Prime Guardian (5e Class)
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- 1 Prime Guardian
- 1.1 Passive Annihilation
- 1.2 Creating a Prime Guardian
- 1.3 Class Features
- 1.3.1 Table: The Prime Guardian
- 1.3.2 Master of Defense
- 1.3.3 Divine Essence
- 1.3.4 Divine Aura
- 1.3.5 Helping Hand
- 1.3.6 Guardian Path
- 1.3.7 Ability Score Increase
- 1.3.8 To Those in Need
- 1.3.9 Mighty They Stand
- 1.3.10 Blessing Of The Divine
- 1.3.11 Uncanny Recovery
- 1.3.12 God's Bliss
- 1.3.13 Healing Surge
- 1.3.14 Pillars of God
- 1.3.15 Savior
- 1.3.16 God's Blessing
- 1.3.17 Gods Among Us
- 1.4 Path of The Two Towers
- 1.5 Path of The Giant's Blade
- 1.6 Multiclassing
A towering Goliath strides through a crowd of battle ready Paladins, with each step the ground shakes, the air around him ripples with divine power. The Goliath, spotting his enemy ahead, produces an enormous shield and with a fierce war cry charges into battle, plowing through his enemies as his holy aura heals his brethren.
A man in shimmering armor slams his mighty shield into his enemy, throwing them back, the man pounds his shield with his fist and shouts damnation in the name of his God.
A lean Elf walks alone through a dark desolate forest, without warning she slams her shield on the ground sending pillars of holy light shooting up into the sky, illuminating her unseen foes as they fall from their hiding places, scorched by holy light.
Prime Guardians are beyond rare, these divine warriors are hand picked by Gods, who they serve until the day they die, Prime Guardians are called on by Gods to assist them in combat or defend their domains or temples. Most people are unaware that such mighty warriors even exist, and even fewer people have actually encountered one. Prime Guardians are masters of defense and divine power, they are what Paladins wish they could be.
Prime Guardians don't do much for attacking, they often prefer to wield massive shields, becoming an impregnable defense for both themselves and others around them. They have potent divine auras that burn all who would dare attack one of these holy giants. Prime Guardians often focus on protecting and boosting their party members, leaving any actual fighting to his/her companions. But don't take their lack of attacking as a sign of weakness, if these divine warriors so wished it they could obliterate almost any enemy that would dare face them.
Creating a Prime Guardian
Prime Guardians are almost solely masters of defense, wielding massive shields that can block most anything and devastate almost anyone. Where did they get their shield? Did someone give it to them? Did they craft it themselves? Was it a gift from their god? Their power over divine energy is unparalleled among mortals, they wield both good and evil forces with near perfection. But where did this power come from? Why was it bestowed upon them? How did they find it?
- Quick Build
You can make a Prime Guardian quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Strength. Second, choose the Acolyte background. Third, choose Explorer's Pack, 2 Shields, and Chain Mail.
As a Prime Guardian you gain the following class features.
- Hit Points
Armor: Medium armor, Heavy armor, Shields
Weapons: Simple melee weapons, Martial melee weapons
Tools: Smith's Tools
Saving Throws: Wisdom, Strength
Skills: Choose two from: Acrobatics, Animal Handling, Athletics, Medicine, Intimidation, Insight, Perception, Survival
You start with the following equipment, in addition to the equipment granted by your background:
- (a) 2 simple melee weapons or (b) 1 martial melee weapon or (c) 2 shields
- (a) Chain Mail or (b) Half plate armor
- (a) Explorer's Pack or (b) Priest's Pack
- a shield emblazoned with the symbol of your god.
- If you are using starting wealth, you have 5d4 x 5 in funds.
|1st||+2||Master of Defense, Divine Aura, Divine Essence||2|
|4th||+2||Ability Score Improvement||5|
|5th||+3||To Those In Need||6|
|7th||+3||Mighty They Stand||10|
|8th||+3||Ability Score Improvement||12|
|9th||+4||Blessing Of The Divine||14|
|12th||+4||Ability Score Improvement||20|
|15th||+5||Pillars of God||26|
|16th||+5||Ability Score Improvement, Path Feature||28|
|19th||+6||Ability Score Improvement||34|
|20th||+6||Gods Among Us||40|
Master of Defense
Starting at 1st level, you are a master at using a shield of any type and can in turn use shields to their maximum potential. You gain the following benefits:
- When you are using a Shield its bonus to your AC increases by +1.
- You are proficient in the use of shields as weapons. Any shield you wield counts as a simple melee weapon that deals 1d4 bludgeoning damage.
Starting at 1st level, you gain 2 Divine Essence points, which you can expend to activate abilities. The number of Divine Essence points will increase as you gain levels in Prime Guardian, as shown in the Divine Essence column on the Prime Guardian table.
Any expended Divine Essence points can be regained by finishing a long rest.
