Ride of the Dullahan

by Arb

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Ride of the Dullahan

A homebrew class for Dungeons and Dragons 5th Edition.

Dullahan

A terrible laughter roars throughout the country side. A cavalry of headless horsemen behead countless servants and nobles. The largest among them holding his flaming head against the full moon, hurling it towards the crowds, a terrifying explosion of death follows.

A carriage driver works the horses to their limit across the stone paved streets. Having been riding for what seemed like days, trying to hide the black symbol on his chest which smoked through his vest. The man is suddenly cutoff by a rider dressed in tar, before the man could beg, he was silenced by a bullet through that smoking mark.

A lifeless warrior, clad in the thickest and heaviest of armors, stood with her back facing a frightened young woman clinging to her guardian. A swarm of bandits rushed them, being knocked to and fro by shield and mace both. The protector's magic harmlessly deflecting arrows shot toward her patron.

The haunting warriors of the damned come in all shapes, sizes, and creeds. Unified by their respective Clans to shelter them from the wrath of the living. Recognizable by their unmatched skill on horse-back, and the absence of a head upon their necks.

Off With Their Heads

Regardless of which clan a dullahan adheres too, the cause is mostly the same. The living individual's head was removed from their neck, whilst an intense emotion filled their last moments. Only to rise again, and find their misplaced head. Specific emotions lean dullahan toward specific clans, but this is more of a guideline then a set rule.

The Clan is Home

The various dullahan clans are familial communities, with some having enough riders to house a small village, and others able to support a small city. These close-knit circles are centered around providing support, comfort, and guidance to their fellow undead. Helping to make their tragic afterlives less daunting.

Creating a Dullahan

When making your dullahan. It is a good idea to consider the following: What was the cause of your dullahan's beheading, and how do they feel about it in undeath? Are they staunchly loyal to their Clan, or are they self serving? Do they have unfinished business, or are they content?

You might be seeking to gain glory and fame in service to your Clan. You might be a ruthless bounty hunter, whose loyalties are bought solely with gold. You might be a jaded Noble seeking vengeance against your servants who put you to the guillotine, and vice versa. Whomever your dullahan aligns with, will have a reliable undead force at their side.

The Dullahan
Level Proficiency Bonus Features 1st 2nd 3rd 4th 5th
1st +2 Fresh from the National Razor, Gan Ceann
2nd +2 Equestrianism, Basic Dullahan Magic, Fighting Style
3rd +2 Chosen Clan, Uncanny Rider, Uncanny Steed, Spellcasting 3
4th +2 Ability Score Improvement, Martial Versatility 3
5th +3 Extra Attack 4 2
6th +3 Improved Basic Dullahan Magic 4 2
7th +3 Chosen Clan feature 4 3
8th +3 Ability Score Improvement, Martial Versatility 4 3
9th +4 4 3 2
10th +4 For Whom the Bell Tolls 4 3 2
11th +4 Cavalry Charge of the Damned 4 3 3
12th +4 Ability Score Improvement, Martial Versatility 4 3 3
13th +5 4 3 3 1
14th +5 Hellfire 4 3 3 1
15th +5 Chosen Clan feature 4 3 3 2
16th +5 Ability Score Improvement, Martial Versatility 4 3 3 2
17th +6 4 3 3 3 1
18th +6 Improved Hellfire 4 3 3 3 1
19th +6 Ability Score Improvement, Martial Versatility 4 3 3 3 2
20th +6 Chosen Clan feature 4 3 3 3 2

Quick Build

You can make a dullahan quickly by following these suggestions. First, make Strength or Dexterity your highest ability score depending on whether you want to focus on melee weapons or on archery (or finesse weapons). Your next highest should be Wisdom, or Charisma if you plan to adopt the Clan of the Headless Horseman. Second, choose the Folk Hero background.

Class Features

As a dullahan, you gain the following class features

Hit Points


  • Hit Dice: 1d10 per dullahan level
  • Hit Points at 1st Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10(or 6) + your Constitution modifier after 1st

Proficiencies


  • Armor: Light Armor, Medium Armor
  • Weapons: Simple Weapons, Martial Weapons
  • Tools: Land Vehicles

  • Saving Throws: Constitution, Wisdom
  • Skills: Choose two from Arcana, Insight, Intimidation, Investigation, Perception, Survival

Equipment

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

  • (a) a longsword or (b) a whip and 2 handaxes
  • (a) A hand crossbow and a case of 20 bolts or (b) a longbow and a quiver of 20 arrows
  • (a) a burglar's pack or (b) an explorer's pack
  • (a) leather armor or (b) scale mail

Fresh from the National Razor

Due to your supernatural nature, assuming you don't immediately throw your head in a furnace, you gain the following benefits at 1st level.

