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Guardian

G
uardians are devoted fighters who protect their How did you experience your call to serve as a guardian?
allies and smite their enemies by drawing from Did you train under the last remaining members of the sun
the power of their virtues. True guardians are spears? Have you experienced a religious upbringing in a
brilliant tacticians and selfless defenders who remote tyrian monestary? Or did a loss of a loved one brought
know when to sacrifice their own defenses to you to the decision to protect the living for their sake?
empower their allies to achieve victory. Perhaps you stumbled into a sacred grove or a hidden old
canthan ruins and found yourself called to protect their
Virtues Power lingering presence of spirits and help them pass. Or you
A guardian swears to uphold the three tyrian virtues of might have known from your earliest memories that the
justice, courage and resolve, to stand with the good things of guardians’s life was your calling, almost as if you had been
the world against the encroaching darkness, and to hunt the sent into the world with that purpose stamped on your soul.
forces of evil wherever they lurk. Different guardians stem As protectors against the forces of wickedness, Guardians
from different upbringings and practice the upholding of their are rarely of any evil alignment. Most of them walk the paths
virtues differently, but all are bound by their conviction that of charity and justice. Consider how your alignment colors
grant them power to do their sacred work. Although many the way you pursue your virtues quest and the manner in
guardians are devoted to gods or other otherwordly ideals, a which you conduct yourself before gods and mortals. Your
guardians’s power comes as much from a commitment to conviction and alignment might be in harmony, or your
their virtues itself as it does from their ideals. conviction might represent standards of behavior that you
Guardians train for years to learn the skills of combat, have not yet attained.
mastering a variety of weapons and armor. Even so, their Quick Build
martial skills are secondary to the magical power they wield: You can make a Guardian quickly by following these
Their resolve to heal the sick and injured, to smite the unjust suggestions. First, Strength should be your highest ability
and wicked, and to protect the innocent with their courageous score, followed by Charisma. Second, choose the noble
presence. background.

Inheritors of Piety

Guardian is one of the newer professions in Tyria, having

evolved from a mixture of older, mainly human traditions, in

particular the heavily-armored, supportive paragons of Elona,

the spirit-communing ritualists of cantha and the deeply

religious monks, who would often appeal to the human gods

for the magical fortitude to heal and protect their allies and

smite enemies. Today, guardians can be found amongst all

races, and as a result have moved away from this religious

approach, wielding their magic in a more immediate,

pragmatic manner than spellcasters.

Creating a Guardian

The most important aspect of a guardian character is the

nature of his or her virtues quest. Although the class features

related to your virtues convivtion don’t appear until you reach

3rd level, plan ahead for that choice by reading the

convictions descriptions at the end of the class. Are you a


righteous warrior of good, loyalty and honor? Bringing justice
upon your enemies and smite them with righteous might? Are
you the resolute protector of the innocent, saving them from
harm with pure resolve? Or are you the protector in shining
armor that bolsters allies with its pure presence and facing
evil without faltering or showing any lack of courage?
Guardian
Proficiency
Maneuvers
Martial

