Base Class: Barbarian
Guardians among the Barbarians are more than mere berserkers; they are bulwarks of strength and resilience, standing as unyielding protectors for their allies. Clad in heavy armor that most Barbarians would find cumbersome, these warriors move with surprising agility and strike with unmatched ferocity. Their dedication to shielding their comrades is unwavering, and their determination to face any threat head-on is legendary. Whether standing guard at the front lines or leaping into the fray to intercept a deadly blow meant for an ally, Guardians embody the indomitable spirit of the Barbarian, combined with the steadfast resolve of a true protector.
Heavy Proficiency.
At 3rd level, you gain proficiency with heavy armor.
Guardians Rage
Also at 3rd level, when you enter a rage, it requires concentration, similar to concentrating on a spell. Additionally, you gain temporary hit points equal to twice your AC. This increases to three times your AC at 6th level, four times your AC at 10th level, and five times your AC at 14th level. While raging, you can stack an unlimited amount of temporary hit points, but you cannot be healed while maintaining temporary hit points.
Heavy Armor Benefits
Starting at 3rd level, if you wear heavy armor, you gain resistances based on the metal your armor is made of. The resistances correspond to the breath weapon type of the metallic dragon associated with that metal:
- Adamantine: You gain resistance to force damage, and any critical hit against you becomes a normal hit.
- Mithral: You gain resistance to lightning damage, and the armor doesn't impose disadvantage on Dexterity (Stealth) checks.
If you wear magical armor, you also gain resistance to the magical damage of the element associated with the metal.
If you wear an armor made of the remaining of a creature, you may receive some features or resistances that creature is known for.
Guardian
At 3rd level, when an ally within 5 feet of you (10 feet at 10th level) is targeted by an attack, you can use your reaction to intercept that attack, taking the damage instead.
Shielded Might
At 6th level, you can wield a shield while wielding a two-handed weapon or dual-wielding two weapons. You can also use a shield as a melee weapon, dealing 1d8 bludgeoning damage.
Mental Fortress
At 6th level, when you are affected by charm or rendered unconscious, you automatically enter a rage if possible. While raging, you are immune to being charmed or rendered unconscious. If you reach 0 hit points while raging, you fall unconscious as normal.
Guardian's Presence
Starting at 6th level, allies within 15 feet (30 feet at 14th level) of you gain half the temporary hit points you receive. Allies lose all temporary hit points from this feature if they are more than 15 feet (30 feet at 14th level) away from you.
Metallic Second Skin
At 10th level, while raging and wearing heavy armor, you gain the following benefits:
- You gain an additional bonus attack.
- Your movement speed increases by 15 feet.
Weapon Mastery
At 10th level, all melee weapons you wield gain the thrown property with a range of 50/100. You can throw a weapon as a bonus action.
True Guardian
At 14th level, while raging and wearing heavy armor, you gain temporary hit points equal to your AC at the start of each of your turns. You gain twice the amount of temporary hit points at 17th level.
Deaths Guardian
At 14th level, creatures your size or smaller cannot forcibly move or restrain you while you are conscious. Spells with a spell slot level less than half your level cannot magically move, hold, or restrain you while you are conscious. Additionally, your armor cannot be forcibly removed, either physically or magically, while you are conscious.
Your unyielding spirit and fierce determination allow you to defy death itself. When you reach 0 hit points, you remain standing and maintain your rage despite being unconscious. While in this state, you can use your reaction to activate your "Guardian" feature. Whenever you take damage intended for an ally while in this state, you automatically fail a death saving throw. If you lose all three death saving throws, you still stand for one final moment. In this last stand, you can use your "Guardian" feature as a reaction one more time before your body stops moving. Even in death, your indomitable presence stands tall, ready to greet the end with unwavering defiance.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
6/30/2024 11:23:16 PM
|
2
|
1
|
1
|
Coming Soon
|
|
|
6/30/2024 11:24:47 PM
|
1
|
1
|
2
|
Coming Soon
|
|
|
7/7/2024 11:04:51 AM
|
8
|
1
|
--
|
Coming Soon
|
-
View User Profile
-
Send Message
Posted Jul 7, 2024I'd love to read some feedback