Guard, Variant (5e Class)

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Introduction[edit]

Intro fluff

Desc Section Title[edit]

More fluff

Creating a Guard[edit]

Da questions

Quick Build

You can make a Guard quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Strength and Wisdom. Second, choose the City Watch background.

Class Features

As a Guard you gain the following class features.

Hit Points

Hit Dice: 1d12 per Guard level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Guard level after 1st

Proficiencies

Armor: Medium armor, heavy armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Wisdom, Strength
Skills: Choose two skills from Athletics, Insight, Intimidation, Investigation, Perception, or Survival

Equipment

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

Table: The Guard

Level Proficiency
Bonus
Shield Bash Damage Features Oversight Range
1st +2 Overwatch, Dig In
2nd +2 1d6 Shield Bash, Oversight 10 feet
3rd +2 1d6 Vigilant Watch Feature 10 feet
4th +2 1d6 Ability Score Improvement 15 feet
5th +3 1d6 Tuned Senses 15 feet
6th +3 2d6 Vigilant Watch Feature 15 feet
7th +3 2d6 Night Vigil 20 feet
8th +3 2d6 Ability Score Improvement 20 feet
9th +4 2d6 Deflection 20 feet
10th +4 2d6 Vanguard 25 feet
11th +4 2d6 Vigilant Watch Feature 25 feet
12th +4 3d6 Ability Score Improvement 25 feet
13th +5 3d6 Improved Oversight 25 feet
14th +5 3d6 Deflection (x2) 30 feet
15th +5 3d6 Vigilant Watch Feature 30 feet
16th +5 3d6 Ability Score Improvement 30 feet
17th +6 3d6 Counterattack 30 feet
18th +6 3d6 Vigilant Watch Feature 30 feet
19th +6 4d6 Ability Score Improvement 30 feet
20th +6 4d6 Dragoon 30 feet

Overwatch[edit]

When you take this class, you know what to look out for and are always aware of your surroundings. You have advantage on all Wisdom (Perception) and Intelligence (Investigation) checks you make, effectively increasing your passive Perception by 5 while you don’t have disadvantage. Additionally, you cannot be surprised.

Dig In[edit]

You have practiced how to brace for incoming harm, and the secret lies in your shield. While wielding a shield, you can use your action to enter Sentinel Stance. While in Sentinel Stance, you are immune to being grappled, restrained, and knocked prone, and you have advantage on all Strength saving throws you make. The AC bonus you receive from your shield is doubled (up to a maximum total bonus of +6) and you cannot be disarmed of your shield. However, all of your speeds drop to 0 feet and you cannot benefit from increases to your speed. Your Sentinel Stance ends if you choose to end it as a bonus action on your turn, or if you are knocked unconscious, die, or are moved to a different space (ie. falling, teleportation, being shoved).

Shield Bash[edit]

At 2nd level, you have begun to use your shield more effectively and predominantly in your fighting technique. After using your action to Attack with a melee weapon on your turn, you can use your bonus action to make an attack with a shield you are wielding. The shield is considered a special improvised weapon that you are proficient in and, on a hit, deals 1d6 bludgeoning damage. This damage increases as you gain levels as a guard, as shown in the Shield Bash Damage column of the Guard table. You add your Strength modifier to just the attack roll. You cannot attack in this way while in Sentinel Stance.

Oversight[edit]

At 2nd level, you have learned how to take a fraction of the damage directed at your friends. You exude a spell-like aura with a radius of 10 feet that intercepts incoming damage and moves with you. This range increases as you gain levels as a guard, as shown in the Oversight Range column of the Guard table.

Whenever an ally within your aura takes damage from any source besides themselves, you can choose to reduce the amount of damage they take by up to your guard level. Whenever you reduce damage in this way, you take force damage equal to the amount of damage you prevented. This force damage cannot be reduced by any means. You cannot reduce damage while unconscious or incapacitated.

Vigilant Watch[edit]

Starting at 3rd level, you choose an approach to adopt in order to best protect yourself and your allies. The Watches of the Warden, Chaperone, and Keeper are detailed at the end of this class description. Your choice grants you features at 3rd level and again at 6th, 11th, 15th, and 18th levels.