Level Bonus Features Practiced Dice 1st 2nd 3rd 4th 5th
1st +2 Honorfull Inheritance,
3 3 (1d4) 2 — — — —
Spellcasting, Martial Combat (1d4)
2nd +2 Righteous Smite, Hands of Resolve, Couragoues Aegis 3 3 (1d4) 2 — — — —
3rd +2 Virtuous Conviction, Channel Conviction 3 3 (1d4) 3 — — — —
4th +2 Ability Score Improvement 3 3 (1d4) 3 — — — —
5th +3 Honorfull Inheritance Feature 3 4 (1d4) 4 2 — — —
6th +3 Renewed Focus,
5 4 (1d6) 4 2 — — —
Martial Combat Dice increase(1d6)
7th +3 Virtuous Conviction Feature, 5 4 (1d6) 4 3 — — —
8th +3 Ability Score Improvement 5 4 (1d6) 4 3 — — —
9th +4 - 5 6 (1d6) 4 3 2 — —
10th +4 Honorfull Inheritance Feature 5 6 (1d6) 4 3 2 — —
11th +4 Virtuous Conviction feature,
7 6 (1d8) 4 3 3 — —
Martial Combat Dice increase (1d8)
12th +4 Ability Score Improvement 7 6 (1d8) 4 3 3 — —
13th +5 - 7 8 (1d8) 4 3 3 1 —
14th +5 Honorfull Inheritance Feature 7 8 (1d8) 4 3 3 1 —
15th +5 Virtuous Conviction Feature 7 8 (1d8) 4 3 3 2 —
16th +5 Ability Score Improvement,
9 8 (1d10) 4 3 3 2 —
Martial Combat Dice increase (1d10)
17th +6 - 9 9 (1d10) 4 3 3 3 1
18th +6 Improved Auras 9 9 (1d10) 4 3 3 3 1
19th +6 Ability Score Improvement 9 9 (1d10) 4 3 3 3 2
20th +6 Honorfull Inheritance Feature 9 9 (1d10) 4 3 3 3 2
The Guardian table shows how many spell slots you have to
Class Features cast your spells. To cast one of your Guardian spells of 1st
As a Guardian, you gain the following class features: 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
Hit Points long rest. You know a number of of Guardian spells that are
Hit Dice: 1d8 available for you to cast, choosing from the Guardian spell
Hit Points at 1st Level: 8 + your Constitution modifier list. The number of known guardian spells for you is equal to
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution your Charisma modifier + half your Guardian level, rounded
modifier per guardian level after 1st up (minimum of one spell). The spells must be of a level for
which you have spell slots. Whenever you gain a level in this
Proficiencies class you can choose a number of spells equal to your
Armor: All armor, shields proficiency bonus and replace them with other spells from
Weapons: Simple weapons, Martial weapons the guardian spells, which also must be of a level for which
Tools: None you have spell slots.
Saving Throws: Wisdom, Charisma Spellcasting Ability
Skills: Choose two from Athletics, Arcana, Insight, Charisma is your spellcasting ability for your Guardian spells.
Intimidation, Medicine, Persuasion, and Religion You use your Charisma whenever a spell refers to your
Equipment spellcasting ability. In addition, you use your Charisma
You start with the following equipment, in addition to the modifier when setting the saving throw DC for a Guardian
equipment granted by your background: spell you cast and when making an attack roll with one.
(a) a martial weapon and a shield or (b) two martial Spell save DC = 8 + your proficiency bonus +

weapons your Charisma modifier


(a) (a) five javelins or *(b) a longbow and a quiver of 20 Spell attack modifier = your proficiency bonus +

