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## The Guardian As the pack of wolves encircles the camp, a boisterous dwarf shouts drunken provocations and clangs his handaxe against his shield to alert his resting allies. The naive princess searches the city for tales of adventure and daring, unaware of the assassins stalking her from the shadows. Aiming, they fire a crossbow bolt that whizzes toward her. With a shocked gasp, they watch as the bolt shatters on impact: it had collided. It had collided suddenly with the shield of the young princess' protector. A group of curious young mages sneak into the restricted excavation site. As they enter these ancient halls, they can hear the thrumming of magic, seeing a pulsating orb floating off the ground. As they advance, a magical glyph activates, sending them flying backwards as a mysterious elven man warns them to turn back. These protectors are all guardians, dedicating their lives to the shield and developing many bonds along their journeys. ### Live by the Shield While guardians have varying responsibilities, they often have two things in common: a keen eye for danger and a sturdy shield arm. Prioritizing protection above all else, they would gladly take up a shield over a sword any day. ### Vigilant Protectors A guardian undertakes a rather daunting responsibility both in and out of combat. They require vigilant eyes and a sharp sense of when things are about to go awry. If they don't, it can leave others in great peril. Noticing the danger is not enough, though. Once identified, a guardian must strive to protect those around them, even if that means becoming the target of another's ire. ### Creating Your Guardian While creating your guardian, consider why you took up the shield instead of the sword. Are you a gentle soul who doesn't wish to draw blood? Maybe you felt an odd attraction to it when you gave that ruffian a bash to the face and sent him flying back? Or perhaps is it simply that you are built sturdy and are capitalizing on your strengths. Even though you don't choose your Guardianship until the 3rd level, it's good to consider the path you'll travel. Are you a loyalist to your kingdom? Have you aided any factions or groups? Are you escorting a person or object somewhere? Do you have a memento from someone you once saved? #### Quick Build You can make a guardian quickly by following these suggestions: First, put your highest ability score in Constitution, followed by Strength and Wisdom. Second, choose the folk hero background.
***Art Credit.*** [David Palumbo - Shield of the Righteous](https://gatherer.wizards.com/pages/card/Details.aspx?multiverseid=185063) \columnbreak
##### The Guardian | Level | Proficiency Bonus | Features | |:---:|:---:|:---| | 1st | +2 | Shielder, Watchman | | 2nd | +2 | Bastion's Foothold, Fortitude | | 3rd | +2 | Guardianship | | 4th | +2 | Ability Score Improvement | | 5th | +3 | Unfaltering Defense | | 6th | +3 | Protector's Intuition,
Guardianship Feature | | 7th | +3 | Altruistic Save | | 8th | +3 | Ability Score Improvement | | 9th | +4 | Unwavering Will | | 10th | +4 | Guardianship Feature | | 11th | +4 | Immovable Bulwark | | 12th | +4 | Ability Score Improvement | | 13th | +5 | Unyielding Resolve | | 14th | +5 | Guardianship Feature | | 15th | +5 | Fortified Protection | | 16th | +5 | Ability Score Improvement | | 17th | +6 | Unfaltering Defense Improvement | | 18th | +6 | Guardianship Feature | | 19th | +6 | Ability Score Improvement | | 20th | +6 | Unbreakable |
\pagebreak ## Class Features As a guardian, you gain the following class features: #### Hit Points ___ - **Hit Dice:** 1d12 per guardian - **Hit Points at 1st Level:** 12 + your Constitution modifier - **Hit Points at Higher Levels:** 1d12 (or 7) + your Constitution modifier per guardian level after 1st #### Proficiencies ___ - **Armor:** All armor, shields - **Weapons:** Simple melee weapons - **Tools:** None - **Saving Throws:** Strength, Constitution - **Skills:** Choose two from Animal Handling, Athletics, Insight, Intimidation, Medicine, Perception, and Persuasion #### Equipment You start with the following equipment, in addition to the equipment granted by your background: - *(a)* a dungeoneer’s pack or *(b)* an explorer's pack - chain mail and a shield Alternatively, you may start with 4d4 × 10 gp to buy your own equipment. #### Multiclassing with the Guardian If your table uses the optional multiclassing rules, here is what you'll need to know before taking one level in or out of the Guardian class. ***Ability Score Minimum.*** You must have at least a 13 in your Strength and Constitution scores. ***Proficiencies.