Homebrew:Barrow Guard: Difference between revisions

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[[file:bodyguard.jpg|right|thumb|500px]]
[[file:barrow guard.jpg|right|thumb|500px]]
{{ooc note|This is an implementation of the Bodyguard subclass from [[Tasha's Crucible of Everything Else]] volume 1}}
{{ooc note|This is an implementation of the {{PAGENAME}} subclass from [[The Crooked Moon]]}}
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__NOTOC__
{{base class|fighter|blockquotestyle=width:calc(100% - 510px - 1.4em)}}
{{base class|fighter|blockquotestyle=width:calc(100% - 510px - 1.4em)}}
Bodyguards are highly skilled fighters that hone their skills and reflexes to recognize and react to threats swiftly, warn others of danger, and if necessary, put themselves in harms way to protect their charges.
Barrow Guards are warriors who harness the power of the dead, taking upon themselves spectral energies normally forbidden to the living. Some Barrow Guards are those returned from the dead through magical miracles or the whims of the gods. Others stand at the doors of sacred crypts, ready to push back any who attempt to desecrate the dead. No matter their origin, these stoic sentinels are unconcerned with matters of the living. They are separate, other, and duty-bound to their role as crypt-keepers, ensuring the dead—heroes and villains alike—remain at rest.


Anyone with the unflinching devotion to protect their allies can excel as a bodyguard. In the Forgotten Realms, the Masked Lords of Waterdeep often secure the services of bodyguards, as do many wealthy merchants traveling up and down the Sword Coast. In Eberron, the most famed and respected bodyguards in the Five Nations belong to House Deneith’s Defenders Guild, followed closely by distinguished members of House Medani’s Warning Guild.
== Death Knight ==
''3rd-level {{PAGENAME}} feature''
 
You house within you the lingering remnants of souls long-departed, and their knowledge and experience imbue you with necromantic energy. It is represented by Draugr Dice, which fuel powers you have from this subclass. The Barrow Guard Draugr Dice table shows the die size and number of these dice you have when you reach certain fighter levels.


== Selfless Guardian ==
{| class="wikitable"
''3rd-level {{PAGENAME}} feature''
|+ Barrow Guard Draugr Dice
! Fighter Level !! Dice Size !! Number
|-
| 3rd || d6 || 4
|-
| 5th || d8 || 6
|-
| 9th || d8 || 8
|-
| 11th || d10 || 8
|-
| 13th || d10 || 10
|-
| 17th || d12 || 12
|}


You have honed your reflexes to instinctively interpose yourself between your allies and danger. Whenever an ally you can see would take damage, you may move up to half your speed directly toward that ally as a reaction. This movement does not provoke opportunity attacks. If this movement brings you within 5 feet of your ally, you may choose to take the damage they would be dealt in their stead.
Some of your powers expend a Draugr Die, as specified in a feature's description, and you can't use a power if it requires you to use a die when all your Draugr Dice are expended.


You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a short or long rest.
You regain one expended Draugr Die when you finish a short rest, and you regain all of them when you finish a long rest.


== Threat Assessment ==
The save DC for any of your powers is 8 plus your Constitution modifier and proficiency bonus.
''3rd-level {{PAGENAME}} feature''


You develop a talent for instinctively recognizing hostile intentions. You gain proficiency in the Insight skill if you do not have it already. Whenever you make a Wisdom ({{insight}}) check to determine whether a creature intends harm toward you or an ally you can see, treat a roll of 7 or lower on the d20 as an 8.
;''Dark Rider.''
:As a bonus action, you manifest a ghostly steed that only you can mount. The steed uses the [[monster:warhorse|warhorse]] stat block, but its creature type is Undead, it has resistance to bludgeoning, piercing, and slashing damage, and it can only take the Dash, Disengage, and Dodge actions. When the steed takes the Dash action, you can expend and roll a Draugr Die. During the movement from that action, the steed's speed increases by a number of feet equal to 5 times the number rolled. The steed vanishes after 1 hour, if reduced to 0 hit points, if you are incapacitated, or if you die.
:Once you take this bonus action, you can't do so again until you finish a short or long rest, unless you expend a Draugr Die (no action required) to restore your use of it.
;''Grave Guard.''
:When you take damage, you can use your reaction to expend and roll a Draugr Die. Reduce the damage you take by the number rolled plus your Constitution modifier.
;''Soul Reaper.''
:When you take the Attack action, you can forego one of your attacks to magically call forth ghostly hands around a creature within 60 feet of yourself. Expend and roll a Draugr Die. The target must make a Strength saving throw. On a failed save, it takes necrotic damage equal to the number rolled on the Draugr Die plus your Constitution modifier, and it has the grappled condition (escape DC = your Death Knight power save DC) for 1 minute. On a successful save, it takes half as much damage only.