arrows your Charisma modifier


(a) a priest's or (b) or scholar's pack (c) an explorer's pack
Chain mail and a symbol of conviction Spellcasting Focus
You can use a symbol of conviction (see the Tyrian
Honorfull Inheritance Adventuring Gear section) as a spellcasting focus for your
Starting at 1st level you choose your inhereted upringing that guardian spells.
lead to your training as a guardian and imprinted you with a
unique techniques to uphold your virtues. All inheritances
grant you a tome with knwoledge handed down to you with
their specific teachings and techniques. You can choose
between the Monastic Inheritance that was practiced by the
tyrian monks focussing on holy magic, the Ceremonial
Inheritance of the ritualists of cantha that focusses on
utilizing the power of spirits beyond the mists or the
Exemplary Inheritance of the Sun Spear Order of Elona
which excelled as battlefield commanders. Your inheritance
shapes your playstyle as a guardian and will define your main
combat role, either focussing on backline casting, midline
support or frontline melee combat.
Your choice grants you features at 1st level and again at
5th, 10th and 15th.
Spellcasting
Also at 1st level, you have learned to draw on divine magic
through meditation and prayer to cast spells. See Spells
Rules for the general rules of spellcasting and the Spells
Listing for the Guardian spell list.
Spells Known and Casting Spells
Martial Combat Starting at 2nd level, when you hit a creature with a weapon
attack, you can expend one spell slot to deal radiant damage
Your martial training allows you to exceed in combat and use to the target, in addition to the weapon’s damage. The extra
special maneuvers with your weaponry or alter your tactical damage is 3 martial dice for a 1st-level spell slot, plus 1
approaches outside of combat. You learn maneuvers that are martial die for each spell level higher than 1st, to a maximum
fueled by special dice called martial combat dice, which are of 6 martial dice. The damage increases by additional martial
each a d4. You start with 3 of these dice and you regain more dice if the target is a dragon minion, undead or a fiend, to a
dice when you gain level in this class as seen in the guardian maximum of 7 martial dice.
class table.
Some of your maneuvers expend the martial combat die Hands of Resolve
they use, as specified in a maneuver’s description, and you At 2nd level, your resolving touch can heal wounds. You have
can’t use a maneuver if it requires you to use a die when your a pool of healing power that replenishes when you take a long
dice are all expended. You regain all your expended martial rest. With that pool, you can restore a total number of hit
combat dice when you finish a short or long rest. points equal to your guardian level × 5.
When you reach certain levels in this class, the size of your As an action, you can touch a creature and draw power
martial combat dice increases: at 6th level (d6), 11th level from the pool to restore a number of hit points to that
(d8), and 16th level (d10). creature, up to the maximum amount remaining in your pool.
If you choose the exemplary inheritance as your honorfull Alternatively, you can expend 5 hit points from your pool of
inheritance your martial combat dice starts out as 1d6 and healing to cure the target of one disease or neutralize one
increases to 1d8, 1d10 and 1d12 respectively when your poison affecting it. You can cure multiple diseases and
martial combat dice would increase normally at 6th, 11th and neutralize multiple poisons with a single use of Lay on
16th level. Hands, expending hit points separately for each one.
Learning and practicing Maneuvers: This feature has no effect on undead and constructs.
You learn a list of guardian maneuvers that are available on
your guardian maneuver list. To do so, choose a number of
guardian maneuvers equal to your strength or dexterity Couragous Aegis
modifier (your choice) + half your guardian level rounded up. Also at 2nd level you can bolster the defense of your allies
You can practice up to 3 of those maneuver at level 1 and you with a magical aegis constructed of your courageous will. As
can practice more maneuvers when you gain levels in this an action, you can touch another creature and grant it +2 to
class. The numbers of maneuvers you can practice can be its AC and saving throws. This effect ends when the creature
seen on your guardian table. You may only use practiced takes damage from any source or when you use this ability
maneuvers during combat. again on another creature. A creature can only benefit from
Maneuver are divided into disciplines, similar to the this effect once at a time. You can use this ability equal
casting school of magic, they determine how the maneuvers amount of times to your proficiency bonus and you regain all
behaves when used. Many maneuvers enhance an attack in uses after you finished a long rest.
some way or give you other benefits depending on the
maneuvers discipline. You can use only one maneuver per Virtuous Conviction
turn.
Saving Throws: When you reach 3rd level, you swear yourself to one of the
Some of your maneuvers require your target to make a main tyrian virtues as your prime conviction. Up to this time
saving throw to resist the maneuver’s effects. The saving you have been in a preparatory stage, committed to the value
throw DC is calculated as follows: of all virtues but not sworn to a particular one. Depending on
your choice your virtue will grant you different features at 3rd
level and again at 7th, 11th and 15th. Those features include
Maneuver save DC = 8 + your proficiency bonus + your improvements to your level 2 class features, additional spells
Strength or Dexterity modifier (your choice). and your Channel Conviction feature.
If the maneuver had a weapon or tool requirement, the DC is
calculated as 8 + your proficiency bonus + the relevant ability Channel Conviction
