Guardian, Variant (5e Class)

From D&D Wiki

Jump to: navigation, search

Guardian[edit]

Design Note: This class is designed to used with the guardian construct race.

The Guardian class is a unique class designed to work alongside the lore of a Guardian Construct; it is a mix of fighter and monk making the Construct more proficient at fighting as well as using a few unique abilities based off its body and creation. Players may instead use a normal class instead of this, but this class allows for some more unique experiences more fitting of its race. Construct Guardians were built to be a multi-purpose being capable of becoming more proficient in whatever tasks it is needed for. Be it warfare, protecting a business, keeping someone safe, or simply carrying the heavy things for a lazy mage the Construct slowly learns to adapt to better suit these needs. The starting frame Constructs are built with has the most basic programming, functions, and equipment to help reduce the costs of creating it however as it begins advancing in certain tasks the magic animating it will begin reshaping the wooden frame and armor to accommodate these needs.

Creating a Guardian[edit]

What was your Constructs task? Was it made to fight alongside soldiers in a great war, to work for a wizard as a personal guard and servant, or to keep civilians safe from bandits and care for their families needs? Maybe it no longer has this purpose, and has attained true independence and wishes to find a new purpose for its existence.

Quick Build

You can make a Guardian quickly by following these suggestions. First, Strength or Dexterity should be your highest ability score, followed by Constitution. Next choose the Athletics and Intimidation or Persuasion skills. Constructs rely on their own bodies for weapons and armor, and so are free to choose whatever equipment they wish.

Class Features

As a Guardian Construct you gain the following class features.

Hit Points

Hit Dice: 1d10 per Guardian Construct level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Guardian Construct level after 1st

Proficiencies

Armor: None, Construct's cannot do not use armor and improve their AC through leveling.
Weapons: Simple ranged weapons. Construct's do not use melee weaponry other than its own unnarmed strikes.
Tools: Any one artisan tool
Saving Throws: Constitution, Strength
Skills: Choose two skills from Acrobatics, Arcana, Athletics, Intimidation, Medicine, Persuasion, or Survival.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) A light crossbow and quiver with 20 bolts or (b) 20 darts
  • (a) A dungeoneer's pack or (b) A explorer's pack
  • Symbol of Ownership: A small metal token, symbol, or written deed signifying the ownership of this guardian. A copy of this item is owned by both the Construct's creator and anyone who has owned it previously.
  • Repair kit: Sandpaper, a cloth, a container of polishing oil, a small hammer and chisel contained in a small wooden box to be used to keep the Construct's body in peak condition.
  • If you are using starting wealth, you have 2d4x10 gp in funds.

Table: The Guardian Construct

Level Proficiency
Bonus
Combat Knowledge Dishcarge Defense Knowledge Features
1st +2 1d4 - 16 Combat Knowledge, Defense Knowledge, Energy Charges, Reconstruction
2nd +2 1d4 - 16 Pack Mule, Overclock
3rd +2 1d4 - 16 Frame Refitting
4th +2 1d4 - 17 Ability Score Improvement
5th +3 1d6 - 17 Rune Guard
6th +3 1d6 - 17 Ability Score Increase
7th +3 1d6 - 18 Frame Refitting Feature
8th +3 1d6 - 18 Ability Score Improvement
9th +4 1d8 1d6 18 Offensive Discharge, Defensive Discharge
10th +4 1d8 1d6 19 Frame Refitting Feature
11th +4 1d8 1d6 19 Combat Ready
12th +4 1d8 1d6 19 Ability Score Improvement
13th +5 1d10 1d8 20 Energy Overload
14th +5 1d10 1d8 20 Ability Score Increase
15th +5 1d10 1d8 20 Size Matters
16th +5 1d10 1d8 21 Ability Score Improvement
17th +6 2d6 1d10 21 Combat Ready (2)
18th +6 2d6 1d10 21 Frame Refitting Feature
19th +6 2d6 1d10 22 Ability Score Improvement
20th +6 2d6 1d10 22 Siege Machine

Combat Knowledge[edit]

You have been given a minor knowledge of combat using the Construct to use it to its best potential. The subconscious will also study the Construct's fighting patterns and slowly improve upon itself to reach higher skills of fighting. You gain the following benefits: You can roll a d4 in place of the normal damage of your unarmed attacks. This die changes as you gain Guardian levels, as shown in the Combat Knowledge column of the Guardian table. When you make an attack with the attack action, you can make one attack as a bonus action.

