Hearthguard

Within the heart of heroes and adventurers burns an undying flame. The hearthguard has awakened to this determination and drive in a somewhat literal sense. They may not be talented in the use of magic, but through magical means they intuitively generate flames and valorous effects by way of inspiration and force of will. These heroic figures are striking, able to manifest a golden flame for various purposes, and at their zenith may even defy the forces of death and come back stronger than ever.

Hearthguard Features
Level Features
3rd Wave of bravery
7th Heavenly strikes
10th Heart of gold
15th Brass mantle
18th Heroes return

Wave of Bravery

3rd level Hearthguard feature

You can channel radiant energy through yourself as a bonus action while yelling a bold command, spreading your influence as an aura that affects all creatures within 10 feet of you. When you do, you can choose one of the following effects:

  • Embolden. All creatures you choose within that range gain a number of temporary hit points equal to 1d6 multiplied by your proficiency bonus. Creatures that gain these temporary hit points can choose to end one effect causing them to be frightened, stunned, or paralyzed.
  • Furious Valor. All creatures you choose within that range must make a Wisdom saving throw, becoming frightened of you for 1 hour on a failed save. Creatures frightened this way may repeat the saving throw at the end of their turn, ending the effect on a success. A creature that succeeds on any save against this effect is immune to your furious valor for 24 hours. The save DC for this effect is 8 + your Charisma modifier + your proficiency bonus.

You can use your wave of bravery a number of times equal to your proficiency bonus, regaining spent uses when you complete a long rest.

Heavenly Strikes

7th level Hearthguard feature

When you use your action surge to take a second action on your turn, you and your weapons become infused with burning energy. Until the end of your next turn, your weapon attacks deal an extra 1d8 fire damage, and the fire damage you deal during this time ignores damage resistances.

The fire damage from this feature increases to 1d10 at 10th level, and 1d12 and 15th level.

Heart of Gold

10th level Hearthguard feature

Your bravery is emboldened, allowing you to push through frightful situations. You become immune to being frightened, and when a creature forces you to make a saving throw against an effect that intends to frighten you, you may use your reaction to make a single weapon attack with advantage against that creature (as long as they are within range).

Brass Mantle

15th level Hearthguard feature

The power of flame within you becomes truly manifested, allowing you to conjure a cape of colored flame with golden flakes glittering from it as it sweeps around you. Conjured as a bonus action, this cape remains for 1 minute, generating bright light out to 30 feet, and dim light for 30 feet beyond that as an action.

Once you conjure this mantle, you cannot do so again until you complete a short or long rest. While the mantle is conjured you gain the following benefits:

  • Overwhelm. Once per turn, if you miss a weapon attack you can roll a d20 and use the result in place of your attack roll.
  • Absorb. When you take damage from a source you can see, you can use your reaction to take half as much damage instead (rounded down).
  • Immunity. While wearing the mantle you are immune to fire damage and resistant to cold damage.
  • Brass Fireball. As an action, you can choose to channel flames into a golden sphere that explodes in a 20-foot-radius centered on a point within 60 feet of you. Creatures within this range must make a Dexterity saving throw, taking 8d8 fire damage on a failed save or half as much damage on a successful one. The effects of your brass mantle then end. The DC for this effect is 8 + your Charisma modifier + your proficiency bonus.

Heroes Return

18th level Hearthguard feature

When you are reduced to 0 hit points or killed outright, a fierce determination awakens within you and prevents you from falling. You are instead reduced to 1 hit point and gain temporary hit points equal to 3d10 + half your fighter level (rounded down).

Following this, roll 1d100. On a result equal to your fighter level + your Charisma modifier or lower, the effects of your brass mantle automatically activate upon your revival. This use of brass mantle does not count against your regular use of the effect and can activate even if you have expended your use of that feature.

Once you have gained the benefits of this feature, you cannot benefit from them again until you complete a long rest.

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