score for that weapon or tool. For example, if you would make Also at 3rd level, you gain the ability to channel divine energy
a power attack with a heavy weapon that requires strength, directly from your own conviction, using that energy to fuel
the DC would be calculated with strength. If you would make magical effects. You start with an effect determined by your
a power attack with a heavy weapon that has the finesse virtuous conviction.
property and you would use dexterity for the attack you would You must then finish a short or long rest to use your
calculate the DC with dexterity. Channel Conviction again. If you choose your monastic
inheritance you gain additional uses of your channel
Righteous Smite conviction, two uses at 5th and three uses 14th level.
Ability Score Improvement Sacred Combatant
When you reach 4th level, and again at 8th, 12th, 16th, and Starting at 1st level...
19th level, you can increase one ability score of your choice
by 2, or you can increase two ability scores of your choice by Fighting Style
1. As normal, you can’t increase an ability score above 20 Also at 1st level, you adopt a style of fighting as your specialty.
using this feature. Alternatively, you can choose a feat (see Choose one of the following options. You can’t take a Fighting
Chapter 6 for a list of feats). Style option more than once, even if you later get to choose
again.
Renewed Focus Archery:
You gain a +2 bonus to attack rolls you make with
Beginning at 6th level you have learned to regain some of ranged weapons.
your divine energy by meditating about your ideals and inner Blessed Warrior
You learn two cantrips of your choice
conviction. Once per day when you finish a short rest, you can from the
Guardian spell list. Whenever you gain a level in this
choose expended spell slots to recover. The spell slots can class,
you can replace one of these cantrips with
another
have a combined level that is equal to or less than a quarter cantrip from the Guardian spell list.
of your Guardian level (rounded up), and none of the slots can Blind Fighting
Being unable to see a creature doesn’t
be 4th level or higher. impose
disadvantage on your attack rolls against it,
provided
For example, if you’re a 8th-level Guardian , you can the creature isn’t hidden from you.
recover up to two levels worth of spell slots. You can recover Defense
While you are wearing armor, you gain a +1
either a 2nd-level spell slot or two 1st level slots. bonus to AC.
Dueling
When you are wielding a melee weapon in one
Improved Auras hand and no other weapons, you gain a +2 bonus to damage
rolls with that weapon.
At 18th level you gain an increased potency for all your auras. Great Weapon Fighting
When you roll a 1 or 2 on a
All auras granted by your Virtuous Conviction features damage die for an attack you make with a melee weapon that
increase their range from 10 feet to 30 feet. you are wielding with two hands, you can reroll the die and
must use the new roll. The weapon must have the two-handed
Honorfull Inheritance's or versatile property for you to gain this benefit.
Interception:
When a creature you can see hits a target
As cultures change over centuries so do traditions and that is within 5 feet of you with an attack, you can use your
techniques with them. The roots of the Guardian's teachings reaction to reduce the damage the target takes by 1d10 +
stem from different parts of the world, where each helds its your proficiency bonus (to a minimum of 0 damage). You
own traditions and beliefs which express themselves within must be wielding a shield or a simple or martial weapon to
their training. A Guardian inherits their training style from use this reaction.
their respective masters with great honor and practices them Thrown Weapon Fighting
You can draw a weapon that
throughout their lifetime. The great successors of the sun has the thrown
property as part of the attack you make with
spear paragons were the first guardian's, thus their teachings the
weapon.
In addition, when you hit with a ranged attack
became the exemplary inheritance of the guardian using a thrown weapon, you gain a +1 bonus to
the damage
profession. The few that beseached wisdom in the mists and roll.
learned from the ritualists stemming from cantha became the
first mentors of the ceremonial inheritance. And lastly the Exemplar Attack
ones most notable effected by the faith in the gods and the
keepers of knowledge became the practitioners of the Beginning at 5th level, you can attack twice, instead of once,
monastic inheritance. whenever you take the Attack action on your turn. Whenever
you used your action to perform a maneuver, you can make
one weapon attack with your bonus action.
Exemplary Inheritance
The first guardian's came from elona with thorough teachings Pure of Voice
of the loftiest ideals of justice, virtue, and order. Sometimes At 10th level...
called cavaliers, white knights, or holy warriors, these
guardians meet the ideal of the knight in shining armor,
acting with honor in pursuit of justice and the greater good.
They hold themselves to the highest standards of conduct,
and some, for better or worse, hold the rest of the world to
the same standards. Many guardians that inherited those
teachings are devoted to the ideals of law and good and
enforce justice in martial combat. They hold the Sun- the
bringer of light, heat and truth in the darkness- as their ideal,
and incorporate images of suns into their helmets or coats of
arms. Their martial prowess is as respected as it is feared
and is considered the most refined of all guardian
inheritances.
Commander's Presence Starting at 14th level your spiritual power is forged in battle
and your unyielding concentration cannot be broken. When
At 14th level... you concentrate on a conjuration spell you cannot lose
concentration on that spell.
Holy Idol
At 20th level...
Further, you suffer none of the drawbacks of Embodiment of Spirit
old age, and you can't be aged magically. At 20th level...

