Honor Warden

The Wardens are powerful, noble warriors dedicated to the defense of their land and their people. Through intense specialization in their weapon of choice, preference for heavy armor, and study of people, they make fierce competitors on the battlefield and among the social elite.

Silver Tongue

When you choose this archetype at 3rd level, you choose Persuasion or Deception. The chosen skill receives double your proficiency bonus to all rolls made with it.

Fox's Maneuver

Also at 3rd level, if equipped with one weapon and no shield when hit with a melee attack, you may expend your reaction to add your proficiency bonus to your AC until the end of the attacker's turn. If the new AC is higher than the attack, no damage or effects are taken and the rest of the attacks in the attacker's turn are made with disadvantage.

Back of Your Hand

At 7th level, Choose a weapon you have proficiency with. The weapon you choose gains the following benefits:

If the weapon is considered simple, it's damage dice may be improved by 1 level. Ex: d4 > d6

All attacks made by you with that weapon type may be counted as magical for the purposes of overcoming non-magical resistances.

The Warden may use all of the Weapon to attack and can freely change the damage type of the weapon between slashing, bludgeoning, or piercing.

If the weapon does not already have the two-handed or versatile properties, it gains the versatile property with a versatile damage 1 level higher. This may stack with simple weapons' improvement.

The weapon gains a thrown property with a range of 20/60 unless it already has a superior range.

This type of weapon may be drawn or stowed without ever using an action.

The warden may perform an attack with the chosen weapon at the end of a dash action using a bonus action.

Fox's Maneuver is augmented with this action if the same requirements are met: Before the attack roll for a melee attack against you is rolled, you may use your reaction to declare a counter if you are wielding your chosen weapon. You make an attack roll, and if it exceeds your attacker's attack roll, their attack fails and you may roll damage against them. If the attacker beats or matches your attack roll, they automatically succeed on their attack even if the result is lower than your AC.

Forceful Presence

At 10th level, After a successful melee attack with your chosen weapon, you may use a bonus action to perform a shoving action with advantage.

You may choose to shove your target an additional 5 feet with a shove action.

Failed shove attempts against you may result in the attacker getting shoved back 5 feet instead if you choose. Must be wearing heavy armor, no shield, and no 2nd weapon to use these Forceful Presence actions.

Also, you may use your attack action to perform a spinning attack that targets all creatures within your reach. You make an attack roll and roll damage dice. All creatures within the area whose AC's you beat take the damage rolled.

Warden's Rally

Starting at 15th level, when you reduce a creature with your chosen weapon to 0 HP, you regain health equal to the attack's total damage.

Alternatively, you may use an action to make a war cry. For the next minute, you and all allies who can see you gain your charisma modifier + your proficiency bonus as temp health each turn. The Temp health is lost after combat ends. Once this feature is used, it may not be used again until after a short or long rest. Credit: https://rankedboost.com/for-honor/warden/ and

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