  • You have advantage on saving throws against disease and being poisoned, and you have resistance to poison damage.
  • You don’t need to eat, drink, or breathe.
  • You don’t need to sleep, and magic can’t put you to sleep. You can finish a long rest in 4 hours if you spend those hours in an inactive, motionless state, during which you retain consciousness.
  • You also count as undead for the purposes of spells and other effects.

Gan Ceann

Every dullahan's most prized possession, and greatest weakness, is their head. You are no different. Your head is mystically linked to your body, subconsciously puppeting it and controlling it as if it was still attached. Due to this, at 1st level, you were taught the following.

  • When you fall to 0 hit points, the link between your head and body is disturbed. You suffer the effects of the Unconscious condition, but your head is now considered an object and can communicate normally.
  • You do not roll Death Saves, but if your head is destroyed you die. Your head is bolstered by the will of your soul and has Hit Points equal to 5 + your CON modifier x half your dullahan level. Any effects that increased your maximum Hit Points(Such as the Aid spell) carry over to your head.
  • While your head is within 30ft of your body, it acts as normal. Beyond 30ft however, or when uttering a command word as a bonus action, your body goes on auto-pilot. Your body acts independently of you, but it always obeys your commands. It can't attack, but it can take other actions as normal. Up to a maximum of 100ft.
  • If your body is completely destroyed, you can spend a day ritualistically binding your head to a new body. Said body can only be the size of a Medium or Small creature. In the case of a Small creature, your head shrinks to accommodate the smaller size.

Your Head and You

Through the above ritual, or through special circumstances, your head can be in many different forms that fit within a 1 foot cube. It must be light enough to hold with at least one hand. You determine it's appearance and makeup or roll on the following table.

d8 Head Type
1 Small gourd or squash (Such as a pumpkin)
2 Lantern or head of a lamp
3 Skull floating above your neck immersed in flame
4 Disembodied head
5 Large brilliant gem
6 Crystal ball
7 Mass of black smoke which spews from your neck
8 Clockwork gadget

Equestrianism

When a dullahan is born or made, they are given a "Grace Period". During which, the gravity of their undeath is explored. At the end they are asked if they wish to continue their path. If they do not wish to continue, they're essentially euthanized. If yes, their training begins. At 2nd level you gain proficiency and Expertise in Animal Handling, and Land Vehicles. If you're already proficient in the Animal Handling skill, choose another skill to gain Proficiency.

You also gain proficiency in Smith's Tools, and are now able to craft special horseshoes during a day of activity. At 5th level you can then craft Barding at the same length and only half the cost in materials.

Cost Horseshoe Effect
50gp Basic Horseshoes +5 Speed
100gp Refined Horseshoes +10 Speed
150gp Studded Horseshoes +15 Speed + 1d4 piercing damage to Uncanny Steed's trample attack.
2,500gp Horseshoes of Speed(6th Level) Read Here
5,000gp Horseshoes of a Zephyr(10th Level) Read Here
7,500gp Horseshoes of Flight(14th Level) +30 Flight Speed

Basic Dullahan Magic

To help foster the fiery magic within their souls. Upstart dullahans are trained in a small set of basic spells to ease them into proper spellcasting, and to be reliable tools later in their unlife.

At 2nd level, you learn the "Thaumaturgy" and "Control Flames" cantrips. Then at 6th level, you learn the "Toll the Dead" and "Thorn Whip" cantrips.

Fighting Style

Starting at 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

  • Archery. You gain a +2 bonus to attack rolls you make with ranged weapons.
  • Defense. While you are wearing armor, you gain a +1 bonus to AC.
  • Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
  • Thrown Weapon Fighting. You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.
  • Great Weapon Fighting. When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Spellcasting

Albeit later than most spell casters. By 3rd level you've learned to harness the fire of your very soul.

Preparing and Casting Spells

The dullahan table shows how many spell slots you have to cast your dullahan spells. To cast one of your dullahan spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of dullahan spells that are available for you to cast, choosing from the dullahan spell list. When you do so, choose a number of dullahan spells equal to your Wisdom modifier + half your dullahan level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 5th-level dullahan, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Burning Hands, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of dullahan spells requires time spent cultivating your burning essence: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Wisdom is mainly your spellcasting ability for your dullahan spells, fueled by intense emotion, and force of will. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a dullahan spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus +

your Wisdom modifier

Spell attack modifier = your proficiency bonus +

your Wisdom modifier

Spellcasting Focus

You use your dullahan's head as a spellcasting focus for your dullahan spells.