Ceremonial Inheritance
Stepping into the footsteps of one of the oldest professions in
tyria the guardians of the ceremonial inheritance emulate the
powers of the canthan ritualists. Binding small spirits to their
will and channeling their virtues power through those spirits
they can can protect allies while punish their foes. Trained as
natural mediums between this world and the mists they are
the masters of rites and customs. They value the life as high
as the honor of the dead and any crime against the deceased
are considered as punishable as a crime against the living.
Many guardians accustomed to the ceremonial teachings of
the canthan ritualist tend towards balance in the world and a
neutral disposition in alignment. They hold the all seeing eye-
the that pierces the veil- as their ideal, and incorporate
images of eyes into their helmets, blindfolds or coats of arms.
Ancestral Spirit
Starting at 1st level, the teachings of the ceremonial
inheritance let you summon a small ancestral spirit that aids
you in battle.
You learn the Find Familiar spell and you can cast it as a
ritual. The spell is considered always prepared and doesn’t
count against your number of Spells prepared.
When you cast the spell, you can choose one of the normal
forms or the form of any tiny creature with a CR of 1/2 or
lower.
Your familiar is able to take the attack action on its turn. If
it does it may only attack once and does not benefit from any
feature that lets it attack multiple times, such as multi-attack.
Whenever you cast a spell that requires a melee spell attack
or use an ability granted by a class feature or item that
requires you to touch a creature you can choose to deliver
that spell attack or ability through your familiar instead. Your
familiar has to use its reaction to do so.
Summoning Rites
Also at 1st level...
Ceremonial Attack
At 5th level...
Caretaker's Voice
At 10th level...
Unbreakable Spirit
Casting Mantra Spells
Monastic Inheritance Whenever you cast a mantra you quickly recitate a short
Spell Tome prayer or phrase that triggers the prepared spell recitation.
As a bonus action on your turn you can cast any prepared
Starting at 1st level you you are wielding a tome of sacred mantra spell spending a mantra spell slot. When you do so
spells bestowed to you by your monastic elders. When you you can ignore any somatic or material components required
gain this feature at 1st level, you can choose five cantrips to cast the spell.
from the guardian's spell list. While the book is on your
person, you can cast those cantrips at will. Whenever you
gain a level in this class you may replace any cantrip you
currently know with a different cantrip from the guardian Monastic Inheritance
spell list. Guardian Number of Mantra Spell Mantra Spell
If you lose your Spell tome you have to replace it with a Level Mantras Slots Level
new spell tome. A spell tome can be created with 1-h ritual by 1st 2 1 1st
using an empty book and 100 gold worth of each rare incense
and fine ink. This ritual can be performed during a short or 2nd 2 2 1st
long rest. 3rd 2 2 1st
4th 2 2 1st
Mantra Casting
5th 3 2 2nd
Your studies and mental discipline enables you to recitate
memorized spell phrases and cast them quickly during battle. 6th 3 2 2nd
Recitating the phrases over and over again allows you to use 7th 3 2 2nd
them more quickly again compared to standard spells.
8th 3 2 2nd
Mantra Spell Slots 9th 4 2 3rd
The Monastic Inheritance table shows how many Mantra
Spell Slots you have. The table also shows what the level of 10th 4 2 3rd
those slots is; all of your Mantra Spell Slots are equal to your 11th 4 3 3rd
highest normal spell slot granted to you by your spell casting 12th 4 3 3rd
feature gained at level 1. To cast one of your Mantra Spells of
1st level or higher, you must expend a Mantra spell slot. You 13th 5 3 4th
regain all expended Mantra Spell Slots when you finish a 14th 5 3 4th
short or Long Rest. Mantra Spell Slots can only be used to
cast prepared Mantra Spells and cannot be used to empower 15th 5 3 4th
your Righteous Smite class feature. 16th 5 3 4th
For example, when you are 5th Level, you have two 2nd- 17th 6 4 5th
level Spell Slots. To cast the 1st-level spell Guiding Bolt, you
must spend one of those slots, and you cast it as a 2nd-level 18th 6 4 5th
spell. 19th 6 4 5th
Preparing Mantra Spells 20th 6 4 5th
You can prepare any spell from the guardian spell list as a
mantra spell as long as it has a casting time of one action.
When you do so, choose a number of guardian spells equal to
the allowed number depicted in the Monastic tradition table.
The spells must be of a level for which you have mantra spell Warpriest
slots. Beginning at 5th level, when you use your action to cast a
For example, if you are a 5th-level guardian, you have two spell, you can make one weapon attack as a bonus action.
2nd-level mantra spell slots and you can have up to 3 mantra
spells prepared. Your list of prepared spells can include 3 Loremaster
spells of 1st or 2nd level that require an action to cast, in any
combination. At 18th level, you choose four spells from the guardian spell
You can change your list of prepared spells when you finish list, one from each of the following levels: 6th, 7th, 8th, and
a long rest. Preparing a new list of mantra spells requires 9th. You add them to your list of prepared spells. They are
time spent in prayer, preperation and recitation: at least 1 considered always prepared and don't count against the
minute per spell level for each mantra spell on your list. number of prepared spell. You can cast each of those spells
When you prepare a mantra spell you are required to have all once and regain all expended uses when you finsih a long
necessary spell components available to cast the spell. Any rest. During a long rest you can replace any of those spells
spell that consumes its material components does so while with another spell of the same spell level.
being prepared as mantra.
As a bonus action on your turn you can present your
Virtuos Conviction: symbol of conviction and a spear of radiant light manifests
into your empty hand. This spear is considered a light
Virtue of Justice weapon with the thrown (20feet/60feet), reach and finesse