*** If Guardian isn't your initial class, you gain the following proficiencies when you take your first level in this class: *all armor and shields*. ### Shielder *1st-level Guardian feature* --- You've strengthened your shield arm to ward off danger. When you successfully shove a target, you can shove it up to 10 feet away from you, knock it prone, or both. If you shove it with your shield, you also deal it 1d6 bludgeoning damage. In addition, when a creature you see attacks a target other than you, you can intercede in the attack as a reaction and try shoving the attacker or its target before the attack is rolled. A creature can choose to lose this contest. When you shove the intended target, you take its space and become the attack's new target. Similarly, when you shove the attacker, it can choose a new target for the triggering attack. \columnbreak ### Watchman *1st-level Guardian feature* --- You remain adamantly vigilant, represented by the following benefits: - You can take the Search action as a bonus action. - Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger. - When a creature provokes an attack of opportunity from you, you can attempt to grapple or shove it instead of making a melee attack. - You can stand watch for 4 hours and still gain the benefits of a long rest after resting for at least 4 hours. ### Bastion's Foothold *2nd-level Guardian feature* --- While your feet are planted firmly on a surface, you can use your action to take a defensive stance that lasts until you move more than half your speed in a turn. Your stance also ends if you are knocked prone, become incapacitated, or your feet have no contact with a surface that you can walk on. While in this stance, you gain the following benefits: - You have advantage on ability checks and saving throws to avoid being knocked prone or forcefully moved. - While wielding a shield, you can use it as a protective barrier for others. You can grant half cover to creatures other than you or objects within reach of your shield. - When you attempt to shove a creature, roll a d6 and add it to your check. ### Fortitude *2nd-level Guardian feature* --- While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take is reduced by an amount equal to 2 + half your Guardian level (rounded up). ### Guardianship *3rd-level Guardian feature* --- Choose one guardianship detailed at the end of the class description. This guardianship has influenced your growth as a protector, granting you features at 3rd level and again at 6th, 10th, 14th, and 18th level.
> ##### Rules for Shoving a Creature > The target must be no more than one size larger than you and must be within your reach. Instead of making an attack roll, you make a Strength (Athletics) check contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). You succeed automatically if the target is incapacitated. \pagebreak ### Ability Score Improvement *4th-level Guardian feature* --- When you gain this feature, 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. You can’t increase an ability score above 20 using this feature. ### Unfaltering Defense *5th-level Guardian feature* --- You gain an additional reaction, allowing you to take two per round. You can only use that reaction to grapple or shove a target unless stated otherwise. Further, no effect can prevent you from taking reactions while you aren't incapacitated. When you reach 17th level, the number of reactions you can take increases to three. ### Protector's Intuition *6th-level Guardian feature* --- Your keen awareness allows you to sense when things are about to go awry, granting you advantage on initiative rolls. Further, creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach. ### Altruistic Save *7th-level Guardian feature* --- You can absorb the impact of certain area effects to protect your allies. When you are subjected to an effect that targets an area and allows you to make a Strength, Dexterity, or Constitution saving throw, you can choose to fail it instead. Failing this save ends your Bastion's Foothold stance after you suffer any damage and effects from it. If you do, creatures and objects in a cone originating from you are unaffected by the triggering effect. This cone faces directly away from the source that triggered this saving throw and extends to the affected area's boundary. If the effect spreads around corners, the cone only extends 15 feet. ### Unwavering Will *9th-level Guardian feature* --- Your mind doesn't waver even in the face of adversity. You gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice). Further, while you are frightened, you can move closer to the source of your fear. ### Immovable Bulwark *11th-level Guardian feature* --- While your feet are planted firmly on a surface, you cannot be forcefully moved or knocked prone unless you allow it. In addition, when you are forced to make a Strength, Dexterity, or Constitution saving throw against an effect that deals damage, you have resistance to damage dealt by this effect while wearing heavy armor. \columnbreak ### Unyielding Resolve *13th-level Guardian feature* --- When you drop to 0 hit points and don’t die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead. Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10. ### Fortified Protection *15th-level Guardian feature* --- You can more effectively act as a barrier for those you wish to protect, granting three-quarters cover while in your Bastion's Foothold stance instead of half cover. ### Unbreakable *20th-level Guardian feature* --- You embody the aspect of fortitude. When you would take damage and your feet are firmly planted on a surface, you can reduce this damage to 0 instead. To use this feature, you must have resistance to this damage type or can reduce the damage using your Fortitude. Once you use this feature, you can't use it again until the start of your next turn. ## Guardianships Guardians are protective by nature, stepping in to guard others when trouble arises. While guardians rejoice in all they've saved, one moment stands out and influences their growth most as a protector. For some, it was a journey where they protected an object or person of great importance or a group of creatures. Others become inspired by the events and places around them. ### The Crown You spent your time in service of your kingdom. Many guardians take up this opportunity to protect their homeland from invasion, while others seek the fame and recognition that comes with the job. Roll on the table below to learn the details of your guardianship or create your own. | d6 | Results | |:---:|:-----------| | 1 | You were stationed to a garrison near the hinterlands | | 2 | You escorted the survivors of a raid to safety | | 3 | You joined a faction that patrols the roads for bandits | | 4 | You witnessed the crime of a dastardly felon, but were unable to capture them | | 5 | A merchant hired you as a bodyguard | | 6 | You were charged with protecting a noble figure, such as a princess or renowned artist | \pagebreak #### Keeper of the Peace *3rd-level The Crown feature* --- You learn one language of your choice and gain proficiency in one of the following skills of your choice: Insight, Intimidation, Perception, or Persuasion. In addition, when you make a Wisdom (Perception) check to spot a hidden creature or object or an Intelligence (Investigation) check to uncover or decipher clues, roll a d4 and add it the total. #### Respect the Law *3rd-level The Crown feature* --- As an action, or when you spot a hidden creature by taking the Search action, you can issue a verbal warning to a creature you can see within 60 feet of you against taking a particular course of action. Some examples are making an attack, picking a lock, or taking the Dash action. When you use this feature as part of taking the Search action, you must issue a warning to the spotted creature. If you spotted multiple hidden creatures, pick one. The first time you see a creature you've warned performing this action within 1 minute of issuing the warning, you can use your reaction to move up to your speed without provoking an attack of opportunity. As part of this reaction, you can also do one of the following when you end your movement: - Intercede in the triggering attack. - Attempt to grapple or shove the warned creature if it is within your reach. - Impose disadvantage on the triggering ability check if the warned creature is within your reach. Once you reach 6th level, you can use your additional reaction(s) in response to this trigger. #### Thwart Assassination *6th-level The Crown feature* --- While in your Bastion's Foothold stance or traveling at a slow pace, no creature you can see can make an attack roll with advantage against a target within your reach of your shield unless you let it or you are incapacitated. #### Dauntless Charge *10th-level The Crown feature* --- When a spell or effect you can see targets an area, you can use your reaction to warn your allies and move up to your speed before any saving throws are rolled or effect takes place. You must end this move inside the area of effect. When you end this movement, you can take your Bastion's Foothold stance if you aren't already. You can use your additional reaction(s) in response to this trigger. Once you take this reaction, you can't use this feature again until the start of your next turn.
***Art Credit.*** [Manuel Castañón - Dauntless Bodyguard](https://www.artofmtg.com/art/dauntless-bodyguard/) \columnbreak #### Bold Reputation *14th-level The Crown feature* --- Your presence helps rally your allies and maintain order, represented by the following benefits: - When an allied creature within 30 feet that can hear or see you makes an initiative roll, it can add your proficiency bonus to the roll. - When you issue a warning to a creature, you can issue the same warning to any number of creatures you can see within 10 feet of it. #### Gate Guardian *18th-level The Crown feature* --- Even on the brink of death, you can't abandon your charge. When you are reduced to 0 hit points, you can immediately take your Bastion's Foothold stance. Moreover, having 0 hit points doesn't knock you unconscious. You still must make death saving throws, but when you take damage you can make a death saving throw instead of suffering any failures. If you die from failing a death saving throw, you do so standing.
