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The Guardian

The Guardian
Proficiency Shield
Level Bonus Features Damage
1st +2 Shield Bash, Dual Shields 1d4
2nd +2 Shield Ram (5ft) 1d4
3rd +2 Guardian Archetype 1d4
4th +2 Ability Score Improvement 1d4
5th +3 Extra Attack 1d6
6th +3 Archetype Feature 1d6
7th +3 Shield Ram (10ft) 1d6
8th +3 Ability Score Improvement, 1d6
Phase Shield (1)
9th +4 Improved Critical 1d6
10th +4 Double Bash 1d6
11th +4 Phase Shield (2) 1d8
12th +4 Ability Score Improvement, 1d8
Archetype Feature
13th +5 Shield Ram (15ft) 1d8
14th +5 Phase Shield (3) 1d8
15th +5 Critical Resistance 1d10
16th +5 Ability Score Improvement 1d10
17th +6 Archetype Feature 1d10
18th +6 Shield Artisan 1d10
19th +6 Ability Score Improvement 1d12
20th +6 Full Team Shield 1d12

Class Feature
As a guardian, you gain the following class features
Quick Build
You can make a guardian quickly by following these Hit Points
suggestions. First, If you plan to take the defender or melee Hit Dice: 1d10 per guardian level
archetype, make your highest Strength. If you plan to take the Hit Points at 1st Level: 10 + your Constitution modifier
ranged archetype, make your highest score Dexterity. Next, Hit Points at Higher Levels: 1d10 (or 5) + your Constitution
make your next highest Consitution. Second, choose the modifier per guardian level after 1st
soldier background. Proficiencies
Armor: Light Armor, Medium Armor
Weapons: None
Tools: None
Saving Throws: Strength
Skills: Choose two from Athletics, Intimidation, Perception,
Survival, Acrobatics
Equipment Phase Shield
You start with the following equipment, in addition to the At the 5th level, you can draw power from your shields to
equipment granted by your background: create a magic shield protecting one of your allies. Once per
(a) Hide or (b) Any Light Armor short rest as an action, you can create a magic shield in front
(a) Dungeoneer's Pack or (b) Explorer's Pack of one ally, giving them a +2 bonus to their armor class for
2 Shields one round. You can cast it multiple times as you level up, as
seen on the character table. If you can choose to cast it on
Shield Bash multiple people in one action.
You are so experienced with shields, you have learned to Improved Critical
effectively hit creatures with them and deal damage. At the
first level, when you attack using a shield bash, you do 1d4 of At 3rd level, your shield attacks score a critical hit on a roll of
bludgeoning damage. This amount increases as you level up, 19 or 20.
as shown by the Shield Damage column in the class table.
Even while equiped with two shields, you can only attack with Double Bash
one shield as an action. At the 10th level, you have used become so experienced and
quick with your shields, you are able to make two shield
Dual Shields attacks in one action.
During your training, you were trained to hold 2 shields
instead of holding a weapon, effectively making it harder to Critical Resistance
enemies to hit you. While equipped with 2 shields, you are no At the 15th level, your defenses become so tough, you are
longer able to be as dexterous, so while adding your dexterity able to resist criticals, making them damage you as if they
modifier to your armor class, you have a maximum of 2 for all were normal hits.
types of armor.
Shield Ram Shield Artisan
At the 2nd level, you have gotten some experience with hitting At the 18th level, can do almost anything involving your
enemies with your shields, you now know how to push shields with ease. Anytime you make a check using your
enemies back with shields. Once per turn as an action, you shields, you gain advantage on the check.
can attempt to push back a creature the one size bigger than
you or smaller, potentially allowing for allies to get Full Team Shield
opportunity strikes or make an enemy fall into a trap. Make a At the 20th level, your skills with shields and using phase
strength check against a strength saving throw from the shield are so proficient, you can guard your entire team. Once
creature you are shoving. On a failure, the maneuver does per long rest, you can cast a magic barrier around your team,
nothing. This maneuver can only be used once per round, and giving them all a +3 bonus to their armor class for 3 rounds.
does no damage. The amount of knockback increases as you
level up.
Guardian Archetypes
Guardian Archetype As guardians gain more experience, they begin to hone their
At the 3rd level, you are able to specialize your abilities with abilites and can choose what kind of maneuvers they can use
shields. You can choose from 3 different archetypes, with their shields.
protector, melee, or ranged. You gain features from your
chosen archetype at the 3rd, 6th, 12th, and 17th level. Protector
Protectors go up to the front lines and take the damage for
Ability Score Improvement the team. They focus on using their shields to defend
When you reach 4th level, and again at 8th, 12th, 16th, and themselves and others around them.
19th level, you can increase one ability score of your choice Undying Defender
by 2, or you can increase two ability scores of your choice by When you choose this archetype at the 3rd level, you gain
1. As normal, you can’t increase an ability score above 20 proficiency in Constitution saving throws.
using this feature.
Extra Attack Phantasmal Expert
At the 6th level, you gain the ability to cast phase shield one
At 5th level, you can attack twice, instead of once, whenever more time per short rest.
you take the Attack action on your turn. The Shield Ram and
Phase Shield abilities can be treated as one attack action. Heavy Defender
At the 12th level, your Armor Class increases by 1 for each
shield you are holding.