== Vengeful Guardian ==
== Siphoning Souls ==
''7th-level {{PAGENAME}} feature''
''7th-level {{PAGENAME}} feature''


When you use Selfless Guardian, the next attack you make before the end of your next turn that hits the creature that triggered your reaction deals an additional 1d10 damage.
You can capture the fleeing essence of departing souls to glean knowledge and prowess. You gain the following benefits.
 
;''Mortal Coil.''
:When an enemy that isn't a Construct or Undead within 30 feet of you dies, you can use your reaction to regain one expended Draugr Die.
;''Whisper of the Departed.''
:When you make an ability check, you can expend and roll a Draugr Die and add the number rolled to the total.


== Always Vigilant ==
== Tomb Castellan ==
''10th-level {{PAGENAME}} feature''
''10th-level {{PAGENAME}} feature''


You can no longer be surprised and you have advantage on initiative rolls. As a reaction when you roll initiative, you can cause one ally that can hear you and who is surprised to no longer be surprised.
The powers of your Death Knight feature improve in the following ways.
 
;''Phantom Charger.''
:The ghostly steed of your Dark Rider power now ignores difficult terrain. Additionally, when your steed takes the Dash, Disengage, or Dodge action, you can expend and roll a Draugr Die. Your steed magically teleports (with you if you're riding it) to an unoccupied space you can see within 60 feet of the steed. Each creature of your choice within 10 feet of the steed when it appears must succeed on a Constitution saving throw, taking necrotic damage equal to the number rolled on the Draugr Die plus your Constitution modifier on a failed save or half as much damage on a successful one.
;''Death Knell.''
:When you use your Grave Guard power in response to a creature damaging you, the creature takes psychic damage equal to half the amount of damage the power reduced.
;''Spectral Shrieking.''
:When a creature grappled by your Soul Reaper power starts its turn, it takes psychic damage equal to your proficiency bonus. When it does, you can use your reaction to expend and roll a Draugr Die, adding the number rolled to the damage.


== Enduring Guardian ==
== Grave Lord ==
''15th-level {{PAGENAME}} feature''
''15th-level {{PAGENAME}} feature''


When you use your Selfless Guardian feature, you immediately gain resistance to all damage until the end of your next turn, including the damage you take as part of your reaction. Additionally, when you roll initiative and have no uses of Selfless Guardian remaining, you regain one use of that feature.
You are no longer a mere vessel for spectral energy, but a lord of it. Your powers improve in the following ways.
 
;''On A Pale Horse.''
:When you use your Dark Rider power, you can allow one creature of your choice to mount the steed in addition to you.
:Additionally, when you expend a Draugr Die during the steed's Dash action, it can move through solid objects and creatures as if they were difficult terrain (along with any riders). If the steed ends its turn inside a solid object, it and any riders take 1d10 force damage and are shunted to the nearest unoccupied space.
;''Sepulchral Shield.''
:When you use your Grave Guard power, choose one of the triggering damage types. You have resistance to that damage type (including the triggering damage) until the start of your next turn.
;''Death Grip.''
:A creature grappled by your Soul Reaper power is restrained until the grapple ends.


== Perfect Guardian ==
== Might of the Necropolis ==
''18th-level {{PAGENAME}} feature''
''18th-level {{PAGENAME}} feature''


After you use your Selfless Guardian feature, until the end of your next turn, you may continue to choose to take any damage an ally within 5 feet of you would be dealt, instead of that ally.
Your command of the secrets imparted to you is absolute. You gain the following benefits.
 
Additionally, when you choose to take damage from an attack that hits an ally, you suffer no damage if the attack roll doesn’t equal or exceed your Armor Class.


Lastly, after using your Selfless Guardian feature, all of your attacks deal an additional 1d10 damage to creatures that attempted to deal damage to allies within 5 feet of you, until the end of your next turn.
;''Eternal Vigil.''
:You no longer suffer the effects of aging, you can't be magically aged, and you don't die of old age. In addition, you no longer require air, food, drink, or sleep.
;''Restless Dead.''
:When you roll initiative, if you have fewer than 3 Draugr Dice, you regain expended dice until you have 3.


[[category:homebrew fighter subclasses]]
[[category:homebrew fighter subclasses]]

Latest revision as of 17:20, 26 July 2025

(OOC: This is an implementation of the Barrow Guard subclass from The Crooked Moon)

Base Class: Fighter

Barrow Guards are warriors who harness the power of the dead, taking upon themselves spectral energies normally forbidden to the living. Some Barrow Guards are those returned from the dead through magical miracles or the whims of the gods. Others stand at the doors of sacred crypts, ready to push back any who attempt to desecrate the dead. No matter their origin, these stoic sentinels are unconcerned with matters of the living. They are separate, other, and duty-bound to their role as crypt-keepers, ensuring the dead—heroes and villains alike—remain at rest.