Ability Score Improvement[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.

Tuned Senses[edit]

Upon reaching 5th level, you start relying more on your hearing to find your enemies. While you aren’t deafened, you have blindsight with a range of 15 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Additionally, you can see an invisible creature within that range, unless the creature successfully hides from you.

Night Vigil[edit]

At 7th level, you ensure that everyone will make it through the night. When sleeping, you are not considered unconscious, and you can see and hear as normal.

Deflection[edit]

Starting at 9th level, your shield is now so saturated with protective spirit that flying attacks are liable to bounce off of it. When a ranged spell or weapon attack roll misses you, you can use your reaction to cause the projectile to shatter and shoot back at anyone standing in the way. Each creature standing within a 30-foot cone must succeed a Dexterity saving throw or be caught in the worst of the blast. On a successful save, they only take half of the damage. The amount of damage taken is equal to your Shield Bash Damage roll + your proficiency bonus, and the damage type is non-magical piercing damage if you deflected a ranged weapon attack or force damage if you deflected a ranged spell attack. The DC for this saving throw is equal to 8 + your proficiency bonus + your Strength modifier.

Alternatively, if a ranged attack that requires no attack roll, and targets one or more specific creatures, targets you, you can also use this feature to deflect the attack, following the rules normally. Should you deflect an attack in this way, you take no damage, and you only nullify the attack that was directed at you.

You can use this feature once before you must complete a long rest to be able to do so again. You can use this feature twice between long rests starting at 14th level.

Vanguard[edit]

At 10th level, you have become far more mobile while still being able to maintain a perfect defense. Entering Sentinel Stance now only drops your walking speed to 10 feet, but you still cannot benefit from any increases to your speed and you cannot use any of your other speeds, if you have any.

Improved Oversight[edit]

Starting at 13th level, you have begun to go numb to the pain that constantly comes to you. The force damage you take when you reduce damage with your Oversight feature is now equal to the damage you prevented - your Wisdom modifier (with a minimum of 1 for your modifier).

Counterattack[edit]

At 17th level, you've added a reactive element to your defensive stance. When a creature within range misses an attack roll against you while you're in Sentinel Stance, you can use your reaction to make a Shield Bash attack against the creature. This feature allows you to make the Shield Bash attack even while in Sentinel Stance. If the offending attack roll missed by 3 or more, you make the Shield Bash attack roll at advantage. You can use this feature twice before you must complete a long rest to be able to do so again.

Dragoon[edit]

Upon reaching level 20, you have become the ultimate defense and can now trudge through just about anything. Whenever you fail a saving throw, you can choose to succeed instead. You can use this feature once before you must complete a short or long rest to be able to do so again.

Vigilant Watches[edit]

Watch of the Warden[edit]

Fluff. Wardens specialize in fluff.

In the Action

When you take this Watch at 3rd level, you know how to bring the enemy to you. You can innately cast the thorn whip cantrip as a bonus action on your turn. Additionally, this version of the spell requires no components, has a range of 40 feet, pulls the target up to 20 feet closer to you on a hit, and produces a spectral chain covered in metal barbs instead of a thorny vine when cast. You can cast thorn whip with this feature a number of times equal to your proficiency bonus before you must complete a long rest to be able to do so again. Wisdom is your spellcasting ability for this spell.

Bruising Edge

Beginning at 6th level, the dents you put into your foes are far worse than any in your shield. You can add your Wisdom modifier to damage rolls you make with your Shield Bash attack. At later levels, this bonus also applies to the damage of the Deflection feature.

Outstretched Chain

At 11th level, you pull your enemies from even further away. When you cast thorn whip with your In the Action feature, its range is now 50 feet, and the target is pulled up to 30 feet closer on a hit.

Extra Attack

Upon reaching 15th level with this Watch, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Deadly Barbs

At 18th level, you close the distance all the more violently. When you cast thorn whip with your In the Action feature, it deals an extra 1d6 piercing damage (for a total of 5d6).