Defense Knowledge[edit]

You have been given a minor knowledge defending itself and relying on the armor plating to protect its wooden frame. The subconscious will also study the Construct's defensive patterns to help defend itself better in future combat. Instead of equipping armor your AC improves as you level your character, as shown in the Defense Knowledge column of the Guardian table. You are still able to wear other protective equipment such as belts, rings, bracers, or gauntlets.

Energy Charges[edit]

The magic that keeps the Construct animate does more than simply allow it to move; over time it builds up a small surplus of energy that it may use to give itself a boost when performing certain tasks. Certain abilities the construct has consume a number of charges, as specified in the abilities description, to give it additional benefits or attacks during combat. The number of charges a Construct has is equal to their level, 5 charges are regained after a short rest, and all charges are regained after a long rest.

Reconstruction[edit]

Magic runes are intricately etched into the woodwork and inside the metal plating that protects the Construct allowing it to draw on magical energies to help repair damages it has received over time. You gain the following benefits: During short and long rests you may use hit die to heal the Construct the same as any other race would. During combat on your turn may use a bonus action and 1 Energy Charge to regain hit points equal to 1d10 + your Guardian level. You regain use of this feature after you finish a short or long rest.

Pack Mule[edit]

You have gotten use to being the one tasked with carrying all of the equipment for yourself and your fellow travelers. The heavy load that once weighed you down is starting to feel much lighter than it once did. Beginning at 2nd level you count as one size larger when determining your carrying capacity and the amount you can push, drag, or lift. Additionally, backpacks, bundles, and even small chests may be strapped and attached to you chassis with no danger of them coming loose.

Overclock[edit]

At 2nd level you have devised a method for safely dissipating excess energy buildup by using it to supercharge your actions, by expending 1 Energy Charge you may do any of the following:

  • Make one additional attack on your bonus action.
  • Gain an advantage on a Strength or Dexterity check.
  • Increase your movement speed by 10 for the rest of your turn.

Frame Refitting[edit]

At 3rd level, you may choose a new body frame that better suits some of the tasks a Construct would be needed for. Choose Metal Warden or Battle Unit, all details at the end of the class description. The frame you choose grants you features at 3rd level and again at 7th, 10, 15th, and 18th level.

Ability Score Increase[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Rune Guard[edit]

You have fully become accustomed to your body and the armor you wear, allowing the magic that animates you to flow freely without any restrictions blocking it. Beginning at 5th level, your unarmed attacks and armor are classed as magical.

Offensive Discharge[edit]

The energy stored with in you is more than simple magic to keep animated, it is a weapon when used correctly. When the moment is right you have learned to channel this energy through the Construct's body into another person. Beginning at 9th level, you may use 1 Energy Charge to deal additional force damage according to the discharge damage table on your next successful attack.

Defensive Discharge[edit]

The energy stored with in you is more than simple magic to keep animated, it is a Shield when used correctly. When the moment is right you have learned to channel this energy directly into the Construct's armor. Beginning at 9th level, whenever you are hit with an attack you may use 2 Energy Charges and your reaction to gain resistance to the triggering damage type for the rest of the round.

Combat Ready[edit]

You have become more proficient in using the Construct for battling, movement feels as natural as it would in a real body, and your attacks have increased in speed. Beginning at 11th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 17th level in this class.

Energy Overload[edit]

You feel your body merging itself with the magic that surrounds your as you travel, drawing strength wherever you go. Magic flows through you as air through a mortal. Beginning at 13th level, you give off a strong magical aura which grants a +3 bonus to saving throws against spells for you and any friendly creatures within 5 feet.

Size Matters[edit]

You've learned how to throw your weight around and use your metal body to its fullest to gain advantage over creatures smaller than you. Beginning at 15th level, your melee attacks have advantage against any targets who have the Small or smaller size.

Siege Machine[edit]

Your current frame can no longer contain the raw energy stored within you now, you have achieved the pinnacle of your Construct's potential and require something stronger. Your frame and metal plates begin to expand with the aid of magic to accommodate for this need. Beginning at 20th level, your size is increased to Large, and the Size Matters feature now applies to Medium creatures as well.