You pledge yourselve to justice in the world, you swear to property. While holding the spear you shed bright light within
protect those in need and smite the wicked. The virtue of 20 feet of you and dim light for additional 20 feet beyond that.
justice manifest in the form of powerful smites and a wrathful For 1 minute, you add your Charisma modifier to attack rolls
aura that empowers allies near you. You may channel it into a made with that spear (with a minimum bonus of +1).
pure form of piercing light to bind foes to you and bring them Whenever you throw the spear as part of a ranged weapon
to the inevitable judgement of your blade. attack against a creature you can bind it to your presence
while impaling the creature with searing light. The creature
Conviction Spells has to make a strength saving throw against your spell save
DC. On a failed save the creature speed is halved and it takes
You gain conviction spells at the guardian levels listed. 2d4 radiant damage for every 5 feet it travels. It cannot move
away from you nor can it take flight if it is capable of doing so.
Flying creatures that fail the save will fall to the ground.
Virue of Justice Spells If you bound a creature this way you can use your reaction
to pull the creature towards you. You can make a contested
Guardian Level Spell strength (Athletics) check against the creatures Strength
3rd Detect Evil and Good, Searing Smite (Athletics) or Dexterity (Acrobatics). On a success you can
pull the creature up to 15 feet towards you.
5th Branding Smite, Spiritual Weapon This effect ends when you dismiss it as part of any other
9th Blinding Smite, Spirit Guardians action, after 1 minute passes or after you used your reaction
13th Fire Shield, Wall of Fire
to pull a bound creature towards you.
17th Holy Weapon, Dispell Evil and Good Aura of Justice
Starting at 7th level, the guardian, as well any non-hostile
creatures within 10 feet of the guardian, gain a bonus to
melee weapon damage rolls equal to the guardain’s Charisma
Channel Conviction: Light of modifier (minimum of +1). The additional damage is
considered radiant damage. A creature can benefit from this
Judgement feature from only one guardian at a time.
Starting at 3rd level, you can use your Channel Conviction to At 18th level, the range of this aura increases to 30 feet.
harness the light of judgement, banishing darkness and
dealing radiant damage to your foes. Improved Righteous Smite
As an action, you present your symbol of conviction, and Starting at 11th level you are now able to infuse your allies
any magical darkness within 30 feet of you is dispelled. with your virtueuos energy. Whenever an ally hits with a
Additionally, each hostile creature within 30 feet of you must weapon attack you can use your reaction to expend one spell
make a Constitution saving throw. A creature takes radiant slot to deal radiant damage to the target, in addition to the
damage equal to 1d8 x your highest available spell level + weapon’s damage. The extra damage is 2d8 for a 1st-level
your guardian level on a failed saving throw, and half as much spell slot, plus 1d8 for each spell level higher than 1st, to a
damage on a successful one. maximum of 6d8. The damage increases by 1d8 if the target
For example: A 9th level guardian has access to 3rd level is a dragon minion, undead or a fiend, to a maximum of 7d8.
spells thus the damage equals 3d8+9. A 13th level guardian This additional damage is considered part of the damage
has already access to 4th level spells, thus the damage would delivered by the weapon attack and is accounted for when
be 4d8+13. landing a critical hit.
A creature that has total cover from you is not affected by
this channel conviction effect. Aura of Zeal
Channel Conviction: Spear of Starting at 15th level, the guardian, as well any non-hostile
Justice creatures within 10 feet of the guardian, gain a bonus to
initiative rolls equal to the guardain’s Charisma modifier
Also at 3rd level you can channel your virtue of justice to (minimum of +1). Additionally any ally that is affected by this
manifest as a spear of radiant energy in your hands to bind aura gains advantage on attack rolls against any creature that
foes to your being and bring them to their knees. has not yet acted in this round. A creature can benefit from
this feature from only one guardian at a time.
At 18th level, the range of this aura increases to 30 feet.
Improved Hands of Resolve
Virtuos Conviction: Starting at 11th level you are now able to aid your allies from
Virtue of Resolve afar and cleanse them from any vile ailments.
To use your
You pledge yourselve to your inner resolve, you swear to avert hands of resolve you now no longer need to touch the
conflicts and help the helpless. The virtue of resolve manifest affected creature. Instead you can target any creature within
in the form of soothing words and an aura of cleansing light 30 feet of you to benefit from its effects. You can only target
and comfort. You may channel it into a pure form of angelic one creature at a time.
wings, to take flight over the battlefield and help those in Additionally you can can expend 10 points from your
most dire situations. healing pool to end one of the following conditions or effect
on any ally targeted by your hands of resolve: Blind, Charmed,
Deafened, Frightenend, Paralyzed, Petrified, Stunned,
Conviction Spells Exhaustion (1 level) or one magical effect of your choice that
You gain conviction spells at the guardian levels listed. stems from a spell of 5th level or lower.
Aura of Serenity
Virue of Resolve Spells Starting at 15th level you exude a powerful aura of grace and
speed that quickens your allies. You and any friendly creature
Guardian Level Spell within 10 feet of you do not provoke opportunity attacks and
3rd Bless, Healing Word are not impeded by difficult terrain. Additionally whenever
5th Aid, Healing Spirit
you restore hit points to an ally within the aura they can use
their reaction to move up to their speed without provoking
9th Mass Healing Word , Revivify opportunity attacks.
13th Deathward, Aura of Purity At 18th level, the range of this aura increases to 30 feet.
17th Mass Cure Wounds, Raise Dead