Watch of the Chaperone[edit]

Fluff. Chaperones specialize in fluff.

Protective Aura

Upon choosing this Watch at 3rd level, you protect your compatriots with a parental vigor. While in Sentinel Stance, all creatures of your choice that are within your Oversight range gain a +1 bonus to their AC and they become immune to the grappled condition. This feature does not function while you are unconscious or incapacitated.

Eagle Eye

At 3rd level, you keep a watchful eye over your companions' surroundings. You become proficient in the Perception skill, if you weren't already. Otherwise, you can double your proficiency bonus for all Wisdom (Perception) checks you make.

Amplifying Presence

At 6th level, you empower your allies' ability to help themselves. Whenever a creature within your Oversight range, including yourself, gains temporary hit points by any means, you can choose to double the amount of temporary hit points they gain (up to a maximum bonus of 10). You can use this feature a number of times equal to your Wisdom modifier before you must complete a long rest to be able to do so again. This feature does not function while you are unconscious or incapacitated.

Nullified Crossfire

Beginning at 11th level, your aura protects allies from your own attacks. All creatures friendly to you are immune to damage from your Deflection feature.

Guardian

Upon reaching 15th level, you can drop your defenses to help save your friends. As a bonus action on your turn, you can choose to increase the AC bonus of your Protective Aura feature to +3 until the start of your next turn, but your own AC is reduced by 15 (minimum of 1) during that time. You do not need to be in Sentinel Stance to grant this bonus. You can use this feature once before you must complete a short or long rest to be able to do so again.

Flawless Example

At 18th level, your team has a reliable protector at all times. You can use your Protective Aura feature even while not in Sentinel Stance, and affected creatures are now also immune to the restrained condition and of being disarmed of their equipment.

Watch of the Keeper[edit]

Fluff. Keepers specialize in fluff.

Grave Shroud

Upon choosing this Watch at 3rd level, your connection with the dead makes you a sink for positive energy. You can innately cast the spirit shroud spell on your turn, only being able to choose between necrotic and cold damage. This version of the spell requires no components. You can cast spirit shroud with this feature once before you must complete a short or long rest to be able to do so again. You can use this feature twice between rests starting at 11th level and three times between rests starting at 18th level. Wisdom is your spellcasting ability for this spell.

Deathless

At 3rd level, you add your proficiency bonus to death saving throws you make.

Obsidian Shell

Upon reaching 6th level, the forces of death mean less to you while their chill stings others further. You become resistant to necrotic damage, if you aren’t already.

Additionally, cold and necrotic damage you deal ignores resistance.

Communion of the Dead

Beginning at 11th level, you can pull lost souls back to the living world for a brief time. You can innately cast the speak with dead spell. This version of the spell doesn’t require material components, compels the corpse to tell the truth, and allows the corpse to speak in Common, regardless of if it knew it in life. Additionally, when casting speak with dead in this way, you put the soul of the dead creature into the corpse, provided that it is able to be returned; it does not need to be willing. Due to this, the corpse is not limited in its function from not having a soul and it retains its personality. You can cast speak with dead with this feature once before you must complete a long rest to be able to do so again. Wisdom is your spellcasting ability for this spell.

Grisly Smite

At 15th level, your power invigorates the spirits that circle you. You now cast spirit shroud as a 6th level spell with your Grave Shroud feature, increasing the extra damage by 1d8.

Additionally, whenever spirit shroud is active on you, you reduce the speed of creatures within 15 feet of you instead of 10 feet, and you now reduce the speed by 15 feet.

Brink of Rot

At 18th level, your protective aura blocks death from reaching you or your allies. All creatures of your choice that are within your Oversight range, including yourself, are protected as if under the effects of the death ward spell. This effect is not considered magical and cannot be dispelled. Once the effect would end for a creature benefiting from it, as per the spell’s rules, the effect ends for all creatures until you complete a long rest. This feature does not function while you are unconscious or incapacitated.

Multiclassing[edit]

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

Proficiencies. When you multiclass into the guard class, you gain the following proficiencies: heavy armor, medium armor, shields, simple weapons, and martial weapons.

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