Guardian, 3rd Variant (5e Class)

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Guardian[edit]

Unlike most classes the title Guardian isn't only a generic descriptor of a particular skill set like rogue or wizard it is a job. Guardians are expected to trade coin or other valuables for protection. The object of protection can be as vast as people and objects to more conceptual things like the reputation of a mayor. Guardians go through extreme physical and mental conditioning to learn their techniques. Techniques which all stem out from the Institute. A massive global guild that protects their monopoly on Guardian techniques. Although as much as the institute wants to control all their knowledge they can't stop those already in the know from distributing the techniques through unofficial means. Official Guardians that work for the Institute and whom the Institute helps to find work for will receive one of 2 badges. As the name suggests it's a place of learning and Guardians will have to attend classes in order to receive an official badge. Characters with less than 6 guardian level's will not have the ability to successfully get an official badge instead they would instead get a temp-badge.

(If anything seems to restrictive just your friendly reminder about homebrewing homebrew content)

Creating a Guardian[edit]

How did they learn there techniques? Why? Does your character do the Guardian job? What do they think of the institute? What is your character like?

Quick Build

You can make a Guardian quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution. If your character works for the Institute give them a Guardian or Temp-Guardian badge.

Class Features

As a Guardian you gain the following class features.

Hit Points

Hit Dice: 1d10 per Guardian level
Hit Points at 1st Level: 1d10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Guardian level after 1st

Proficiencies

Armor: Light, Heavy or Medium Armor and Shields
Weapons: Martial and Simple Weapons
Tools: Maybe a Badge depending on your backstory
Saving Throws: Typically Int/Con
Skills: Choose 2 from the following; Intimidation, Perception, Athletics, Insight, Investigation, Medicine and History

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • An Armor of your Choice
  • (a) Any Martial Weapon or (b) Shield
  • (a) Any Simple Weapon or (b) Shield
  • Potentially a Guardian Badge based on your backstory

Table: The Guardian

Level Proficiency
Bonus
Features
1st +2 Protection Points, Unarmored Defence, Guard Study, Interpose
2nd +2 Specialized Training, Fighting Style
3rd +2 Non-Committal Defense
4th +2 Ability Score Improvement
5th +3 Reaction Surge
6th +3 Detain
7th +3 Practical Experience
8th +3 Ability Score Improvement
9th +4 Perfect Counter
10th +4 Enhanced Reaction
11th +4 Practical Experience 2
12th +4 Ability Score Improvement
13th +5 Guard Breaker
14th +5 Fending Blows
15th +5 Conditioning
16th +5 Ability Score Improvement
17th +6 Better Fending
18th +6 Greater Conditioning
19th +6 Ability Score Improvement
20th +6 Peerless Combatant

1:Protection Points[edit]

After every long rest you return to a baseline of 4 Protection Points

1:Unarmored Defense[edit]

Your Armor is calculated based on your Intelligence rather than the characters Dexterity. Unarmored or otherwise when relevant.

1:Guard Study[edit]

You may consume X (X is at least 1) Protection Points as a readied action to observe the battlefield and enemy movements. If within 1 turn you or anything you are targeting with an ability become the target of an attack reduce it's damage by 2X then gain 2 Protection points.

1:Interpose[edit]

As a reaction you may spend 2 protection points to impose disadvantage on an enemy attack targeting a space within 5 feet of your character and all damage remaining is redirected toward your guardian.

2:Specialized Training[edit]

At second level, you chose a Guardian discipline to be trained in. List and details at the end of the class description.

2:Fighting Style[edit]

At level 2 you learn a fighting style. Select any fighting style listed in other martial classes.

3:Non-Committal Defense[edit]

-Your Guard Studies have the option to consume 0 PP.

-When using readied actions as a reaction you may turn it into a different action.

4+:Ability Score Improvement[edit]

When you reach 4th level, 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. As normal, you can't increase an ability score above 20 using this feature.

5:Reaction Surge[edit]

Once per rest you may take an additional action or reaction or reroll a saving throw.

6:Detain[edit]

-Your chance to grapple and chance to hit rolls add your Int modifier.

-You may spend 2 protection points to move a distance equal to a full rounds worth of your movement and you may attempt to grapple up to 1 target on your path. On a success move yourself and carry the target the remaining full movement otherwise continue the movement alone. This move doesn't provoke attacks of opportunity.

7:Practical Experience[edit]

Gain a Feat of your choice and select 1 Guardian Secret (detailed below).