Channel Conviction: Preserve Life


Starting at 3rd Level, you can use your Channel Conviction to
heal the badly injured.
As an action, you present your Symbol of Conviction and
evoke Healing energy that can restore a number of Hit Points
equal to five times your Guardian level.
Choose any creatures within 30 feet of you, and divide
those Hit Points among them. This feature can restore a
creature to no more than half of its hit point maximum. You
can’t use this feature on an Undead or a Construct.
Channel Conviction: Wings of
Resolve
Also at 3rd level you can channel your virtue of resolve to
manifest as angelic wings that bring you a short spurt of flight
to help those in need.
As a bonus action on your turn you can present your
symbol of conviction and angelic wings of light shine out of
your back. These wings grant you a flying speed of 60 feet.
This benefit works only in short bursts; you fall if you end
your turn in the air and nothing else is holding you aloft. This
effect lasts for 1 minute or until you dismiss it as part of any
other action.
Aura of resolve
Starting at 7th level, whenever you or a friendly creature
within 10 feet of you must make a saving throw, the creature
gains a bonus to the saving throw equal to your Charisma
modifier (with a minimum bonus of +1). You must be
conscious to grant this bonus.
At 18th level, the range of this aura increases to 30 feet.
Aura of Protection
Virtuos Conviction: Beginning at 7th level, protective magic lies so heavily upon
Virtue of Courage you that it forms an eldritch ward. You and friendly creatures
You pledge yourselve to the courage deep within you, you within 10 feet of you have resistance to damage from spells.
uphold the ideal of the unwavering combatant that will not At 18th level, the range of this aura increases to 30 feet.
flinch even in the eyes of danger. The virtue of courage
manifests in the form of unyielding defenses and an aura of Improved Couragious Aegis
bolstering energy. You may channel it into a pure form of a Starting at 11th level your protective magic increases in
spectral barrier, to become the inpenetrable fortress against potency and you are able to improve your allies defenses even
the abhorrent sieges of corruption. from afar. You courageous aegis may now be applied on allies
you can see within 30 feet instead of mere distance of touch
Conviction Spells and it now grants a +3 bonus to AC and saving throws.
You gain conviction spells at the guardian levels listed.
Aura of Warding
Starting at 15th level, you and friendly creatures within 10
Virue of Courage Spells
feet of you can’t be charmed, frightened, stunned, paralyzed or
put to sleep while you are conscious.
Guardian Level Spell At 18th level, the range of this aura increases to 30 feet.
3rd Sanctuary, Shield
5th Silence, Warding Bond
9th Leomunds Tiny Hut, Slow
13th Banishment, Otilukes resilient Sphere
17th Circle of Power, Wall of Force