Death Knight

3rd-level Barrow Guard feature

You house within you the lingering remnants of souls long-departed, and their knowledge and experience imbue you with necromantic energy. It is represented by Draugr Dice, which fuel powers you have from this subclass. The Barrow Guard Draugr Dice table shows the die size and number of these dice you have when you reach certain fighter levels.

Barrow Guard Draugr Dice
Fighter Level Dice Size Number
3rd d6 4
5th d8 6
9th d8 8
11th d10 8
13th d10 10
17th d12 12

Some of your powers expend a Draugr Die, as specified in a feature's description, and you can't use a power if it requires you to use a die when all your Draugr Dice are expended.

You regain one expended Draugr Die when you finish a short rest, and you regain all of them when you finish a long rest.

The save DC for any of your powers is 8 plus your Constitution modifier and proficiency bonus.

Dark Rider.
As a bonus action, you manifest a ghostly steed that only you can mount. The steed uses the warhorse stat block, but its creature type is Undead, it has resistance to bludgeoning, piercing, and slashing damage, and it can only take the Dash, Disengage, and Dodge actions. When the steed takes the Dash action, you can expend and roll a Draugr Die. During the movement from that action, the steed's speed increases by a number of feet equal to 5 times the number rolled. The steed vanishes after 1 hour, if reduced to 0 hit points, if you are incapacitated, or if you die.
Once you take this bonus action, you can't do so again until you finish a short or long rest, unless you expend a Draugr Die (no action required) to restore your use of it.
Grave Guard.
When you take damage, you can use your reaction to expend and roll a Draugr Die. Reduce the damage you take by the number rolled plus your Constitution modifier.
Soul Reaper.
When you take the Attack action, you can forego one of your attacks to magically call forth ghostly hands around a creature within 60 feet of yourself. Expend and roll a Draugr Die. The target must make a Strength saving throw. On a failed save, it takes necrotic damage equal to the number rolled on the Draugr Die plus your Constitution modifier, and it has the grappled condition (escape DC = your Death Knight power save DC) for 1 minute. On a successful save, it takes half as much damage only.

Siphoning Souls

7th-level Barrow Guard feature

You can capture the fleeing essence of departing souls to glean knowledge and prowess. You gain the following benefits.

Mortal Coil.
When an enemy that isn't a Construct or Undead within 30 feet of you dies, you can use your reaction to regain one expended Draugr Die.
Whisper of the Departed.
When you make an ability check, you can expend and roll a Draugr Die and add the number rolled to the total.

Tomb Castellan

10th-level Barrow Guard feature

The powers of your Death Knight feature improve in the following ways.

Phantom Charger.
The ghostly steed of your Dark Rider power now ignores difficult terrain. Additionally, when your steed takes the Dash, Disengage, or Dodge action, you can expend and roll a Draugr Die. Your steed magically teleports (with you if you're riding it) to an unoccupied space you can see within 60 feet of the steed. Each creature of your choice within 10 feet of the steed when it appears must succeed on a Constitution saving throw, taking necrotic damage equal to the number rolled on the Draugr Die plus your Constitution modifier on a failed save or half as much damage on a successful one.
Death Knell.
When you use your Grave Guard power in response to a creature damaging you, the creature takes psychic damage equal to half the amount of damage the power reduced.
Spectral Shrieking.
When a creature grappled by your Soul Reaper power starts its turn, it takes psychic damage equal to your proficiency bonus. When it does, you can use your reaction to expend and roll a Draugr Die, adding the number rolled to the damage.

Grave Lord

15th-level Barrow Guard feature

You are no longer a mere vessel for spectral energy, but a lord of it. Your powers improve in the following ways.

On A Pale Horse.
When you use your Dark Rider power, you can allow one creature of your choice to mount the steed in addition to you.
Additionally, when you expend a Draugr Die during the steed's Dash action, it can move through solid objects and creatures as if they were difficult terrain (along with any riders). If the steed ends its turn inside a solid object, it and any riders take 1d10 force damage and are shunted to the nearest unoccupied space.
Sepulchral Shield.
When you use your Grave Guard power, choose one of the triggering damage types. You have resistance to that damage type (including the triggering damage) until the start of your next turn.
Death Grip.
A creature grappled by your Soul Reaper power is restrained until the grapple ends.

Might of the Necropolis

18th-level Barrow Guard feature

Your command of the secrets imparted to you is absolute. You gain the following benefits.

Eternal Vigil.
You no longer suffer the effects of aging, you can't be magically aged, and you don't die of old age. In addition, you no longer require air, food, drink, or sleep.
Restless Dead.
When you roll initiative, if you have fewer than 3 Draugr Dice, you regain expended dice until you have 3.