9:Perfect Counter[edit]

As a reaction you may spend 3 PP to delay an attack or ability you have previously witnessed someone do that is happening up to 20ft away for +1 turns.

10:Enhanced Reaction[edit]

-Get a second use of Reaction Surge each rest

-When you attack with opportunity or advantage gain 1 PP.

11:Practical Experience 2[edit]

Your PP baseline is now 6 and select 1 Guardian Secret (detailed below)

13:Guard Breaker[edit]

Twice per rest you may empower an attack to deal double your Int modifier as bonus bludgeoning damage and the target rolls a Con save against your Con with disadvantage where if failed the target is knocked prone.

14:Fending Blows[edit]

When you attack with opportunity or advantage the target you attack will subtract your Int modifier from their next attacks chance to hit.

15:Conditioning[edit]

Become proficient in INT and CON saving throws

17:Better Fending[edit]

Fending Blows reduce your PP costs next round by 1.

18:Greater Conditioning[edit]

+1 AC and your health total is now calculated as if your CON modifier is doubled.

20:Peerless Combatant[edit]

Each new source of damage on nearby enemies since your last rest provokes an attack of opportunity.


Guardian Secrets[edit]

•Counter Observation
 -You know when you or something within 5ft of you is being observed.
•Counter Observation 2
 -You also know the general direction the observer is located at.
 -Requires Counter Observation
•Spot Forgery
 -You are aware if an object you have seen before is different.
•Spot Forgery 2
 -You are also aware of any tampering on objects you spend 5 seconds observing.
 -Requires Spot Forgery
•Binding Terms
 -When you make a deal with a creature, if either of you break the promise the offending party will take 2x damage from all sources and the other will know their location.
•Eminent Domain
 -If an object (that isn't a creature) within 10ft of you is the target of an effect or damage you may roll saving throws for it and have it use your AC.
•Sworn to Secrecy
 -You are immune to induced information extraction.
•Bottled Cure
 -Once a month you may create a panacea which can immune any current effects of your choice for 2 hours and heals 2d8. It can be set to timed release.
•Honed Talent
 -For each proficiency you have add another +1 to that skill.

Monitor[edit]

An unseen hand, a watchmen the Monitor skill set was devised to help Guardians with the protection of secrets. It helps in keeping a low profile, not drawing attention to the guarded object or individual.

Silent Protector

-LVL 2

-You may consume 1 PP to cast the invisibility spell on yourself.

-Become proficient in stealth or perception

I Spy

-LVL 4

-When landing an attack you may choose to mark the chosen target. Up to 3 can be active at once.

-Consume 1 PP to observe the target and about 10ft around them for 1 hour of a specified point in time after the mark.

Substitution Technique

-LVL 8

-You may spend 2 turns to construct a replica of a small or medium sized object you have seen before. Checks spotting the difference is based on your INT.

-You may consume 1 PP to swap the positions of one of your replica's within 100ft of you with a similarly sized object you are currently holding.

Mind Wipe

-LVL 12

-You may consume 2 PP to roll 8d8, that many hp will become dazed for a turn and must roll a saving throw against your INT. On a failed save the targets forget everything from the last 4 minutes.

Silent Guardian

-LVL 16

-You may at will give yourself invisibility and spiderclimb. These are not considered magic.

Silent Guardian

-LVL 19

-You may at will see through invisibility and other concealments as well as terrain and other obstacles. You know the exact blueprints of any structure you are inside of. These are not considered magic.

Soulbound[edit]

Many wealthy mortals wish to stay as far away from death as possible. A guardian soon developed a way to supply these predilections.

Living Vessel

-LVL 2

-You become a living phylactery for your clients soul. When they die they will begin reconstituting near you over the course of 5 days. Limited to 1 target.

Soul Eater

-LVL 4

-Consume 2 PP. Touch a target, that target rolls a INT saving throw with advantage against yours. On a successful save the target receives 10 + 4d4 Psychic Damage and you heal half that amount. On a failed save also force their soul outside of their body and then inhabit it possessing the target. Your body will remain lifeless until you are forced out of the new body. Every 5 minutes +1 is added to the target's saving throw roll and they can reroll the saving throw with advantage to try to regain control of their body. If the body you leave behind takes damage it will be done all at once upon returning.

Instant Construction

-LVL 8

-Your client can be respawned instantly if they die.