Chosen Clan

Upon reaching 3rd level, your dullahan is inducted into one of the major dullahan clans. Up to this point you have been growing into your new life as a dullahan. Choose Clan of the Headless Horseman, Clan of the Hunt, or Clan of the Guardian, all detailed at the end of the class description. Your clan grants you features at 3rd level, and again at 7th, 15th, and 20th level. Those features include Clan spells.

Uncanny Rider

Also at 3rd level, your unparalleled skill on the saddle comes to fruition. You have advantage on saving throws made to avoid falling off your mount. If you fall off your mount and descend no more than 10 feet, you can land on your feet if you’re not incapacitated. Mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed.

Additionally, you gain Expertise in Land Vehicles, and parts of the Mounted Combatant feature as you level.

Level Description
3rd You can force an attack targeted at your mount to target you instead.
6th If your mount is subjected to an effect that allows it to make Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
10th You have advantage on melee attack rolls against any unmounted creature that is smaller than your mount.

Uncanny Steed

Then at 3rd level you are bound to a supernatural steed of your choice (Traditionally an undead horse). It's friendly to you and your companions, and it obeys your commands. See its game statistics in the Uncanny Steed, stat block, which uses your proficiency bonus (PB) in several places. You determine the mounts appearance and whether it's medium or large.

Your steed serves you as a mount, both in combat and out, and you have an instinctive bond with it that allows you to fight as a seamless unit. While mounted on your steed, you can make any spell you cast that targets only you also target your steed.

When the steed drops to 0 hit points, it disappears, leaving behind no physical form. You can also dismiss your steed at any time as an action, causing it to disappear. Then have it reappear as another action. If your steed perishes, you can resurrect it using a spell slot over the course of 10 minutes. While your steed is within 1 mile of you, you can communicate with it telepathically. (See page 198 of the PHB for rules on mounted combat)

Finally, your mount ignores all forms of Difficult Terrain as long as you're riding it.



Uncanny Steed

Large or medium undead, beast, or fey, your dullahan's alignment


  • Armor Class 13+PB
  • Hit Points 5 + your Wisdom modifier + 5 times your dullahan level
  • Speed 60 ft.

STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 13 (+1) 6 (-2) 12 (+1) 7 (-2)

  • Damage Immunities poison
  • Condition Immunities: charmed, exhaustion, poisoned
  • Senses: darkvision 60 ft., passive Perception 10 + (PB+your Wisdom modifier)
  • Languages: understands the languages you speak
  • Challenge:
  • Proficiency Bonus(PB): equals your bonus
  • Rider's Bond: You can add your proficiency bonus to any ability check or saving throw that the steed makes.
  • Charge: If the steed moves at least 20 feet straight toward a target and then hits it with a trample attack on the same turn, the target takes an extra ld6 force damage. If the target is a creature, it must succeed on a Strength saving throw against your spell save DC or be knocked prone.

Actions

Trample. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8+4+PB force damage.

Ability Score Improvement

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.

Martial Versatility

Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace a fighting style you know with another fighting style available to dullahans. This replacement represents a shift of focus in your martial practice.

Extra Attack

Starting at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks. You also can have your mount use it's Trample attack as a bonus action.

For Whom the Bell Tolls

At 10th level, you've mastered the basic cantrips you were taught in your infancy. Pushing them beyond what they're normally capable of and into terrifying possibilities.

You now add your Wisdom modifier to the damage you deal with your dullahan cantrips. Each of your cantrips also gain a bonus effect. Each effect can be used a number of times equal to your proficiency modifier. Only one of these effects can be active at a time. Regain all expended uses when you finish a long rest.

