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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
for the magical fortitude to heal and protect their allies and
Creating a Guardian
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 +
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