Kryx RPGThemesMonsters

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 gain proficiency with the armor type above your current proficiency: Leather → Hide → Chain → Scale → Plate.

You can select this feat multiple times.

You gain proficiency with shields.

Prerequisites: The ability to cast at least one spell

You can shield others from harm at the cost of your own health. When a creature within 9 meters of you takes damage, you can use your reaction to magically take that damage, instead of that creature taking it. This feature doesn’t transfer any other effects that might accompany the damage, and this damage can’t be reduced in any way.

Prerequisites: Proficiency 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.

If 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. Additionally, 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.

Guardian maneuvers

As a reaction, which you take when you or a creature that you can touch or see within 1.5 meters of you is hit by an attack, you can block the blow with your shield or weapon. Until the start of your next turn, including against the triggering attack, you or your adjacent ally has a +1 bonus to Defense while you are not incapacitated and the shield or weapon is in your hand.

Enhance

You can increase the Defense bonus by 1 for each additional stamina die expended (max +3).

As a bonus action when you hit a creature with a weapon attack, you can force the creature on the defensive, buying your allies critical seconds. The target must make a Reflex saving throw.

On a failed save, add the stamina die to the attack’s damage roll and the target can’t take reactions until the end of its next turn.

On a successful save the target takes half as much damage.

Enhance

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

As a bonus action when you hit a creature with a melee weapon attack, you can attempt to goad the target into attacking you. The target must make a Will saving throw.

On a failed save, it takes psychic damage equal to the stamina die and has disadvantage on any attack roll that doesn’t target you until the end of your next turn.

On a successful save the target takes half as much damage.

Enhance

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

As a bonus action when you hit a creature that is your size or smaller with a melee weapon attack while you have at least one hand or appendage capable of grappling (GM discretion) free, you can attempt to grapple the creature. The target must succeed on a Reflex saving throw or be grappled.

Enhance

You can target a creature of a larger size for each additional stamina die expended. Additionally, on a failed save, add the additional stamina die to the attack’s damage for each additional stamina die expended.

On a successful save the target takes half as much damage.

As a reaction, which you take when a creature with 1.5 meters of you hits another creature with an attack roll, you can cause that attack to target you instead.

As a bonus action when you take the Attack action on your turn, you can bash a creature within 1.5 meters with your shield. The target must make a Reflex saving throw.

On a failed save, add the stamina die to the attack’s damage roll and the target 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 1.5 meters away from you or push it to the side.

On a successful save the target takes half as much damage.

Enhance
You can enhance this maneuver with the following options, expending stamina dice for each option.
  • You can increase the damage and the creature is pushed if it is a larger size for each additional stamina die expended.

  • Stagger. You can expend 1 additional stamina die so the target is staggered until the end of its next turn.

  • Stun. You can expend 3 additional stamina die so the target is stunned until the end of its next turn.

  • Paralyze. You can expend 4 additional stamina dice so the target is paralyzed until the end of its next turn.

1 minute/stamina die

As a bonus action when you hit a creature with a melee weapon attack, you can attempt to mark the creature. The target must make a Will saving throw.

On a failed save, it is marked by you for the duration unless you willingly move away from the creature, you are incapacitated, or someone else marks the creature. While marked, you have advantage on opportunity attacks against the target and the target has disadvantage on any attack roll that doesn’t target you.

If a creature marked by you deals damage to anyone other than you, you can make a melee weapon attack against the marked creature as a bonus action on your next turn. If the attack is made with a weapon wielded in one hand, add the stamina dice expended to the attack’s damage roll.

As a bonus action when you hit a creature with a melee weapon attack, you can attempt disarm the creature, forcing it to drop one item of your choice that it’s holding. The target must make a Reflex saving throw. If the creature is holding the item with two or more hands it makes the saving throw with advantage.

On a failed save, add one of the stamina dice to the attack’s damage roll and it drops the object you chose. If the saving throw fails by 5 or more, the object lands in a space within 1.5 meters 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 an Acrobatics or Brawn (its choice) check contested by the hostile creature’s Acrobatics or Brawn check (its choice). If the creature attempting to interact with the object wins the contest, it can interact with the object.

Enhance

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

As a reaction, which you take 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. If the attack is made with a weapon wielded in one hand, add half the result of one of the stamina dice to the attack’s damage roll.

Enhance

If you hit, you add the stamina die to the attack’s damage roll for each additional stamina die expended.

Augment sizes

1 stamina die2 stamina dice3 stamina dice4 stamina dice5 stamina dice
Cone4.5 meters long9 meters long13.5 meters long18 meters long22.5 meters long
Cylinder1.5-meter-radius, 4.5 meters high3-meter-radius, 9 meters high4.5-meter-radius, 13.5 meters high6-meter-radius, 18 meters high7.5-meter-radius, 22.5 meters high
Line6 meters long, 1.5 meters wide12 meters long, 1.5 meters wide18 meters long, 1.5 meters wide24 meters long, 1.5 meters wide30.5 meters long, 1.5 meters wide
Sphere1.5-meter-radius3-meter-radius4.5-meter-radius6-meter-radius7.5-meter-radius
Wall4.5 meters long, 3 meters high, 30 centimeters thick9 meters long, 6 meters high, 60 centimeters thick13.5 meters long, 9 meters high, 90 centimeters thick18 meters long, 12 meters high, 120 centimeters thick22.5 meters long, 15 meters high, 150 centimeters thick