Base Class: Fighter
While some warriors fight for freedom, fame, or even just money; others fight to protect others. They are watchful guardians, moving in to defend and guard individuals from threats much greater than them. They are towering warriors, with broad shields and thick armour that few can match.
Guardian's Ward
When you choose this archetype at 3rd level, as a bonus action, you can designate an ally you can see as your ward. When you declare a creature as your ward, you can move up to half your speed closer to them, without spending any movement. The target remains your ward until you use this bonus action to target a different creature, you end the ward on your turn (no action required) you die, or your ward dies.
Additionally if either you or your ward are under the incapacitated condition your ward no longer benefits from the ward effects, but are still considered your ward. You can't ward someone that is under that condition
You gain the following benefits while you have a ward:
- While you are within 5 feet of your ward your ward gains a bonus to their AC equal to half your shield's bonus AC (rounded down). At 10th level, you can be within 10 feet of them and they still gain this benefit. At 15th level, they gain the benefits of half cover against ranged attacks while within 10ft of you.
- You have advantage on ability checks made to spot threats to your ward.
- When you and your ward roll initiative, you can choose to take your ward's initiative roll instead of your own. If you chose this you go after them.
Also you cannot be the ward of another Warden
Shared Experience
Also at 3rd level, you've been trained to assist your ward and anticipate their needs, and to help for them to do the same for you. If your ward makes a skill or tool check while they are within 15 feet of you, you may use your reaction to allow them to have advantage on it. Alternatively, if you make a skill or tool check while within 15 feet of your ward, they can use their reaction to give you advantage on it.
Once you use this feature you cannot use it again until you have finished a short or long rest.
Stalwart Sentry
At 7th level you gain access to an additional Fighting Style from the following selection: Defense, Interception, Protection.
Futhermore you and your ward get advantage to avoid or end the charm or frightened condition.
Defense
While you are wearing armor, you gain a +1 bonus to AC.
Interception
When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus. You must be wielding a shield or a simple or martial weapon to use this reaction.
Protection
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
Synergy with the Protected
Beginning at 10th level you have advantage on the first attack you make against creatures that your ward has damaged since the end of your last turn.
Also, if you hit a creature that has made an attack against your ward since the end of your last turn, you can add an additional weapon damage die of your current weapon to the attack. You can do so no more than once per turn.
Defender's Vow
Starting at 15th level as a bonus action, you can position yourself in front of your ward and brace incoming strikes. You gain temporary hit points equal to twice your Fighter level, which last until the beginning of your next turn. While these temporary hit points persist, your ward gains the benefits of three quarters cover while they are withing 10 feet of you, and you are between them and the source of the danger.
You can use this feature twice per long rest.
Army of Two
Finally, at 18th level, when your ward takes damage within 15 feet of you, you may use your reaction to move up to their space. You take the damage for your ward and are resistant to it making your ward take no damage. Doing this doesn't negate any other effect that would result from the attack or spell.You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Example: If your ward takes damage from a Psychic Lance you can use your reaction to take the damage but if they fail their saving throw, they still get incapacitated.
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