Guardian, Variant (5e Subclass)

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Guardian[edit]

The archetypal Guardian learns how to dissuade their foes while becoming a beacon of hope for others.


Inspiring

When you choose this archetype at 3rd level, you gain proficiency in the Performance and Persuasion skills.


Taunt

Starting at 3rd level, you attempt to insult a creature. One creature that you can see within 15 feet of you must make a Wisdom (Insight) saving throw against your Charisma (Intimidate) Skill. On a failed save, the creature has disadvantage on attack rolls against all creatures, other than you until the start of your next turn.

You may use this feature a number of times equal to your Charisma modifier, you regain all uses when you finish a short or long rest.


Bolstering Cry

Starting at 7th level, you learn how to inspire your allies to strengthen their resolve. When you use your action surge feature, you can choose up to five creatures within 60 feet of you. Each one gains advantage on all saving throws until the start of your turn, provided that the creature can see or hear you.

You may use this feature a number of times equal to your proficiency bonus, you regain all uses when you finish a short or long rest.


Slam

Beginning at 10th level, you can use your Bonus action to make an attack with your shield, pushing your opponent back by 5 feet and dealing 1d4 + your Strength modifier bludgeoning damage. Can only be used once on each of your turns.


Shield Wall

Starting at 15th level, you have learned how to effectively defend others. When you use your action surge feature, you can choose up to three creatures within 30 feet of you. Each one gains a +1 bonus to AC until the start of your next turn, provided that the creature can see or hear you.

You may use this feature a number of times equal to your proficiency bonus, you regain all uses when you finish a long rest.


Impenetrable Fortress

At 18th level, you gain immunity to slashing damage, and resistance to bludgeoning and piercing damage from non-magical weapons.


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