seventh and highest layer of Celestia.
Sealtiel’s empyreal fortress of Pax Exaltea dominates the sixth terrace of Yetsira, a ziggurat-city with seven terraces. Warden archons come to Vanguard to receive new assignments. Sealtiel also entertains countless celestial beings seeking enlightenment as part of their quest to reach the seventh layer of Celestia, the Illuminated Heaven.
Greatclub Champion
At 3rd level, you become highly skilled at using the greatclub, Sealtiel’s weapon of choice. Any attacks you with make a greatclub deal an additional 1d8 bludgeoning damage.
When you hit a creature with a greatclub, you can force it to make a Strength saving throw against a DC of 8 + your proficiency bonus + your Strength modifier. If it fails, it is either knocked prone or pushed 5 feet in a direction of your choice. You can use this feature three times. You regain any expended uses when you finish a short or long rest.
Heaven's Heart
Beginning at 6th level, you can't be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage.
Warder
Starting at 10th level, you can absorb other's wounds. You can spend an action to touch a willing creature. This acts as if you had cast the Warding Bond spell on it. Any damage you receive through this feature is not reduced any resistances or immunity you have.
Once you use this feature, you can't use it again until you finish a short or long rest.
Fortify
Beginning at 14th level, like Sealtiel, your very presence strengthens fortifications. When you occupy any building or fortification, regardless of its size, you may give it the following benefits:
- Walls, doors, and objects within or attached to the structure have +2 AC and 50% additional hit points. Any DC to break them is increased by 5.
- Any non-evil creature defending the structure gets a +1 bonus to AC and saving throws.
- When a non-evil creature defending the structure makes a saving throw against a spell cast by an evil creature, it rolls a d4 and adds the number rolled to the saving throw.
- Any non-evil creature defending the structure cannot be charmed, frightened, or possessed by Aberrations, Elementals, Fey, Fiends, and Undead. If the defender is already charmed, frightened, or possessed by such a creature, it has advantage on any new saving throw against the relevant effect.
You are encouraged to replace the 20th level feature Primal Champion with the following ability:
Unmoving Guardian
At 20th level, Sealtiel personally teaches you how to become an unmovable object.
You cannot be knocked prone, pushed back, or involuntarily be moved.
If you did not move your previous turn, you gain a +2 bonus to AC and all your saving throws.
Previous Versions
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1/17/2020 1:39:31 AM
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