-Consume 1 PP to reconstruct your body in a direction up to 15ft away over the course of 3 turns. You may choose to exist in the new body leaving the other as a corpse or not. This heals you your CON modifier + 4d4 health upon completion.

Sticky Soul

-LVL 12

-The soul eater saving throw rolls don't become easier overtime anymore. Also after you have been kicked from the body 5 minutes later you can try to recontest by trying to exceed their INT with your own roll.

-Gain 1 PP if you have used a Guardian skill at most 1 turn ago at the start of your turn.

Spirit Construct

-LVL 16

-You can touch incorporeal things.

-Spend 1 PP to create a friendly ghost creature with 1/3rd your HP it will seek out a creature you have seen before and named upon touching that creature it dissipates healing the target 2d4.

Soulbinding Ritual

-LVL 19

-By touching 2 creatures over the course of a day you can soulbind them causing 1 to become the phylactery of the other in the same way as your Living Vessel. Unlimited uses. Dying disables all of them.

Ancient Guardian[edit]

This Subclass must be taken at character creation

An ancient protector awoken from your slumber by trespassing malcontents or some other esoteric duty.

Awoken

LVL 1

-Long ago you have been chosen to guard something sacred to your liege. You will be aware of your purpose and fulfilling it will return you to your slumber. If your character is not some sort of undead or construct then they came from and will return to a state of suspended animation where they become a neigh impervious statue.

-You don't need sleep, food, water or air.

Evil Eye

LVL 2

-At the end of each turn you may choose a creature in your line of sight.

-Select one of the ailments below, evil eye applies and refreshes that mod.

•That creature will be unable to regain hit points next turn.
•Half movement and disadvantage on saving throws for 3 turns.
•The frightened condition for 1 turn.
•5 + your INT modifier necrotic damage.
•Increases you and the targets speed by 5 + your INT modifier for 3 turns. After expiring will deal necrotic damage to enemies and heal allies 10 + 1d6 in a 5ft radius.
•Roll an INT check equal to 9 + the level of a magical effect on a successful check it ends for 1 turn.
Will of the Ancient

LVL 4

-Select one of the Guardian Technique modifications for your character.

•When using detain you may choose to have creatures you pass through take 4d8 necrotic damage and be knocked away from you 20ft
•Your Interpose ability may be used on anything you are targeting with an effect or ability and as a part of the effect you may choose to appear within 5 feet of the target of the initial attack.
•When using perfect counter you may roll an INT check equal to 9 + the level of the spell or attack being countered on a failure it will target your space on a success it is effectively counter-spelled and after a short rest you can use that same attack or spell +1 times.
•When using guard study creatures of your choice within 10Xft are pulled 5Xft toward your character. These creatures can resist by rolling a CON saving throw against your INT.
Evil Eye

LVL 8

-Select one of the ailments below, evil eye applies and refreshes that mod.

•That creature will be unable to regain hit points next turn.
•Half movement and disadvantage on saving throws for 3 turns.
•The frightened condition for 1 turn.
•5 + your INT modifier necrotic damage.
•Increases you and the targets speed by 5 + your INT modifier for 3 turns. After expiring will deal necrotic damage to enemies and heal allies 10 + 1d6 in a 5ft radius.
•Roll an INT check equal to 9 + the level of a magical effect on a successful check it ends for 1 turn.
Will of the Ancient

LVL 12

-Select one of the Guardian Technique modifications for your character.

•When using detain you may choose to have creatures you pass through take +4d8 necrotic damage and be knocked away from you 20ft
•Your Interpose ability may be used on anything you are targeting with an effect or ability and as a part of the effect you may choose to appear within +5 feet of the target of the initial attack.
•When using perfect counter you may roll +1 INT checks equal to 9 + the level of the spell or attack being countered on a failure it will target your space on a success it is effectively counter-spelled and after a short rest you can use that same attack or spell +1 times.
•When using guard study creatures of your choice within +10Xft are pulled +5Xft toward your character. These creatures can resist by rolling a CON saving throw against your INT.
Evil Eye

LVL 16

-Select one of the ailments below, evil eye applies and refreshes that mod.

•That creature will be unable to regain hit points next turn.
•Half movement and disadvantage on saving throws for 3 turns.
•The frightened condition for 1 turn.
•5 + your INT modifier necrotic damage.
•Increases you and the targets speed by 5 + your INT modifier for 3 turns. After expiring will deal necrotic damage to enemies and heal allies 10 + 1d6 in a 5ft radius.
•Roll an INT check equal to 9 + the level of a magical effect on a successful check it ends for 1 turn.
More Ancient Power

LVL 19

-Select one of the Guardian Technique modifications for your character.

