Base Class: Fighter
Winning a fight isn't necessarily about hurting your foes, it can also be about keeping your allies from harm. Wardens excell at keeping allies safe and attention on themselves.
Defensive Tactics
When you take this subclass at 3rd level, you learn multiple different tactics to keep your allies safe. You gain the following abilities;
- Control. You dominate the area to keep your enemies at bay. By using your action and reaction, any creature that moves within your reach until the start of your next turn triggers an attack of opportunity. On a hit, the attack deals no damage, but the target's speed is reduced to 0 until the end of the current turn.
- Protection. You place yourself in position to defend an ally. As a bonus action you target a creature within 5 feet. That creature gains a +2 bonus to their AC until the start of your next turn, or until they move.
- Redirection. You subvert an attack against an ally onto yourself. As a reaction to a creature within 5 feet that is being targeted by a melee weapon attack, you may force the to attack you with advantage instead, as long as you are within reach of the attacking creature.
- Taunt. When you attack a creature with a weapon attack, you may force it to make a Wisdom saving throw (DC = 8 + your proficiency bonus + the modifier associated with the weapon attack). On a fail, the creature has disadvantage on any attack rolls not targeting you for one minute, or until it passes its save. A creature may reroll this save at the end of its turn.
You may use your defensive tactics a number of times equal to your proficiency bonus. Once you've used all of your defensive tactics you may not do so again until the end of a short or long rest.
Protector's Gaze
Starting at 7th level, you've honed your senses to quickly notice creatures or threats. When you make an Intelligence (investigation) or Wisdom (perception) check to spot a creature or trap, you may reroll your check if the total is less than your AC. You must take the new total.
Reckless Savior
By 10th level, you put yourself in danger to guarantee another's safety. When you and a creature within 5 feet of you an effect that makes you roll a saving throw to take half damage, you can use your reaction to automatically fail and give the creature advantage on the roll. On a fail the target will take half damage, and the target will take no damage on a success. You may use this ability after the saving throws are rolled, but before any effects are applied to you and the target.
Once you use this feature you may not do so again until the next short or long rest.
Immovable Form
Starting at 10th level, you become an unmovable wall. While you have at least one hit point, you may choose to succeed on saving throws or checks to avoid being grappled, prone, or restrained. When you do so, your speed is reduced by 10 feet until the end of your next turn.
In addition, when an effect requires you to use your action to escape a grapple, you may instead use your bonus action.
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