\pagebreak ### The Forge You spent time guarding the blazing forges of a master blacksmith. The smell of burning metals still tingles your nose, and the sound of heated metal rings in your ear. Roll on the table below to learn the details of your guardianship or create your own. | d6 | Result | |:---:|:-----------| | 1 | A Tiny fire elemental left a burn scar on your flesh after trying to coax it into the forge. | | 2 | You saved a blacksmith from an untimely demise.| | 3 | Your days were spent in a dwarven forge, and your evening in a dwarven tavern. | | 4 | An old friend decided to open a smithy, but now he owes some dangerous men 10,000 gp, plus interest. | | 5 | You helped to reclaim and ignite a lost forge. | | 6 | You encountered a fire giant who allowed you to watch him forge massive armaments in molten lava. | ### Keeper of the Forge *3rd-level The Forge feature* --- You learn one language of your choice and gain proficiency with smith's tools. You may pick a different artisan's tool if you already have this proficiency. Moreover, you can craft a nonmagical item using smith's tools in half the normal time, doubling the combined cost of items you can craft in a week using these tools. \columnbreak ### Iron Discipline *3rd-level The Forge feature* --- You've learned to strike while the iron is hot. When you successfully shove a creature, you can choose one allied creature that can hear or see you. This creature can immediately use its reaction to make one melee attack against the shoved target, provided it's within reach. Once you use this feature, you can't use it again until the start of your next turn. ### Refined Process *6th-level The Forge feature* --- You can spend one hour with your smith's tools refining ten nonmagical pieces of ammunition or one nonmagical weapon, shield, or suit of medium or heavy armor. You can refine an item while standing watch during a long rest. You can refine items for up to two hours and still gain the benefits of a long rest after resting for at least 4 hours. At the end of this hour, you refine the item, granting it a +1 bonus, a bonus to its AC if its armor or a shield, or a bonus to attack and damage rolls if it’s a weapon or ammunition. If the item was used in combat since you refined it last, it becomes dulled and is no longer refined at the start of your next long rest unless it's successfully refined again. When you reach 14th level, this bonus increases to a +2. ### Improved Iron Discipline *10th-level The Forge feature* --- Your experience lets you capitalize on leveraging larger creatures, allowing you to shove creatures up to two sizes larger than you. Further, when you successfully shove a creature, the first attack to hit it before the end of your next turn deals one extra die of damage. ### Polish Up *14th-level The Forge feature* --- You can spend one hour to successfully refine up to three items you've refined in the last 10 days. ### Forged in Fire *18th-level The Forge feature* --- Your body has been heated by the forge and tempered with the strikes of many. You gain a +5 bonus when calculating the amount of damage reduced by your Fortitude. In addition, when you use Iron Discipline, you can choose up to two creatures that can hear or see you.
***Art Credit.*** [Dwarven Froge art - owned by WotC (artist unkown)](https://waterdeep-13.obsidianportal.com/wikis/crafting-magic-items)
\pagebreak ### The Nexus You spent time guarding a place that houses ancient magic that echoes throughout the world. While exposed to this magic, you've learned to draw upon its power to influence the world around you and ward off creatures. You can roll on the table below to discover what magical nexus you protected or create your own. | d6 | Result | |:---:|:-----------| | 1 | A mysterious floating orb thrumming with power | | 2 | The burial mound of an archdruid. The land within 10 miles of here is overgrown and fertile | | 3 | A rift in space connecting two planes or points in time | | 4 | You patrolled the waters and land where eldritch storms appear frequently | | 5 | Ancient druidic structure(s) built upon a leyline | | 6 | Permanent magical scars have formed as a result of rampant sorcery. These scars create extreme magical effects that are visible from over a mile away | #### Keeper of Magic *3rd-level The Nexus feature* --- Your time guarding and studying the nexus has revealed ancient secrets to you. You choose to gain proficiency in either the Arcana or the Nature skill, and you choose to learn either the prestidigitation or the druidcraft cantrip. #### Warded Area *3rd-level The Nexus feature* --- As an action, or when you take your Bastion's Foothold stance, you can set up a magically warded area by choosing a point you can see within 60 feet of you. This warded area is a 10-foot cube originating from this point. The space within this area magically becomes difficult terrain for creatures of your choice. It could be overgrown with vines, protected by spectral hands, covered in warding glyphs, or something else. Your ward ends at the start of your next turn unless you are standing inside the warded area. The number of warded areas you can have at any time is limited to the number of points you can choose when taking this action. Once you reach 6th level, you can use your additional reaction(s) in response to any trigger involving your warded area, and you can choose an additional point when you take this action (two points). You can choose even more points at 10th (three points) and 14th level (four points). #### Restricted Access *3rd-level The Nexus feature* --- At the end of a creature's turn, you can use your reaction to choose one of your warded areas to purge. When you do, each creature of your choosing inside this area must make a Constitution saving throw (DC equals 8 + your proficiency bonus + your Wisdom modifier). On a failed save, it's both forcefully moved outside of your warded area to an unoccupied space within 5 feet and knocked prone. \columnbreak #### Landlord *6th-level The Nexus feature* --- When you create a warded area, you can grant creatures permission to occupy it. If such a creature is inside this area at the start of your next turn, the warded area persists as if you were inside it too. In addition, your warded area has the following benefits when you create it: - Any entryway or object with a lock inside this area is considered under the effects of the *arcane lock* spell unless you choose otherwise. You set the password when set up your ward, and creatures given permission to occupy this area can open them normally. These effects last until your ward ends. - You sense when a creature or object enters this area. You can't distinguish between the two. If it's warded against divination magic, this effect doesn't detect it. #### Dampen Magic *10th-level The Nexus feature* --- The power of the nexus protects you from harmful magical effects. You have resistance against the damage of spells. Further, creatures within your warded area you've permitted to occupy it share this resistance. #### Connected Passage *14th-level The Nexus feature* --- There are unseen passages connecting your warded area. As a bonus action, you can teleport up three willing creatures (including yourself) within your warded area. This bonus action can only teleport creatures to an unoccupied space within one of your warded areas. You can use this feature a number of times equal to your proficiency bonus, as determined by your level in this class. You regain all expended uses when you finish a long rest. #### Improved Dampen Magic *18th-level The Nexus feature* --- You and creatures that share your resistance against the damage of spells have advantage on saving throws against spells and other magical effects.
