Barbed Devil (5e Race)/Guardian Variant

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Barbed Devil Guardian[edit]

When you create your barbed devil character, or when you gain a level, you can take a level in the barbed devil guardian class instead of a normal class. Levels in this class can only be taken by a barbed devil.

Creating a Barbed Devil Guardian[edit]

Make Strength your highest ability score, and Wis your next highest. Take the hellborn background.


As a Barbed Devil Guardian you gain the following class features.

Hit Points[edit]

Hit Dice: 1d8 per Barbed Devil Guardian level
Hit Points at 1st Level: + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Barbed Devil Guardian level after 1st

Proficiencies[edit]

Armor: Light, Medium, Heavy and Shields
Weapons: Simple
Tools: None
Saving Throws: Strength and Wisdom
Skills: Perception, and either Deception or Insight

Level Proficiency
Bonus
Features
1st +2 vault defender and guardian stance
2nd +2 vault defender and guardian stance improvement
3rd +2 vault defender and guardian stance improvement
4th +2 vault defender and guardian stance improvement
5th +3 vault defender and guardian stance improvement

Vault Defender[edit]

Starting at 1st level, you can spend 10 minutes to infuse the area surrounding you with your natural infernal magic, you choose any amount of space with a radius of 5 feet per your total level and if within 24 hours you enter the guardian stance inside or within 5 feet of that area, then within that area you can detect divination and teleportation magic and you know when physical walls are damaged.

After you leave guardian stance, your magic lingers for a time and for the next 24 hours you do not need to perform the ritual to gain the benefits in that space.


Starting at 2nd level, Your magic reinforces the vaults defenses, all walls (and other structural objects) gain resistance to all damage and a damage threshold equal to your level.


Starting at 3rd level, you become sensitive to the happenings inside your vault, you detect all magic in your area and as an action, you appear illusionary anywhere inside your area and sense as if you were there.


Starting at 4th level, if you are outside but within 5 feet of your area, then magical travel into your area is impossible except past you. if you are inside the area then, trying to magically travel into the area is like trying to pass you.


Starting at 5th level, You can take the damage for anything inside or touching your area and you see inside your area as if with truesight


Guardian Stance[edit]

Starting at 1st level when you are in the guardian stance you have resistance to nonmagical piercing, slashing and bludgeoning damage.

Also at 1st level, you excel at preventing creatures from passing you, if a creature tries moving past you, they must make an athletics or acrobatics check with DC 8 + your strength modifier + proficiency, if a creature tries to magically pass you they must make a spell attack check with DC 8 + your wisdom modifier + proficiency. While you are in the guardian stance they have disadvantage on that check.

Finally, at 1st level, you can enter a guardian stance as an action, once you have used this feature you must complete a short or long rest before you can do so again.


Starting at 2nd level, when you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn.

Also at 2nd level, when you are in the guardian stance, creatures within 5 feet of you always provoke opportunity attacks from you, even if they take the Disengage action before leaving your reach and opportunity attacks do not use your reaction.


Starting at 3rd level, you can use your reaction to block attacks and spells. Any attack or spell that originates, travels through or is targeted within your reach, you can choose for it to target you, this includes AOE attacks in which case they are centered on you. When you are in the guardian stance it does not use your reaction.


Starting at 4th level, when you are in the guardian stance you have resistance to all damage and a 10 foot area around you is under the vault defender feature.


Starting at 5th level, when you are in the guardian stance you gain a damage threshold equal to your level (So damage less than your level is ignored) and as an action, you can suppress all conditions and effects of your choice affecting you until you leave the guardian stance. While suppressed you are not affected by them but they do not lose duration, if they are concentration then they don’t need to until after you leave the stance.

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