•When using detain you may choose to have creatures you pass through take +4d8 necrotic damage and be knocked away from you 20ft
•Your Interpose ability may be used on anything you are targeting with an effect or ability and as a part of the effect you may choose to appear within +5 feet of the target of the initial attack.
•When using perfect counter you may roll +1 INT checks equal to 9 + the level of the spell or attack being countered on a failure it will target your space on a success it is effectively counter-spelled and after a short rest you can use that same attack or spell +1 times.
•When using guard study creatures of your choice within +10Xft are pulled +5Xft toward your character. These creatures can resist by rolling a CON saving throw against your INT.

-Select one of the ailments below, evil eye applies and refreshes that mod.

•That creature will be unable to regain hit points next turn.
•Half movement and disadvantage on saving throws for 3 turns.
•The frightened condition for 1 turn.
•5 + your INT modifier necrotic damage.
•Increases you and the targets speed by 5 + your INT modifier for 3 turns. After expiring will deal necrotic damage to enemies and heal allies 10 + 1d6 in a 5ft radius.
•Roll an INT check equal to 9 + the level of a magical effect on a successful check it ends for 1 turn.

Liminal Guardian[edit]

The time between the future and the past. The space between the real and the imaginary. Aren't those layers comfy?

The Temporal Records

LVL 2

-Once per day You may observe an overlaid illusion of the area your in as it was within a specified time (at most 2 hours). You may select any creature in your line of sight to also see the illusion at any point and at your discretion.

The Land Between

LVL 4

-Twice a day when you touch a target (including yourself) you may remove it from the game for 2 turns.

Timeless History

LVL 8

-You have an extra use of The Temporal Records each day.

-For those who can see the illusion it is also tangible (you can climb and tie things to it.)

-At will you can also end any viewing of the illusion by any of it's observers including yourself without ending the ability.

Dilated Space

LVL 12

-Twice per day you may shrink (up to X/100) or grow(up to X + 100ft) a particular dimension of a space you can see. You maintain concentration and can only move for your action while doing so. Any creatures occupying an area must still fit inside it after the distortion. Example: Grow a key hole to be larger than the door then enter shrink the entrance so it is larger on the inside than outside. Peeking through to observe your surroundings.

Branching Timelines

LVL 16

-Once per day you may observe 2 realities. For the next 5 turns you select 2 actions at the same time and see where either choices take you. At the end you may choose either to be cannon.

Warp Step

LVL 19

-At the end of each turn you may consume 1 PP to teleport 5+5Wft, or gain a warp stack (W).

-Spend 2 PP to immune a time based ability or enter the Land Between during the duration of one exiting and re-entering with the equivalent of 5ft of a standard movement action.

Kinetic Guardian[edit]

Techniques that transfer motion into an ultimate defense.

Energy Transfer

LVL 2

-After every long rest you are set to 5 Absorption Points and 0 Kinesis Points.

-When you receive damage you may consume AP to reduce the incoming damage by 2X. Half of the damage absorbed in this way is converted into KP.

-When moving you can add 10 bonus feet of movement to convert 1 KP into a AP.

Kinetic Release

LVL 4

-You may consume 1 KP as a bonus action to give an ally or yourself 10ft of extra movement or add 1d4 to a damage or chance to hit roll. Then next round gain 1 AP.

Release Counter

LVL 8

-When hit you may consume 2 KP to deal an immediate counter attack that always hits from any distance. Next round start gain 2 AP.

-You may consume 2 AP while touching an ally to cause the next attack striking them to deal 5 less damage, pull them 5ft toward you and generate 2 KP.

Speed Siphon Technique

LVL 12

-Consume 1 PP to attack with 1d8 bonus force damage and reduce there next movement to 0. Gain 5% of the stolen speed as KP next round start.

Spontaneous Movement

LVL 16

-At the start of your turn you may convert 5 KP into 1 PP, or 1 PP into 2AP.

-You may consume X KP to cause an object you touch including you to move 10Xft this turn. This can do damage. Next round end you gain X AP.

Quick in All Things

LVL 19

-You get 2 turns. During initiative you roll twice for each one.

Geode[edit]

Leverage the terrain to aid in your tasks.

The Lands Message

LVL 2

-60ft blindsight

Mineral Shell

LVL 4

-Consume 1 PP to remove a chunk of some nearby terrain as use it as a protective casing for one of your allies. This makes them immune to any of that terrains negative effects as well as provides approximately 20 Temporary health depending on the material used.