  • Thaumaturgy. You manifest any number of the cantrips effects, becoming a paragon of horror. Choose a number of creatures within 30ft to make a Wisdom saving throw. On a failed save, a creature becomes frightened of you for 1 minute. The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.
  • Control Flames. You alight yourself and your steed with the fires within your soul. Enemy creatures who enter or begin their turn within 10 ft. of you take fire damage equal to your Wisdom modifier. You can also deal this damage to creatures who successfully hit you as a reaction. This lasts for 1 minute.
  • Toll the Dead. You point toward your target and declare them chosen for death's embrace. You impose disadvantage on the Wisdom saving throw, taking damage upon failing and marking the creature. The next time you hit the cursed creature with an attack, the creature has vulnerability to all of that attacks damage, and then the mark ends.
  • Thorn Whip. Your finesse with your whip and your innate magic allow it to tangle and burn your foes. Upon hitting a creature, you can impose the Grappled condition after pulling it. Whilst the creature is grappled, it takes fire damage equal to your Wisdom modifier at the start of it's turns. A grappled creature can use its action to escape. To do so, it must succeed on a Strength (Athletics) or Dexterity (Acrobatics) check contested by your Spell DC

Cavalry Charge of the Damned

You and your mount have become one, your steed now an extension of your will, and a catalyst for your flames. At 11th level, when you successfully hit with your steed's charge ability, you can expend one spell slot to deal fire or necrotic damage to the target and other creatures within 5ft. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 at 14th level, to a maximum of 6d8

Hellfire

The un-tamed blaze that is your essence becomes infused with your spells. Burning not only the flesh of your enemies, but their very souls. At 14th level your damaging fire spells, and class features ignore resistances and immunities. At 18th level you add your Wisdom modifier to the damage of your damaging spells.

Chosen Clan

It is rare for a dullahan to be born already inducted into a clan, unless a worthy living subject explicitly wishes to become one. They are usually found by clan less dullahan dubbed "The Aonair" shortly after death. These riders are hired by the clans to guide the fresh and headless to a clan most fitting to the circumstances of their demise. Should they choose to swear loyalty to this clan, they are brought in and taught the specialized techniques of the clan.

Clan of the Headless Horseman

Born out of experiencing intense feelings of shame, anger, and even envy at the moment of death. The Clan of the Headless Horseman was the first of the clans. Named so after the titular rider and chief of the clan himself. Due to this reputation, the clan is mainly made up of nobles and peasants that were, for better or worse, put to death by the other class. As such, the clan specializes in utilizing deception, persuasion, and most of all: fear to obtain what they desire. Headless nobles continuing to run their provinces from the shadows through mind control or clever disguises. Whilst neck less peasants lead rebellions and utilize psychological warfare against their would be masters. It is not uncommon for clan members to come into conflict with each other.

Clan Spells

You gain clan spells at the dullahan levels listed.

Clan of the Headless Horseman Spells

Dullahan Level Spells
3rd Charm Person, Disguise Self
5th Calm Emotions, Crown of Madness
9th Enemies Abound, Fear
13th Charm Monster, Phantasmal Killer
17th Dominate Person, Geas

Art of the Snake

When you choose this clan at 3rd level, you can choose to use Charisma as your spellcasting ability for your dullahan spells. As your supernatural guile and prose becomes the catalyst of your will. Additionally, you also gain proficiency in either Persuasion or Deception

Finally, when you fail a skill check with Persuasion, Deception, or Intimidation. You can choose to reroll the chosen skill, keeping the new roll afterwards. You can do this an amount of times equal to your Charisma modifier. You regain uses after a short rest.

Maestro of Fear

At 7th level, you become immune to both the frightened and charmed conditions. Likewise, you can impose disadvantage on saving rolls to resist your charm and fear spells and effects. You can do this an amount of times equal to your Proficiency modifier and regain uses after a long rest.

Also, you become proficient in the Intimidation skill if you weren't already. You also double your proficiency modifier on the Intimidation skill and whichever skill you gained proficiency in from the feature: "Art of the Snake."

To Lead, or to Fright

When you reach 15th level, you can choose to emanate an aura of inspiration or an aura of terror. As a bonus action you activate one of two effects.

Aura of the Folk: You and your chosen allies within 30 ft. gain Temporary Hit Points equal to your level + your Charisma modifier. You can choose to concentrate on the aura (As if concentrating on a spell) regaining Temporary Hit Points equal to your Charisma modifier. This lasts for one minute.

Aura of the Tyrant: You choose any number of creatures within 30 ft to roll a Wisdom save, becoming frightened on a failure. A creature can reroll the save at the end of their turn.

Wrath of the Horseman.

At 20th level you can become a paragon of horror much like the titular rider. As an action, you lift your head to the skies and bellow a terrible laughter. Your head alights with an inferno of death, lobbing it to a point within 60 ft. Every creature within a 30-foot radius of the point must make a Dexterity saving throw. A target takes 14d8 fire damage on a failed save, or half as much as a successful one. The fire spreads around corners. It ignites flammable objects in the area that aren’t being worn or carried.

Targets within the area also become frightened until the end of their next turn, regardless of whether they passed the Dexterity saving throw or not. The 30-foot radius also becomes scorched earth, targets who enter or end their turn in the area take fire damage equal to your level. This effect lasts for 1 minute or until dismissed as a bonus action.

Once you use this feature, you can’t use it again until you finish a long rest.

Clan of the Hunt

Members of this clan are unique compared to their neck-less brethren in that instead of experiencing an intense feeling at the moment of death. It's having unfinished business among the living, an eternal promise of revenge, becoming the spark that brings them back from the brink. Often compared to revenants, these dullahan specialize in tracking, hunting, and slaying their chosen quarry. Much like the vengeful spirits, many dullahan of this variety pass onto the afterlife after completing their task. Though there are plenty that don't, becoming bounty hunters, scouts, or slayers of the most dangerous game among their clan.

Clan Spells

You gain clan spells at the dullahan levels listed.

Clan of the Hunt Spells

Dullahan Level Spells
3rd Hunter's Mark, Guiding Bolt
5th Hold Person, Branding Smite
9th Conjure Animals, Glyph of Warding
13th Locate Creature, Mordenkainen's Faithful Hound
17th Hold Monster, Scrying

Mark the Condemned

A defining trait among the clan of the hunt is the mark that appears on the body of their quarry and whomever they so choose. At 3rd level when you cast Hunter's Mark, you can choose to expend one additional 1st level spell slot or a spell slot above 1st level. To have your Hunter's Mark not require concentration. Additionally, choose one creature in the setting of your campaign (With GM approval). Said creature is always under the effects of Hunter's Mark until slain. The damage of Hunter's Mark increases by 1d6 at 9th, 14th, and 18th level respectively.

Know the Condemned

To better hunt and slay their mark, a dullahan of the hunt must know the ins and outs of their prey. At 7th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice. As well as any resistances or immunities.

  • Strength score

  • Dexterity score

  • Constitution score

  • Intelligence score

  • Wisdom score

  • Armor Class

  • Current hit points

  • Total class levels, if any

Hunt the Condemned

Despite their reputation, dullahan of the hunt rarely go out alone. They're more likely to form hunting parties to aid in securing the target. As such, at 15th level, after a long rest you can designate an amount of creatures equal to your Wisdom modifier, as your "Hunting Party". While a creature is a member of your Hunting Party, they benefit from the effects of Hunter's Mark when applied to a creature by the dullahan caster.

This includes the 1d6 extra damage and advantage on any Wisdom (Perception) or Wisdom (Survival) check they make to find it. Additionally, members of the Hunting Party are able to telepathically communicate with each other regardless of distance.

Slay the Condemned

Patience is a virtue, and in a dullahan of the hunts case, it is rewarded handsomely. At 20th level, you can spend an action to enter a frenzied state at the sight of your mark. Gaining the following benefits while within 120 ft. of your mark

  • You add your Wisdom modifier to the damage from Hunter's Mark.
  • You can use your bonus action to cast either a spell or make an extra attack.
  • You are resistant to all damage, spells, and magic effects made by your mark.
  • You can use your action to declare a bounty on your mark, granting your Hunting Party advantage when attacking the target. Successful hits generate 10gp in their pockets, 20gp on a critical success. This lasts for 1 round.

Once you use this feature, you can’t use it again until you finish a long rest.

Clan of the Guardian

When one thinks of a dullahan, it is likely their immediate thought is of dark and terrible progeny's of terror. Born from the sins of man and ever-ready to strike at anyone with a head attached to their neck. The clan of the guardian is the antithesis to that image. Born from feelings of guilt, regret, and most powerful of all: love. Dullahan of the guardian have a reputation for compassion, jovial personalities, and softer mannerisms. Made up of widows, parents, caretakers, teachers, and tragic lovers. They specialize in wielding abjuration magic to protect themselves and their chosen "patron", whom they've sworn to protect under all circumstances. All clad in the heaviest of armor available to be their patrons shield if they must.

Clan Spells

Instead of a set list of spells, your clan utilizes the entire abjuration spell list to protect their allies and banish would-be foes. You always have the Abjuration spell list prepared and can cast spells from it if you have the appropriate spell slot.

Certain spells from said list gain extra benefits, if you cast them on your chosen patron.

