Guardian

Guardians seeks to block, stop, and protect.

Table of contents

Guardian feats

You can take each feat only once, unless the feat’s description says otherwise. You must meet any prerequisite specified in a feat to take that feat. If you ever lose a feat’s prerequisite, you can’t use that feat until you regain the prerequisite.

You become capable with the armor type above your current capability: Leather → Hide → Chain → Scale → Plate.

You can select this feat multiple times.

You have undergone extensive physical training to gain the following benefits:

  • You become capable, or proficient if you are already capable and are 5th level or higher, with the Athletics skill.
  • When you are prone, standing up uses only 1 meter of your movement.
  • You can make a running long jump or a running high jump after moving only 1 meter on foot, rather than 2 meters.

You are capable with shields. When you are 5th level or higher, you become proficient.

Prerequisites: Proficient with chain, scale, or plate armor

While you are wearing chain mail, scale mail, or plate armor that you are proficient with, the armor’s soak value is 3 instead of 1.

Guardian fighting styles

If your class or archetype has fighting styles, you can learn them.

You gain a +1 bonus to Defense

Additionally, if you are wielding a shield and you aren’t incapacitated, you can add your shield’s Defense bonus to any Reflex saving throw you make against a spell or other harmful effect and when you are subjected to an effect that allows you to make a Reflex saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.

If you are 6th level or higher, when a creature within your reach makes an attack against a target other than you, you can use your reaction to make a melee weapon attack against the attacking creature.

Guardian maneuvers

As a reaction, which you use when you or a creature that you can see within 1 meter of you is hit by an attack or missed by 4 or less that you can see, you can block the blow with your shield or weapon. Roll a d3 and add the result to your Defense or an adjacent ally’s Defense against the triggering attack. You can do so after the roll but before any effects of the roll occur.

1 minute/stamina die

As an action, make a weapon attack to force the creature on the defensive, buying your allies critical seconds.

On a hit, add the stamina die to the attack’s damage and the creature must succeed on a Reflex saving throw or it can’t take reactions for the duration.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Enhance

You can increase the damage for each additional stamina die expended.

1 minute/stamina die

As an action, make a melee weapon attack to goad the creature into attacking you.

On a hit, add the stamina die to the attack’s damage and the creature must succeed on a Will saving throw or it has disadvantage on attacks made against a creature other than you for the duration.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, make a melee weapon attack and a Brawn check to grapple the creature.

Enhance

You can add the stamina die to the attack’s damage (add half on a miss by 4 or less) for each additional stamina die expended.

As a reaction, which you use when a creature within 1 meter of you hits another creature, is hit by an attack, or is missed by 4 or less roll, you can cause that attack to target you instead.

As an action, make a weapon attack and simultaneously bash a creature within 1 meter with your shield. The creature must make a Reflex saving throw.

On a failure, it takes bludgeoning damage equal to the stamina die and can’t take reactions until the end of its next turn. If the creature is your size or smaller, you can push the target up to 1 meter away from you or push it to the side.

On a success, it takes half as much damage.

Enhance
You can augment this maneuver with the following options, expending stamina dice for each option.
  • You can increase the damage, target a creature of a larger size, and push the creature an additional meter for each additional stamina die expended.

  • Stagger. You can expend 1 additional stamina die so the creature is staggered instead of not being able to take reactions.

  • Stun. You can expend 4 additional stamina die so the creature is stunned instead of not being able to take reactions.

1 minute/stamina die

As an action, make a weapon attack to menace the creature, foiling its attacks and punishing them for harming others.

On a hit, add the stamina die to the attack’s damage and the creature must succeed on a Will saving throw or it is marked by you for the duration. While marked, you have advantage on opportunity attacks made against the target and the target has disadvantage on any attack that doesn’t target you.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

The effect ends if you are incapacitated, someone else marks the creature, you attack or damage any other creature, if you cast a spell or use a spell that targets a hostile creature other than the target, if a creature friendly to you damages the target or casts a harmful spell on it, or if you end your turn more than 5 meters away from the target.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, make a melee weapon attack with a weapon to disarm the creature.

On a hit, add one stamina die to the attack’s damage and the creature must succeed on a Reflex saving throw, which it does with advantage if it is holding the item with two or more hands, or it drops one item of your choice that it’s holding.

If the saving throw fails by 5 or more, the object lands in a space within 1 meter of the creature, otherwise the object lands at its feet.

When a creature tries to interact with an object in a space occupied by a hostile creature it must use an action to make a Brawn or Nimbleness (its choice) check contested by the hostile creature’s Brawn or Nimbleness check (its choice). If the creature attempting to interact with the object wins the contest, it can interact with the object.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage for each additional stamina die expended.

As a reaction, which you use when a creature hits a creature other than you with an attack, you can visit vengeance on the creature. You can make a melee weapon attack against the creature.

Enhance

You can add the stamina die to the attack’s damage (add half on a miss by 4 or less) for each additional stamina die expended.

Guardian spells

Augment sizes

1 stamina die2 stamina dice3 stamina dice4 stamina dice5 stamina dice
Cone3 meters long5 meters long10 meters long10 meters long20 meters long
Cylinder1-meter-radius, 3 meters high2-meter-radius, 6 meters high3-meter-radius, 9 meters high4-meter-radius, 12 meters high5-meter-radius, 15 meters high
Line5 meters long, 1-meter wide5 meters long, 2-meter wide10 meters long, 2-meter wide10 meters long, 2-meter wide20 meters long, 2-meter wide
Sphere1-meter-radius2-meter-radius3-meter-radius4-meter-radius5-meter-radius
Wall5 meters long, 2 meters high, 1 meter thick5 meters long, 4 meters high, 1 meter thick10 meters long, 6 meters high, 1 meter thick10 meters long, 8 meters high, 1 meter thick20 meters long, 10 meters high, 1 meter thick