> ##### Effects of Arcane Lock > You touch a closed door, window, gate, chest, or other entryway, and it becomes locked for the duration. You and the creatures you designate when you cast this spell can open the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this spell for 1 minute. Otherwise, it is impassable until it is broken or the spell is dispelled or suppressed. Casting knock on the object suppresses arcane lock for 10 minutes. > > While affected by this spell, the object is more difficult to break or force open; the DC to break it or pick any locks on it increases by 10. \pagebreak
### The Tower You spent time within an imposing structure designed to incarcerate creatures. Perhaps you spent time as a guard here, or were one of its prisoners trying to survive. You have discovered clues about the purpose of this place. Roll on the table below to learn of your discoveries within the structure, or create your own. You can roll again to learn if it's still in use (evens) or abandoned (odds). | d6 | Result | |:---:|:-----------| | 1 | You find dangling cages and a cauldron. Both are filled with humanoid remains. | | 2 | Restless spirits howl inside, unable to escape. | | 3 | When you entered the structure, you felt unseen eyes watching your every movement. | | 4 | You've heard whispers of prisoners being sacrificed to a creature that slumbers beneath the structure. | | 5 | You found a room filled with broken arcane foci and confiscated spell components. | | 6 | Chains and shackles bind the bones of an adult dragon. | ### Keeper of the Tower *3rd-level The Tower feature* --- You gain proficiency in two of the following skills: Athletics, Insight, Intimidation, or Perception. Alternatively, you can gain proficiency in mason's tools and one of these skills. Moreover, while your feet are planted firmly on a surface, you count as a Large creature when determining your size for a grapple or shove. ### Lockdown *3rd-level The Tower feature* --- Your restraining grasp allows you to effectively bind creatures. While you have a creature grappled, it has disadvantage on attacks rolls, and your movement isn't reduced by carrying or dragging it unless it's larger than you. In addition, when you intercede in an attack, you can attempt to grapple the attacker instead of shoving it. \columnbreak ***Art Credit.*** [Joseph Meehan - Command Tower](https://starcitygames.com/command-tower-sgl-mtg-cc1-008-enn/)
### Looming Presence *6th-level The Tower feature* --- While in your Bastion's Foothold stance, your presence makes creatures weary when they turn their backs to you. Creatures of your choosing within 30 feet that can see you must spend 2 feet of movement for every 1 foot they move away from you. A creature ignores this effect if it is immune to being frightened. ### Defiant Shout *10th-level The Tower feature* --- When you succeed on a saving throw to avoid being frightened or charmed, you can let out a shout of defiance that can be heard up to 120 feet away. An allied creature who is charmed or frightened and can hear your shout can immediately repeat its saving throw with advantage, ending the condition on a success. ### Beacon of Ire *10th-level The Tower feature* --- You exploit people's weariness of you to goad them. As a bonus action, choose any creatures under the effects of your Looming Presence. A creature must make a Wisdom saving throw, with disadvantage if you're grappling any of its allies (DC equals 8 + your proficiency bonus + your Wisdom modifier). On a failed save, it has disadvantage on all attack rolls against targets other than you until the end of your next turn. ### Shared Suffering *14th-level The Tower feature* --- When you are hit by an attack while grappling a creature with 1 or more hit points in your hand(s), you take only half the damage dealt, and the creature grappled by you takes the other half. If you are grappling multiple creatures with your hands, you choose which one takes this damage. ### Buried Beneath *18th-level The Tower feature* --- You stand atop the fallen. When a creature is knocked prone within 5 feet of you, you can use your reaction to move into its space and enter your Bastion's Foothold stance, pinning it beneath your feet. If you knocked the creature prone as a reaction, you can move and take this stance as part of the same reaction. You can't take this reaction if your speed is 0. While a creature is pinned beneath your feet, it is considered grappled and has disadvantage on ability checks to escape your grapple. If the creature escapes your grapple by winning the contest, your Bastion's Foothold stance ends too. This grapple ends if you move to a different space or your Bastion's Foothold stance ends.