Metal Warden[edit]

A frame designed to be used by city guards and large populations as a portable defense to both shield and keep them out of harms way, this new frame has additional metal plating covering its entire frame now with additional warding to ensure the construct can run head first into a conflict to protect as many people as possible. The conscious also starts developing a sense of purpose to protect those in need, and especially those it is loyal to to a near self-destructive level. Nothing is more important now than keeping those it wants to keep safe alive, to fail in this task would mean a personal loss of purpose and that is no longer a risk it will take.

Steel Wall

The metal plating covering your whole body makes you as sturdy as any solid wall would be, and those around you have noticed such. Beginning at 3rd level allies may use you as cover. Allies using you as cover are considered in half cover.

Revival Knowledge

You have learned sometimes your body alone is not enough to properly protect those you are sworn to protect, and sometimes in more serious situations more powerful skills are required to keep people alive. Beginning at 7th level, you may use 1 Energy Charge to stabilize a creature that has 0 hitpoints, without needing to make a Medicine check, and can use 2 Energy Charges to use your Reconstruction ability on allies.

Protection Knowledge

You have begun developing an understanding of using your Construct as a method of protecting those around you, using your sturdier form as a way to keep them alive. Beginning at 10th level, you may use your reaction and 1 Energy Charge whenever an ally within 10 feet of you is about to receive damage. Half of the damage they receive is applied to yourself instead, rounded down.

Diamond Wall

The metal covering your body has become sturdy enough to protect your allies from even the most deadly of attacks. Beginning at 15th level allies using you as cover are considered in three-quarters cover.

Meteorite Coating

Your metal plates have been upgraded using metals from a fallen meteorite, an incredibly sturdy metal granting great durability. Beginning at 18th level, you receive only standard damage from critical attacks, and can use 3 Energy Charges to grant resistance to any damage type for 1 hour.

Battle Unit[edit]

A frame designed designed for use by soldiers for the use of warfare and sieges against supposedly impenetrable fortresses the Construct is built to be a walking armory made to take an small armies alone and be the last one standing. Liquidized metal has been stormed into the hands of the Construct that allows for additional combat styles, and the Construct has been redesigned to use Energy Charges to give you a boost in combat. The conscious also begins developing a love for combat and has a resolve that could even surpass war veterans when it battling groups of enemies, and sees it easier to protect people simply by fighting anything that looks like it could be a threat.

Mesh Plates

The liquid metal inside the hands of the Construct can reshape itself into weaponry to be more versatile at different forms of combat, and can even forcefully shoot metal shards out the palm of its hand. Beginning at 3rd level, as a free action you may form your hands into bladed instruments, changing your damage to piercing or slashing, and may be removed at will. This feature also provides up to 20 darts in the Constructs body which may be fired in place of the construct's normal unarmed attacks and reform after a short or long rest. These darts fall to pieces shortly after leaving the body, usually a few moments after piercing a creature.

Kinetic Knowledge

You have found yourself forming additional kinetic energy from the movements made during combat, and have worked out how to use this additional power to give yourself a form of adrenaline rush. Beginning at 7th level, for each round that the construct both moves and attacks it gains +1 to it's attack and damage rolls and +5 to it's movement speed. You may have up to 3 stacks of this ability which dissipate after combat is resolved.

Warfare Knowledge

You have developed a full knowledge on the art of warfare; you understand the concept of battling multiple opponents and gained full awareness of the constant dangers around you. Beginning at 10th level, you gain proficiency in Perception or expertise if you are already proficient, you are no longer surprised by combat encounters, and enemies no longer gain advantage to attack rolls when flanking you.

Superclock

Due to all of the excess energy you are accumulating you need a constant way to expend it. At 15th level you are permanently under the effects of Overclock.

Full discharge

You are a walking mass of power; you feel the energy coursing through your hands as every step you take makes crackles of energy spark across your armor. Beginning at 18th level, when you use Offensive Discharge you may choose to expend additional Energy Charges and deal roll extra discharge damage dies equal to the amount of Energy Charges you used.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the guardian class, you must meet these prerequisites: 13 Strength and 13 Constitution.

Proficiencies. When you multiclass into the guardian class, you gain the following proficiencies: simple weapons with the ranged property.

0.00
(0 votes)

Back to Main Page5e HomebrewClasses

Home of user-generated,
homebrew pages!


Advertisements: