Base Class: Fighter
Some warriors wield swords, others command armies—but a rare few forge an unbreakable bond with a guardian beast. As a Guardian’s Bond Fighter, you are chosen by a mystical chimera, the Ashen Sage, a creature of wisdom, strength, and elemental power. More than a simple companion, this being is a reflection of your own spirit, growing in tandem with you to become an unwavering protector.
At first, your Ashen Sage Cub is small but fiercely loyal, standing by your side in battle and learning to shield you from harm. As you grow stronger, so too does your companion—developing its silent owl wings, powerful gorilla form, and fire-forged salamander resilience. It becomes not just an ally, but an extension of your will, a force of nature that fights beside you with fiery breath, crushing blows, and the wisdom of ancient sentinels.
The Guardian’s Bond Fighter excels in coordinated combat, using their chimera to shield allies, turn the tide of battle, and unleash powerful elemental attacks. By the time you reach your full potential, your bond is indestructible—should one of you fall, the other rises stronger, embodying the eternal duty of a true guardian.
This subclass is perfect for warriors who seek a blend of companionship, battlefield strategy, and overwhelming presence, commanding not just a weapon, but a living, breathing legend.
NOTES FROM THE CREATOR:
This subclass has been tuned up to the point it SHOULD be in line with most other fighter subclasses. The fighter themselves gives up some utility and power to the chimera, keeping them a dynamic duo and not letting the chimera overshadow the fighter as in previous iterations.
Happy questing. :)
This subclass is built on an idea that a sect of of society exist in the world trying to combat the evil in the world using a "fight fire with fire" approach. As a member of this sect reachs adventuring age they are taken to a secret location, while completely incapacitated, so no one truly knows how to get back, where a Chimera may choose them. These Chimera are all created using "good" natured beast by elders of the village, and are guardians and protectors.
You and your DM should decide on what YOUR chimera would be how its abilities will reflect, this class will use stat blocks and abilities from those stat blocks in its progression, its up to you and your DM to work together to balance them for your world. This following class will insert my own creation and use its name in places. All of these can be replaced to match any creation you'd like, assuming they're all 3 good natured beast.
Kindred Guardian
At 3rd level, you form a deep bond with a Guardian Chimera, a young magical beast that grows alongside you. This creature uses the Ashen Sage Cub stat block (see below) and obeys your commands in combat.
- In combat, the Chimera acts during your turn. It can move and use its Reaction on its own, but the only action it takes is the Dodge action unless you take a Bonus Action to command it to take an action in its stat block or some other action.
- If it is reduced to 0 hit points, it vanishes in a burst of flame and reappears at full health after a long rest. But be weary, these are sentient beings. Should it feel you're using it as fodder and not respecting its life, it can and will leave you, stripping you of all power. (This is a narrative safety check to make sure the Player Character cant use this mechanic to frustrate the DM)
- You gain advantage on Wisdom (Animal Handling) checks related to the chimera.
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Your bond is instinctual, not learned. You can communicate simple emotions and concepts with your chimera telepathically within 60 feet, allowing you to coordinate in battle even when words fail.
Stage 1: Ashen Sage Cub (Tiny Guardian-in-Training - Level 3)
At this stage, the chimera is small and learning, acting more as a companion with protective instincts.
Small Monstrosity, Neutral Good
Armor Class 12 + PB
Hit Points 4 + five times your fighter level (the Chimera has a number of Hit Dice [D10s] equal to your fighter level)
Speed 30 ft., climb 20 ft., glide 30 ft.
STR 12 (+1) | DEX 10 (+0) | CON 13 (+1) | INT 6 (-2) | WIS 12 (+1) | CHA 10 (+0)
Skills Perception +3, Athletics +3
Senses Darkvision 15 ft., Passive Perception 13
Languages Understands Common and Sylvan but cannot speak
Abilities:
Gliding Wings: The young Ashen Sage cannot yet fly but can glide up to 30 feet without taking fall damage.
Tiny Protector: If an ally within 5 feet is attacked, the Ashen Sage can use its reaction to impose disadvantage on the attack. It can use this ability a number of times equal to your PB.
Ember Breath (1/Short Rest): As an action, the salamander head exhales a small puff of embers. A creature in a 10-foot cone makes a DC 12 + PB Dex save, taking 2d6 fire damage or half on a success.
Actions:
Multiattack: The Ashen Sage Cub makes two attacks, one with its tiny claw and one with a tiny bite. It may substitute its Bite Attack for Ember Breath if it's available.
- Claw Attack: Melee weapon Attack: +4 plus PB to hit, reach 5ft, one target. Hit: 1d6 + PB slashing damage.
- Bite Attack: Melee Weapon Attack: +4 plus PB to hit, Hit: 1d6 + PB piercing damage piercing damage.
Stage 2: Adolescent Ashen Sage (Growing Guardian - Level 7)
Now larger and stronger, the Ashen Sage starts to understand its guardian role, gaining more presence in battle.
Medium Monstrosity, Neutral Good
Armor Class 13 + PB
Hit Points 6 + five times your fighter level (the Chimera has a number of Hit Dice [D10s] equal to your fighter level)
Speed 30 ft., climb 30 ft., fly 40 ft.
STR 16 (+3) | DEX 10 (+0) | CON 15 (+2) | INT 8 (-1) | WIS 14 (+2) | CHA 10 (+0)
Skills Perception +5, Athletics +5, Arcana +4
Senses Darkvision 30 ft., Passive Perception 15
Languages Understands Common, Sylvan, speaks in short phrases
Abilities:
Flight Mastery: The Ashen Sage can now fly, using its silent owl wings to hover and move without provoking opportunity attacks.
