Fighter
Base Class: Fighter

The Wardens are powerful, noble warriors dedicated to the defense of their land and their people. Striking a balance between defense and offense, wardens wear partial plate armor with chainmail and leather. Wardens wield massive two-handed longswords for slashing enemies and blocking attacks. Trained to be proud, loyal, and brilliant diplomats, the Wardens are expected to embody the highest values of Knighthood. Many set out to achieve this, but few do.

Longsword Devotees.

Upon choosing this subclass at 3rd level, the Warden loses their proficiency with every martial and simple weapon but the Longsword. 

When wielding a longsword, Wardens may add double their proficiency modifier to attack rolls and damage rolls.

Legion's Vanguard.

Starting at 7th level, you can add your full dexterity modifier to your AC when wearing plate armor. You cannot be holding a shield to gain this benefit.

In addition, you may now use your bonus action to Shoulder Charge an opponent after making an attack against them. Roll an Athletics check contested by the enemy's acrobatics. On a success, your opponent will lose their footing, and gain disadvantage on all their attack rolls, while you and your allies gain advantage, until the start of the enemy's next turn.

They must be no more than one size category larger than you to be affected.

End Them Rightly

At 10th level, should the Warden be observed by any spectators during battle (aside from his allies and adversaries), he may perform a myriad of executions after dropping an enemy to 0 hp.

Each execution is done differently and awards different benefits depending on the situation.

 

Backhanded Strike

Upon landing a death blow, the Warden may use their reaction to wield their longsword by the blade, followed by a shoulder charge, then a horizontal strike to the jaw with the guard of their weapon. Upon executing this maneuver, the Warden gains health equal to the damage dealt.

Blackstone Bash.

Upon landing a death blow, the Warden may use their reaction to perform a terrifying chain of slices, ending with a slash to the legs driving the opponent upward, and shoulder bashing them back down into the ground. Upon executing this maneuver the Warden gains a bonus to their Charisma (Intimidation) checks and Charisma Saves equal to their Strength Modifier. This can only be used against creatures that are of the same size as the Warden.

Guts then Chops

Upon landing a death blow, the Warden may use their reaction to cleave upwards through the opponent's torso, and then spin, chopping their head off their shoulders. Upon executing this maneuver the Warden gains a bonus to their AC equal to half their Intimidation modifier, until the end of combat.

 

Hilt Strike

Upon landing a death blow, the Warden may use their reaction to wield their longsword by the blade, and vertically strike the enemy into their neck, piercing it with the guard of their weapon. Upon executing this maneuver the Warden may immediately attack one adjacent enemy, but only deals half-damage upon hitting.

 

Life on the Battlefield.

At 15th level, your years on the field of battle have helped you gauge and observe your adversaries. You know an enemy's exact level and AC, after studying them for at least one minute.

Conqueror

At 18th level, upon using your Second Wind, you grant all allies around you temporary HP equal to your Fighter level, as they rally under your cause. Those who have this THP have all attacks against them done with disadvantage, while all their attacks are done with advantage.

Upon using your Action Surge, you may force any number of creatures within a 60ft radius of yourself to make a Wisdom saving throw (DC 8 + Strength + Proficiency). Upon a failure, they will be subjected to the Frightened Condition, and may not repeat the saving throw until they make at least one attack against the Warden. 

The Warden Image

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