Praetorian (5e Class)

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Praetorian Guard[edit]

The Praetorian Guard were rumored to have guarded the city at the edge of time "The City of Light" they were invented to be the strongest and toughest guards of all so they were entrusted with guarding the city gates. The literature speaks of invincible warriors whose only purpose was to defend, they were built to be so defensive that any attackers simply got bored and gave up. Legend has it that there was never a single attack to succeed in sieging the city.
—Storviin, Scholar of the Ivory Tower.

Creating a Praetorian[edit]

Consider your Praetorian, were you a praetorian made to guard other foot soldiers, one to guard the city as an unkillable wall, or one to take combat into their own hands literally to shred the enemies while maintaining their defense. No matter what, you are a remnant of an ancient city, one that may not even be around anymore.

Quick Build

You can make a Praetorian quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Strength. Constitution is incredibly important because all your skills use it instead of once per long rest... or spell slots, Which is why the class is a d20 hit die Any instance of damage can only be reduced to at least 0 points of damage

Class Features

As a Praetorian you gain the following class features.

Hit Points

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

Proficiencies

Armor: Unarmored Defense, Light Armor, Medium Armor, Heavy Armor
Weapons: Fists, Shield, Simple Weapons, Martial Weapons
Tools: Choose one tool and one instrument
Saving Throws: Constitution, Strength
Skills: Athletics, Intimidation

Equipment

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

  • (a) Any Simple Weapon or (b) Any Martial Weapon
  • Shield
  • (a) Explorer's Pack or (b) Dungeoneer's Pack
  • Memorabilia of the ancient city
  • If you are using starting wealth, you have 0 in funds.

Table: The Praetorian

Level Proficiency
Bonus
Features Uses of Reduce
1st +2 Ancestry Path, Unarmored Defense 1
2nd +2 Taunt, Reduce 1
3rd +2 Master of Athletics 2
4th +2 Ability Score Improvement 2
5th +3 Extra Attack 2
6th +3 Imposing Presence 3
7th +3 Ancestry Feature 3
8th +3 Ability Score Improvement 3
9th +4 Rip and Tear 3
10th +4 Regenerate 4
11th +4 Ancestry Feature 4
12th +4 Ability Score Improvement 4
13th +5 Extra Attack 2 4
14th +5 Praetorian Senses 4
15th +5 Ancestry Feature 5
16th +5 Ability Score Improvement 5
17th +6 Empowered Senses 5
18th +6 Superior Regenerate 5
19th +6 Ability Score Improvement 5
20th +6 Dying Breath 6

Subclass Feature[edit]

At 1st level, you chose an archetype. Choose between Armorer, Guardian, Berserker, all detailed at the end of the class description. Your choice grants you features at 1st level and again at 7th, 11th, 15th.

Unarmored Defense[edit]

Starting at 1st level your unarmored AC is 12 + con mod + half str mod rounded up.

Reduce[edit]

Starting at 2nd level you can reduce any one instance of damage by 5. Reduce requires a reaction and can only be expended once per instance of damage. This ability can be used equal to a number of times outlined in the table.

Taunt[edit]

Starting at 2nd level, at the start of your turn, you can force hostile creatures to attack you. As an action, you force all creatures of your choice within 10 feet to make a Wisdom saving throw DC of 8 + proficiency bonus + your con modifier. On a failed save, the creatures have disadvantage on attacks made against targets other than you. You can expend 2 health to expand this range to 20 feet and change the scaling from 8+... to 10 +...

Master of Athletics[edit]

Starting at 3rd level through years of training and the right genetic cocktail that was your birth you gain expertise in Athletics.

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. You can forgo the ASI in favor of a Feat if your DM allows it.

Extra Attack[edit]

Starting at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Additionally, you can forgo one of your attacks on your turn to make a Taunt attempt.

Imposing Presence[edit]

Starting at 6th level you gain expertise in intimidation and are able to use constitution or strength as its modifier instead of charisma.

Rip and Tear[edit]

Starting at 9th level you gain the ability to sacrifice a large amount of health to kill your opponents spend 10 health and make two weapon attacks which each have double attack damage bonus. Eg. normally 1d12+4 it is now 1d12+8.

Regenerate[edit]

Starting at 10th level your skin starts welding together unnaturally, you now regain health equal half your proficiency bonus rounded up each turn

Extra Attack[edit]

Starting at 13th level, you can attack thrice, instead of twice, whenever you take the Attack action on your turn. Additionally, you can forgo one of your attacks on your turn to make a Taunt attempt.

Praetorian Senses[edit]

Starting at 14th level your blood or mechanical body enhances your sense as you gain blindsight out to 30 feet

Empowered Senses[edit]

Starting at 17th level your blood or mechanical body enhances your sense as you gain blindsight out to 60 feet

Superior Regenerate[edit]

Starting at 18th level your skin starts welding together unnaturally, you now regain health equal to your proficiency bonus each turn

Dying Breath[edit]

Starting at 20th level once you gain a death fail you gain the ability to immediately attack one opponent within 120 ft range for 4x normal damage OR give one ally 50 health, any health over max is turned into temp health. You may only choose to do one of these things, or you can forego the option entirely. Should you decide to use the ability you die immediately after the use of the skill, and when or if you are resurrected you start with 4 points of exhaustion.