The Sudden Wall Technique

LVL 8

-Consume 2 PP to cast Wall of Stone without magic except it is made out of the same stuff as a nearby material.

The Land Trap Technique

LVL 12

-Consume 3 PP when touching a surface turning it into a mine. If a creature or object is within 5ft of it you can at any point pull it into the surface touched restraining the target.

Conjure Domain

LVL 16

-Twice per day you can change the terrain around you into different materials or biomes for 4 hours.

One with the Local

LVL 19

-You can breath earth, water and other materials.

-You can tunnel through the ground with ease.

-Your Conjure Domain ability can also relocate everything within it.

-You have a baseline of 9 PP.

Social Guardian[edit]

Sometimes position and social standing are the objects of protection. Guardians of this practice are often advertised by the institute as necessary for politicians seeking a second term.

Social Lubricant

LVL 2

-You gain proficiency in 3 Charisma skills of your choice.

-When an ally makes a Charisma or Intelligence roll you may add your INT modifier to it.

Reactive Grace

LVL 4

-When someone makes a skill check as a reaction you may spend 1 PP to have them reroll it. When doing this you may also choose to remove advantage or disadvantage from the roll.

People Person

LVL 8

-When existing in an area for half a day you know every culture, law and custom there.

-After 3 turns near a crowd of at least 4 people gain +1 PP until leaving or you reach 3 or more PP.

Polymath

LVL 12

- +2 INT

-Gain proficiency in 1 more skill

-People Person also lets you know all the important figures in the area.

-When out of combat you may spend 2 PP to reaction surge. Limited to twice per day.

The Greater Gaslighing Technique

LVL 16

-You may spend 1 PP to look at 3 beliefs of a target person you have not seen before in this way. If no new ones are found select any of your choice. You may cause the target to misattribute one non-subject noun in the belief with another they are familiar with. Targets you use this on a immune from future attempts for the next 24 hours. If a target knows about this technique they may roll a skill check against your INT to resist it and if they have met you before can do so with advantage.

The Memetic Gaslighing Technique

LVL 19

-Your Greater Gaslighting Technique has the chance to spread to people people effected have communicated to if the new person fails a DC 15 INT skill check.

Vega Guardian[edit]

The most prized members of the Institute. They are given special treatment by the institute. And are learned in techniques that help with the protection and acquisition of the all mighty dollar and the only thing more important Guardian Techniques.

Conjure Funds

LVL 2

-From anywhere you may teleport a letter to the institute explaining how the money will help you with the security of guardian techniques, extract assets from someone who owns money or track down and deliver money to someone the institute owes. If you succeed on an INT saving throw your request is accepted and you can materialize up to 10,000 X your Guardian level Gold Pieces based on the details of what needs to be purchased. Roll at disadvantage if you don't have a Guardian badge.

Liquid Assets

LVL 4

-You know the value of anything you observe

-10 extra feet of movement. When moving you may divide your movement any amount between you and any bags of holding you have your name tag on, which can now levitate and close at will. Creatures near a tagged bag can take their action to remove the tag from it.

-Consume 1 PP for a bag to eject one of its contents of your choice up to 5ft away.

-As an action the bag can open while moving to acquire new contents.

The Institutes Treasure

LVL 8

-Learn a Guardian Technique from any of the other subclasses that is LVL 8 or lower.

-You know when a Guardian Technique is being used and can neutralize it at will by consuming the same costs that it utilized + 1 more PP.

Gold Blood

LVL 12

-If you are currently holding anything of monetary value= to 1 platinum or less you can remove it from existence to give yourself or anything within 5ft of you temporary HP equal to 1 for every 2 copper as a bonus reaction.

-Also removing your name tags from objects now requires a skill check = to your INT with advantage.

-Bags can eject objects up to 10ft away

-Consume 1 PP for a bag to activate a vortex which can pull stationary objects 5ft closer.

A Wealth of Knowledge

LVL 16

-Learn a Guardian Technique from any of the other subclasses that is LVL 16 or lower.

-Learn an ability from any other class or subclass that is LVL 10 or lower.

The Gate of Deepest Power

LVL 19

-Consume 7 PP to cast a magicless version of wish that reverts undoing any direct changes it causes after 30 minutes.

Multiclassing[edit]

-If you want to pick up some levels pick them up

-Ask your DM

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