Phase Shield
Mass Protector
At the 17th level, you can magically grow your shields to
protect yourself and others. Once per long rest, you can Throwing your shield
magically make your shields grow to 5 feet each for one The main feature of a shield lobber is the ability to
round. No attack or spell can penetrate and destroy the throw your shield. When you throw your shield, you
shields, but honing spells such as Magic Missle are able to go begin from your place on the map and move the
around the shield. shield around in a path of your choice.
You begin with 10 feet to move your shield,
Eradicator and gain 10 more feet everytime you gain an
archetype feature
Eradicators, while making good people to take the damage, The shield must return to you at the end of its
can also be very deadly fighters. They focus on increasing path
their attack power and how they attack using their shield. You make an attack roll for each creature or
object you go through (except for yourself),
Shield Slicer including allies. The shield can not move up or
When you take this archetype at the 3rd level, you gain down from the altitude at which you threw it
proficiency in Dexterity saving throws, and are able to slice The damage is the same as a shield bash
with the edges of your shelds, doing slashing damage instead
of bludgeoning. Becuase you begin to use your shields more
for attacking, one shield of your choice has -1 AC. (If you give
your shield to another person without this trait, they get the Whirlwind
normal amount of AC from the shield.) At the 6th level, you can spin your shields to create a
whirlwind. Have everyone within 5 feet of you make a
Harming Rams Strength saving throw against a Dexterity saving throw that
At the 6th level, when you use shield ram, you can choose to you make. You can choose people to gain advantage on the
also deal damage with the ram. Make a seperate roll to see if check. If somebody succeeds, they stay but, but move 15 feet
you hit. back on a failure. Creatures 2 sizes bigger than you
automatically succeed, and creatures 2 sizes smaller than you
Stabbing Shields automatically fail.
At the 12th level, you can use a bonus action to activate or
deactivate pikes on one or both of your shields. While the Faster Spinning
pikes are active, bashing with your shields does piercing At the 12th level, when you throw your shields, they begin to
damage instead of bludgeoning. You also gain +1 to hit and spin faster, dealing more damage. When you throw your
+2 damage while the pikes are active. While the pikes are shields, you get a +3 bonus to damage. This increases to +5 at
active, you can't use the shield ram maneuver, and another level 17.
one of your shields gains -1 to its AC score while you are
holding it (When you deactivate the pikes, this -1 goes away). Strong Hitting
At the 17th level, when you get a hit on an enemy while
Sharper Pikes throwing your shield, roll a d12. On a 12, the enemy falls
At the 17th level, while pikes are active, you can score prone.
criticals on a roll of 18-20. You also gain an addditional +1 to
hit and +2 damage, for a total of +2 to hit and +4 damage.

Shield Lobber
Shield lobbers can fit almost anywhere. They can reach
enemies from the far back, but also make good tanks. They
focus on hitting multiple enemies in one hit.
Shield Hurl
When you choose this archetype at the 3rd level, you gain
proficiency in dexterity saving throws. Becuase you begin to
use your shields more for attacking, one shield of your choice
has -1 AC. (If you give your shield to another person without
this trait, they get the normal amount of AC from the shield.)
You also gain the ability to throw your shield.

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