Channel Conviction: Champion


Challenge
As a bonus action, you issue a challenge that compels other
creatures to do battle with you. Each creature of your choice
that you can see within 30 feet of you must make a Wisdom
saving throw. On a failed save, a creature can’t willingly move
more than 30 feet away from you. This effect ends on the
creature if you are incapacitated or die or if the creature is
more than 30 feet away from you.
Channel Conviction: Shield of
Courage
As a reaction you can present your symbol of conviction to
create a protective area arround you to shield you and your
allies from harm. A 10-foot-radius dome of force springs into
existence around and above you and remains centered on you
until the start of your next turn. Any hostile creature within
that area have to make a strength saving throw or will be
pushed 15 feet away from you. Any hostile creature that
enters the area has to make a strength save against your spell
save DC. On a fail it will be shunted to an unoccupied space
within 10 feet of the domes perimeter and falls prone, on a
success it may enter the dome at the cost of half its
movement.
Spells and other magical effects can't extend through the
dome or be cast through it. Further any creature within the
dome are considered under full cover from ranged attacks
made from outside the 10 foot dome. The atmosphere inside
the space is comfortable and dry, regardless of the weather
outside.
Guardian Spell List
Cantrips Scorching Ray
Bladeward* Spiritual Weapon
Blue Flame Blade* Warding Bond
Control Flames Zone of Truth
Guidance 3rd Level
Light Aura of Vitality
Mending Beacon of Hope
Produce Flame Blinding Smite*
Resistance* Create Food and Water
Sacred Flame Crusader's Mantle
Spare the Dying Daylight
Sword Burst Dispel Magic
Thaumaturgy Flame Arrows
True Strike* Life Transference
Toll the Dead Magic Circle
Word of Radiance Mass Healing Word
1st Level Protection from Energy
Bless Revivify
Burning Hands Speak with Dead*(ritual)
Ceremony (ritual) Spirit Guardians
Compelled Duel 4th Level
Cure Wounds Aura of Life
Detect Evil and Good Aura of Purity
Detect Magic Banishment
Detect Poison and Diesease Deathward
Divine Favor Divination
Expeditious Retreat Elemental Bane
Guiding Bolt Find greater Steed
Healing Word Fire Shield
Heroism Guardian of Faith
Jump Staggering Smite*
Longstrider Wall of Fire
Protection from Evil and Good
Purify Food and Drink (ritual) 5th Level
Sanctuary Banishing Smite
Searing Smite* Circle of Power
Shield Dawn
Shield of Faith Destructive Wave
Thunderous Smite* Dispel Evil and Good
Wrathful Smite* Far Step
2nd Level Flame Strike
Aid Greater restoration
Augury Hallow
Blindness/Deafness Holy Weapon
Branding Smite Mass Cure Wounds
Calm Emotions Planar Binding
Cloud of Daggers Raise Dead
Continual Flame Steel wind Strike
Darkvision Swift Quiver
Find Steed Teleportation Circle
Flame Blade Wall of Light
Flaming Sphere
Gentle Repose
Lesser restoration
Magic Weapon
Misty Step
Prayer of Healing
Protection from Poison
6th Level (Monastic Inheritance Only)
Blade Barrier
Find the Path
Forbiddance (ritual)
Heal
Heroe's Feast
Investiture of Flame
Sunbeam
True Seeing
Word of Recall
7th Level (Monastic Inheritance Only)
Conjure Celestial* (ritual)
Crown of Stars
Divine Word
Etherealness
Fire Storm
Mordekainen's Sword*
Rgenerate
Reurrection
Symbol
Sanctum Virto*(Temple of the Gods)
8th Level (Monastic Inheritance Only)
Glibness
Holy Aura
Power Word Stun*
Sunburst
9th Level
Astral Projection
Invulnerability
Mass Heal
Power Word Heal
True Resurrection
Disclaimer: Any spell with a (*) next to it will be changed
within the source material of this homebrew compendium.
Credits:
Credits towards Arenanet and NCSoft from wich the
intellectual property of Guild Wars 2 stems and any
lore/names that come with it. Credits go to Wizards of the
Coast and any material that is copied from them out of their 5
Edition of Dungeons and dragons PHB, Xanathar's Guide to
Everything and Tasha's Cauldron of Everything. Additional
credit to all artists responsible for any art not related to either
Arenanet or WotC.

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