Guardian’s Roar (1/Short Rest): As an action, the gorilla head bellows, inspiring allies. All allies within 10 feet gain advantage on their next attack or saving throw.
Blazing Shield: As a reaction when an ally within 5 feet is attacked, the Ashen Sage can flare its salamander’s embers, forcing the attacker to make a DC 13 + PB Wis save or become frightened until the end of its next turn. It an use this feature a number of times equal to your PB.
Actions:
Multiattack: The Ashen Sage makes two attacks, one with its claws and one with its bite. It may substitute its Bite Attack for Fire Breath if it's available.
- Claw Attack: Melee weapon Attack: +5 plus PB to hit, reach 5ft, one target. Hit: 1d8 + PB slashing damage.
- Bite Attack: Melee Weapon Attack: +5 plus PB to hit, Hit: 1d8 + PB piercing damage piercing damage.
- Fire Breath (Recharge 5-6 Turns): The salamander head exhales fire in a 15-foot cone. Creatures make a DC 14 + PB Dex save, taking 3d6 fire damage or half on success.
Stage 3: Mature Ashen Sage (True Guardian - Level 15)
Fully realized as a guardian, the Ashen Sage is a formidable protector, embodying wisdom, strength, and elemental power.
Large Monstrosity, Neutral Good
Armor Class 15 + PB
Hit Points 10 + five times your fighter level (the Chimera has a number of Hit Dice [D10s] equal to your fighter level)
Speed 40 ft., climb 40 ft., fly 60 ft.
STR 20 (+5) | DEX 10 (+0) | CON 18 (+4) | INT 10 (+0) | WIS 18 (+4) | CHA 10 (+)
Skills Perception +8, Athletics +7, Arcana +4
Senses Darkvision 60 ft., Passive Perception 18
Languages Speaks Common, Sylvan.
Abilities:
All-Seeing Eyes: The owl head grants truesight 30 ft. and advantage on Insight and Perception checks for 1 minute, this feature can be used 1 time per short rest.
Titan’s Presence: As an action, the gorilla head bellows, inspiring allies. All allies within 10 feet gain advantage on their next attack or saving throw. In addition enemies within 10 feet must make a DC 14 + PB Wisdom save or be frightened until the end of their next turn.
Inferno Guardian (Recharge 5-6 Turns): When an ally within 10 feet of the chimera is attacked, the Ashen Sage erupts in flames. The attacker must make a Dexterity saving throw (DC 14 + PB) or take 3d8 fire damage and have disadvantage on attack. Half damage and no disadvantage on a save.
Wingbeat of Judgment (1/Long Rest): Enemies in a 20 foot radius of the Guardian must make a Strength Saving throw (DC=14 + PB) or be knocked back 10 feet and become Prone. On a save they are knocked back 5 feet and remain upright.
Actions:
Multiattack: The Ashen Sage makes three attacks: two Claws, one Bite. May substitute Bite for Blazing Breath if its is available.
- Claw Attack: Melee weapon Attack: +7 plus PB to hit, reach 5ft, one target. Hit: 1d12 + PB slashing damage.
- Bite Attack: Melee Weapon Attack: +7 plus PB to hit, Hit: 1d12 + PB piercing damage piercing damage.
- Blazing Breath (Recharge 5-6): 30-foot cone, creatures make a Dex (DC= 16 + PB) save or take 6d8 + WIS fire damage.
Guardians Arsenal
At 3rd level, you and your chimera fight as one, adapting your combat style to suit your bond. You can wield any one-handed or two-handed melee weapon, but you have sworn to fight with discipline and coordination, relying on precision over reckless brutality.
- You cannot use the Great Weapon Master feat’s -5 to hit, +10 damage feature.
- You cannot dual-wield (no Two-Weapon Fighting).
- You can use two-handed weapons and versatile weapons freely.
Your martial training focuses on synergy with your chimera rather than overwhelming power. If you take the Attack action, your chimera can use its reaction to make one melee attack against the same target (once per turn).
Guardian’s Roar
- When you roll Initiative, you and the chimera gain temporary hit points equal to your Fighter level + your Wisdom modifier. These temporary hit points are lost at the end of combat should any remain.
- As a bonus action, you can command the chimera to unleash a Guardian’s Roar, giving all allies within 10 feet advantage on their next attack or saving throw. (1 use per short or long rest.)
- The chimera now uses the Adolescent Ashen Sage stat block.
Winged Protector
- Ever-Vigilant: When an ally within 10 feet of your chimera makes an attack roll or saving throw, the chimera can use its reaction to let out a low, rumbling growl of encouragement, granting the ally a +1d6 bonus to the roll. It can do this a number of times equal to your Wisdom modifier (minimum of 1) + PB + 3, regaining all expended uses after a long rest.
- Guardian’s Shield: When an ally within 5 feet of the chimera is hit by an attack, the chimera can interpose itself, causing the attack to have disadvantage. It can do this a number of times equal to your Wisdom modifier (minimum of 1) + PB + 3, regaining all expended uses after a long rest.
These two features share a resources pool.
Wrath of Fire and Wind
- When you Action Surge, your chimera can also take an additional attack action.
- The chimera’s Inferno Guardian reaction also leaves the target covered in magical sparks, causing the next attack on the target to have advantage if made before the end of the guardians next turn.
- The chimera now uses the Mature Ashen Sage stat block.
Eternal Sentinels
- You and your chimera gain resistance to fire and psychic damage.
- If either you or your chimera drops to 0 HP, the other immediately gains half of the fallen ally’s remaining hit points and becomes immune to fear and charm for 1 minute.
- The chimera’s Wingbeat of Judgment now affects a 30-foot radius, knocking enemies prone and dispersing magical darkness.
Previous Versions
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2/9/2025 4:05:54 PM
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Coming Soon
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