Abjuration Spell Extra Effect
Shield You can use your reaction to grant your patron the benefits of the spell.
Aid You can have the spell apply only to your patron but double the maximum Hit Points gained.
Protection from Energy You also receive the effect of the spell.
Death Ward You also receive the effect of the spell. Plus you can spend any amount of hit die to restore Hit Points when said death is warded.
Greater Restoration The material cost is removed, and you reduce the patron's exhaustion level by one and end an effect listed by the spell.

Guardian's Patron

Dullahan of the guardian are known for their ability to bind their will and soul to a creature of their choice. Whether it be a loved one, a best friend, or even a pet. Over the course of a long rest, you can ritualistically designate a willing creature as your patron. While you and your patron stay within 30 ft. of each other, you both gain the following benefits.

  • You can impose disadvantage on any attacks made against your patron a number of times equal to your Wisdom modifier, regained on a long rest.
  • When you cast an abjuration spell of 1st level or higher, you or your patron gain Temporary Hit Points equal to twice the spell's level.
  • Your patron has a bonus to their saving throws equal to half your proficiency bonus.
  • Your patron may also mount onto your Uncanny Steed while you're riding it. Substituting their movement with your mounts movement.

Bonus Proficiencies

Also when you pick this subclass at 3rd level, you gain proficiency with heavy armor.

The Selfless Rider

At 7th level your connection with your patron has grown, allowing you to harm yourself or deny aid for your patron's sake. Whenever you receive Healing from spells and abilities that effect one creature, your patron heals the same amount of hit points and vice versa.

When your patron is hit by an attack within 5 ft. of you, you may redirect the attack to hit you instead. You may also spend an action to drain a number of your own Hit Points, healing your patron by the amount you spent.

Protective Combat Styles

You gain an additional fighting style between two options at 7th level.

Interception. When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.

Protection. When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Greater Warding Bond

The bond between you and your patron is strengthened once more, and can even be temporarily extended to your other allies. At 15th level the reach between you and your patron extends to 60 ft. Your patron is now always under the effect of the Warding Bond spell, on top of the benefits of Guardian's Patron.

Also, as an action, you can grant the effects of the spell to a number of allies equal to your Wisdom modifier. You must finish a long rest before you can use this part of the feature again.

Headless Bastion

They say hell hath no fury like a woman scorned, well the same can be said for a dullahan of the guardian. At 20th level you can sacrifice the mobility of your mount by absorbing it's essence unto your armor and being as an action for 1 minute. During which you gain the following benefits.

  • The AC of you and your patron are increased by an amount equal to your Wisdom modifier.
  • Your speed is halved, but you add the damage dice of your Uncanny Steed's Trample attack onto your weapon damage.
  • Creatures that attack your allies within 30 ft. of you suffer disadvantage.

However, should your patron fall to 0 Hit Points in combat. Instead your dullahan is driven into a self destructive righteous tirade. Gaining these benefits instead for 1 minute.

  • You have advantage on attack rolls and saving throws.
  • When you hit a target with a weapon attack or spell attack, that target and creatures within 5ft. take an extra 2d8 fire damage.
  • Your speed is doubled, but you're considered vulnerable to all damage taken.

When this effect ends, you immediately drop to 0 hit points. Once you use this feature, you can’t use it again until you finish a long rest.

Dullahan Spell List

1st Level
  • Absorb Elements
  • Bane
  • Burning Hands
  • Cause Fear
  • Command
  • Compelled Duel
  • Comprehend Languages
  • Detect Magic
  • Dissonant Whispers
  • False Life
  • Hellish Rebuke
  • Illusory Script
  • Inflict Wounds
  • Searing Smite
  • Tasha's Hideous Laughter
  • Wrathful Smite
2nd Level
  • Aganazzar's Scorcher
  • Blindness/Deafness
  • Continual Flame
  • Darkness
  • Darkvision
  • Detect Thoughts
  • Enthrall
  • Flame Blade
  • Flaming Sphere
  • Heat Metal
  • Pyrotechnics
  • Scorching Ray
3rd Level
  • Ashardalon's Stride
  • Bestow Curse
  • Feign Death
  • Fireball
  • Flame Arrows
  • Fly
  • Melf's Minute Meteors
  • Speak with Dead
  • Spirit Shroud
  • Tongues
  • Vampiric Touch
4th Level
  • Blight
  • Elemental Bane
  • Fire Shield
  • Shadow of Moil
  • Staggering Smite
  • Sickening Radience
  • Wall of Fire
5th Level
  • Antilife Shell
  • Dance Macabre
  • Destructive Wave
  • Flame Strike
  • Immolation
  • Negative Energy Flood
  • Passwall
  • Steel Wind Strike
 

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