Ancestry Path[edit]

Armorer[edit]

You were created for wearing the heaviest of armors to become an unstoppable tank focused on reducing damage for yourself.

Heavily Armored

Starting at 1st level you gain a 2*proficiency bonus damage reduction to all non-magical bludgeoning, piercing, and slashing while wearing Heavy Armor, on top of the regular bonus reduction provided.

Heavy Armor Master

Starting at 7th level While wearing heavy armor you gain +1 AC.

Ultra-Heavily Armored

Starting at 11th level You gain strength and insight into the way of wearing armor, You gain the ability to wear Ultra-Heavy Armor and you gain an AC bonus of 2 from it.

Ultra heavy armor is created either from the ultra-dense ejections of a dying star or from a combination of adamantine, orichalcum, and cobalt and infused with a certain spell to create a material rivaling that of the stars. You gain a [2*proficiency bonus]+10 damage reduction to all magical bludgeoning, piercing, and slashing while wearing Ultra Heavy Armor. While wearing ultra-heavy armor you can not wield a shield or weapons. While wearing ultra heavy armor you lose 5ft of movement. Typically Ultra-Heavy armor will have an AC ranging from 19-21 depending on how well manufactured it is, not including possible defensive spells layered on top. This all of course relies on your DM's permission

Tank

Starting at 15th level you gain resistance to tests of your strength and constitution you now have expertise in both. You also gain the action to hunker down and double all your damage reduction and gain resistance to the 3 physical damage types magical and non-magical. Your ac bonus given by Heavy Armor Master is increased to 2 for heavy armor and it is increased to 3 for ultra-heavy armor.

Shielder[edit]

Shield Bash

Starting at 1st level you can use your reaction to bash an enemy

Shielder

Starting at 7th level your shield now provides 5 damage reduction if you hunker behind your shield as a reaction.

Team Player

Starting at 11th level whenever you are wielding a shield you can take a bonus action to set it up in the ground providing anyone standing behinds it 10 damage reduction towards straight line magical attacks and ranged attacks, it also provides 1/2 cover. Doing this takes 10 hp

Pneumatic Shield

Starting at 15th level you gain the ability to create an air barrier you can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is translucent and lasts for 1 hour and can be dismissed at will. Allied creatures may pass through at will but enemies take 7d8 thunder damage on a failed dex save or half as much on a successful save. The wall Blocks all ranged attacks from passing through but allows melee attacks across the barrier. The wall knocks all creatures back 10 feet who fail a strength save on one side of your choice of the wall

Guardian[edit]

You are here to defend your allies in combat to make sure they live and you do too.

Guard

Starting at 1st level you gain the ability to sacrifice 2 health to immediately leap in front of an ally within 10 ft and take the hit for them as a reaction. When guarding roll a d10
1, you fail to protect but still lose 5 health
2-3, you receive only half of the damage and the ally takes the other half
4-7, you receive all the damage
8-9, you receive all the damage and reduce it by 5
10, you receive all the damage and reduce it by 10

Enhanced Guard

Starting at 7th level the guard table is changed to:
1-2, you receive half of the damage and the ally takes the other half
3-5, you receive all damage
6-7, you receive all damage and reduce it by 5
8-9, you receive all damage and reduce it by 10
10, you receive all damage and reduce it by 10 and give your ally 5 temp health.


Enhanced Support

Starting at 11th level your guard ability takes 5 health instead and whenever you successfully roll a 6-8 on the guard table you grant your ally 5 temp health
9-10 you grant your ally 10 health

Inhuman Protector

Starting at 15th level Whenever you are affected by an aoe attack you can choose any number of allies that you can take the damage for, you roll the save for any instances of damage and gain 10 damage reduction per instance of aoe damage.

Berserker[edit]

You are a catalyst of war made to fight when the praetorian's defense were not enough, you sacrifice health and possible defense for attack.

Fist Warfare

For combat purposes you can lose the ability to wield weapons with the intent to hurt opponents. Your fists deal 1d12 per hit instead. Your fists have a tendency to completely tear holes through the enemies if you aren't careful enough. And use your con mod for attack and damage purposes.

Revenge

Starting at 1st level you gain the ability to retaliate with your body. When someone dares to attack you can make a reaction melee attack back with your fists. This ability takes 2 health

Savage fighting

Starting at 7th level your crits tear apart the enemy, you now add an extra die whenever you crit. You also gain 10 feet of movement to close the distance and kill your enemies faster.

Recall Origin

Starting at 11th level you recall your origin as a defender and gain the ability to throw enemies and allies away from or into danger, you can throw them up to your strength ability score * 2 feet away. If throwing an unwilling target they have to make a strength save against 10 + your strength modifier + proficiency bonus, any allies you throw gain 10 temp health. But this ability takes 5 health.

Catalyst of War

Starting at 15th level your fists now do 2d12 per hit.

Empowered Revenge

Starting at 15th level revenge now does double damage and takes 5 health instead.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Praetorian class, you must meet these prerequisites: 15 CON 13 STR

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