Fighter
Base Class: Fighter

A Warden is a dauntless protector shaped by brutal training or rough experiences. Where others may falter under hardship, a Warden`s conviction only grows stronger. They understand danger better then anyone. They draw danger to themselves, shielding allies from harm and delivering swift retribution to any who dare strike at them. Thus a Warden thrives when surrounded, using their resilience and cunning to turn the tide. Wardens are often found as high-end bodyguards safeguard their charges with unwavering dedication. Others take up the mantle of prison guards facing the worst of society, keeping it in sight and in check while those outside are kept oblivious of the horrors within.

Level 3: Warden`s Challenge

At lvl 3:

                -once per turn, you can replace an attack with this ability

                -chosen creature 30 feet away from you must succeed a CHARISMA saving throw or be Taunted and compelled to harm until the end of their next turn. Targets that succeed have disadvantage when attacking creatures other then you during their next turn. 

                -first time after they attack you, you can use your reaction to make an opportunity attack against it. This opportunity attack deals bonus damage equal to your fighter level.

                -the saving throw DC is equal to 8 + proficiency + STRENGTH bonus

Level 7: Lockdown

At lvl 7:

-you gain 1 more reaction per turn that you can only use on opportunity attacks.

-when using "Guardians Challenge", you can, instead, choose to also use a bonus action and target all chosen creatures 10 feet around you 

-you can use the alternate effect a number of times equal to your proficiency per long rest.

Level 7: Bodyguard

At lvl 7:

-you gain proficiency in Perception. If you already have it, you can instead choose between: Insight, Intimidation or Investigation

-you can spend 1 minute to study a creature or object in order to designate it as your Ward. You cannot have more then 1 Ward at a time. When studying a new target, your old one loses its Ward status.

-while protecting your Ward, you double your proficiency bonus when rolling Perception checks or when calculating Passive perception.

-whenever your Ward becomes the target of a harmful effect whose source you can perceive, you can chose to become the target instead.

-you must fully concentrate on your Ward in order to protect it. You break concentration by focusing on another task, or if you are more then 15 feet away from your ward.

Level 10: Duress

At lvl 10:

-when a Taunted creature misses you while you are not full HP, you gain temporary HP equal to your constitution bonus.

-temporary HP gained this way can stack, but added with normal HP, cannot go past you maximum.

Level 15: Cunning Sentinel

At lvl 15:

-your normal opportunity attacks can now also trigger from missed attacks against you.

-once per turn, when someone misses you with an attack, you gain an additional reaction until the start of your next turn

Level 18: Relentless Vigil

At lvl 18:

-opportunity attacks against Taunted creatures no longer cost a reaction.

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