Warden "old school" (5e Class)

"Old School" Warden

I saw the "old school" Fighter homebrew and thought to myself: "that's both the simplest and coolest class I've ever seen, I should make some classes like that." The "old school" Warden is a class that follows the same simplistic design of the aforementioned fighter variant but is intended to be a hardcore tank.

The Warden is a literal tank. You do everything in your power to soak damage and prevent any harm from coming to your party. Your may not have any magical power to do so, but you will gain the focus of anyone who might try to hurt your party even if it means throwing insults. Your skills with a shield are admirable and you are learning how to close your guard to attackers. Maybe one day you will become a well known adventurer.

Creating an old school warden

Constitution should be your highest ability score followed by Strength if you want to deal more damage or Charisma if you want to apply more crowd control. Your character will function as a tank for the party so consider what you think is more important.


Class Features

As a Warden you gain the following class features.

Hit Points

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

Proficiencies

Armor: All armor, shields
Weapons: Simple and martial melee weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Athletics

Equipment

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

  • (a) Leather armor and a shield or (b) chainmail
  • (a) long sword or (b) war hammer
  • (a) short sword or (b) short bow and 20 arrows
  • (a) Adventurer's pack or (b) dungeoneer's pack

Table: The Warden

LevelProficiency
Bonus
Health Bonus (Cumulative)Features
1st+21Health Bonus
2nd+23AC Bonus (+1)
3rd+26Shield Block (+Con)
4th+210Ability Score Improvement
5th+315Draw Attack (5)
6th+321Status Improvement
7th+328Thorns
8th+336Ability Score Improvement
9th+445AC Bonus (+2)
10th+455Bunker Down
11th+466Draw Attack (10)
12th+478Ability Score Improvement
13th+591Shield Block (+2xCon)
14th+5105Thorns (x2)
15th+5120Status Improvement
16th+5136Ability Score Improvement
17th+6153Status Improvement
18th+6171AC Bonus (+3)
19th+6190Ability Score Improvement
20th+6210Draw Attack (15)

Health Bonus

Starting at 1st level, you gain additional hit points. Whenever you reach a level, gain that many additional hit points (+1 at 1st level, +2 at 2nd level, +3 cumulative at 3rd level)

AC Bonus

From 2nd level onwards, you gain a +1 bonus to AC.

This bonus increases to +2 when you reach 9th level in this class, and to +3 when you reach 18th level in this class.

Shield Block

Starting at 3rd level, you gain a pool of d8 dice equal to your constitution modifier (min. 1). As a bonus action or reaction, you may roll any number of dice from this pool and add your constitution modifier, gaining that many temporary hit points that last for 1 minute. You regain any expended dice after finishing a short or long rest. At 13th level, you can add twice your constitution modifier to the temporary hit points gained using this feature.

Draw Attack

Beginning at 5th level, you can use your bonus action to taunt up to five nearby enemies. You make a charisma roll and add your proficiency bonus to the roll. Your targets must make a wisdom saving throw against your roll. If they fail, they must attempt to attack you on their next turn. Enemies that have succeeded on this saving throw, have been taunted by the player within 24 hours, or do not understand the language that the player is speaking gain advantage on this save.

The number of targets increases to ten when you reach 11th level in this class, and to fifteen when you reach 20th level in this class.

Status Improvement

At 6th level and again at 15th and 17th level, you can choose to gain one of the following:

  • +gain a number of hit points equal to your level
  • proficiency in one skill
  • +1 in to either CON, or STR you can't increase an ability score above 20 using this feature.

Thorns

At 7th level, melee attacks made against you cause the attacker to take a piercing damage equal to a quarter of your AC rounded down plus your Constitution modifier. At 14th level, the damage increases to half your AC round down plus your Constitution modifier. YOu only gain this benefit whilst wearing armor. If you are wearing magical armor, the damage is treated as magical for the purpose of overcoming resistances.

Bunker Down

From 10th level onwards, you can use your action to gain resistance to all forms of damage until the start of your next turn. Whilst doing so your speed becomes 0 and you cannot take a bonus action or any reactions. You can use this feature up to half your Constitution modifier rounded down ( min. 1) times. You regain the ability to use this feature after finishing a short or long rest.

Ability Score Increase

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of you 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.

Multiclassing


Prerequisites. To qualify for multiclassing into the "old school" warden class, you must meet these prerequisites: 13 STR and 13 CON

Proficiencies. When you multiclass into the "old school" warden class, you gain the following proficiencies: simple and martial melee weapons, heavy armor; shields


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