Starting at 1st level, a god has hand picked you to be their eternal servant, they have given you strength and wisdom beyond your wildest dreams and your blood courses with divine power, so much so that your divine energy expands outwards from you, giving you a divine aura. You can use your bonus action and spend 1 divine essence point to activate your Divine Aura. The aura have a range of 5-foot radius around you, and it lasts for 1 minute or until you are unconscious. You can end your aura early as a bonus action. When your aura is active, you can choose one of the following effects:
- You produce a warming light that mend wounds of your allies. Any friendly creature that start its turn inside your aura regain a number of hit points equal to 1d4 + your Wisdom modifier. You can spend additional divine essence points up to your proficiency bonus when you activate this aura to increase the amount of hit points restored in 1d4 per point spent.
- Choose two creatures inside your aura range, without spending an action. The chosen creatures gain a bonus of +1 to their AC as long as they stay in range. You can spend additional divine essence points up to your proficiency bonus when you activate this aura to increase the bonus to the AC of chosen creatures in 1 per point spent.
- Raw holy power pulses from you. Any hostile creature that starts its turn within your aura range takes damage equal to 1d4 + your Wisdom modifier. The damage is radiant or necrotic (your choice). You can spend additional divine essence points up to your proficiency bonus when you activate this aura to increase the amount of damage dealt in 1d4 per point spent.
When you reach 2nd level, your presence on the battlefield give your allies hope and inspiration. Once in each of your turns, you can use your bonus action to give advantage on an attack roll, saving throw, or ability check to one ally you can see within 60 feet.
You can use this feature a number of times equal to 1 + your Wisdom (Minimum of 1).
At 3rd level, you chose a Guardian Path. Choose between Path of The Two Towers or Path of The Giant's Blade detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 11th, and 16th.
Ability Score Increase
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.
To Those in Need
When you reach 5th level, you can channel pure healing energy into a creature you touch. You can spend 1 divine essence point and use your action to touch a creature, causing it to regain a number of hit points equal to 1d8 + your Wisdom modifier.
You can increase the amount of hit points restored by spending additional divine essence points. You restore 1d8 additional hit points for each additional point spent.
Mighty They Stand
A god has given you a portion of their power, your blood runs with divine might. When you reach 7th level, you can choose one of the following options:
- You lose 5 feet of movement, but you may add Strength modifier to your AC, instead of your Dexterity modifier, while wearing armor. In addition, you gain +1 to your AC when wearing armor.
- You gain +10 movement, and you can add a +1 to all melee attacks with weapons you are proficient with.
Blessing Of The Divine
Divine energy is a part of you it shields your body from harm, it protects you from the evils of the natural world and of mortal whim. At 9th level, you are immune to all diseases, poison damage, and the poisoned condition.
The divine power coursing through you mends your wounds quicker and recovers your stamina and strength fast than a normal person. At 10th level, you regain all expended divine essence after a short or long rest. Additionally whenever you roll hit dice during a short rest, you may re-roll 1s and 2s.
A God has graced you with strength, wisdom, and courage. They have given you a part of themselves which courses through you for the rest of your days. At 13th level, you no longer need to eat or drink and you cannot be aged magically.
You have mastered the ability to channel your divine power into others to heal them. At 14th level, as an action you can expend 5 divine essence. When you do, you may heal up to 2 target creatures within 30 feet of you that you can see. They heal for a number of d6 equal to half your level (rounded down). After you take this action, you cannot do so again until you take a long rest.
Pillars of God
At 15th level, you summon the divine power of your deity, massive pillars of light shoot into the sky, sending fear into the hearts of all those who appose you. As an action you can expend 20 Divine Essence if you do, you slam your shield on the ground and with a mighty boom, you summon 3 pillars of pure holy power, the pillars are 15 ft in diameter and can be placed wherever you choose within 120ft of you, these pillars last a number of rounds equal to your wisdom modifier. Any ally in or within 5ft of a pillar when this ability is activated heals 2d8 hit points. Any enemy in the pillar when it first appears or that starts its turn in a pillar must make a constitution saving throw, on a failure it takes 2d8 points of radiant damage on a success it takes half damage. Any undead or lawful evil creatures take an additional 1d8 from this ability and if they can see the pillars they become frightened of you until the pillars disappear. You can use this ability once per long rest.
At 17th level, you can send protective holy power coursing through yourself and your shield. When you or an ally within 5ft of you needs to make a saving throw, you can use your reaction to expend 5 divine essence to give yourself or the ally advantage on the saving throw.
You are a master of channeling divine energy and holy power through your body and your mind, you shine with your God's might and wisdom. At 18th level you gain the following features.
-You become resistant to one of the following: piercing, slashing, bludgeoning, radiant, or necrotic damage.
-You can not be frightened or Charmed.
-You also start to age slower, for every 10 years that pass, your body only ages 1.
Gods Among Us
You have devoted your life and your soul to your deity's protection and the protection of their followers and all that is good. At 20th level, as an action, your armor, weapons, and shield glow with power and holy energy as a beam of white light shines down upon you from the heavens. For 10 minutes all enemies have disadvantage on saving throws for your abilities, and you make all rolls with advantage. You can use this ability one time per long rest.
Path of The Two Towers
You have trained to not only use one shield, but two and to wield them with relative ease and grace, but also a destructive potency. You are a walking fortress of your deity, your might towers over all others, your attacks devastate enemies and your defenses are impenetrable. It was not easy, but your strength has surpassed that of most mortals.
- Tower Shield Master
At 3rd level when you choose this path, you can dual wield shields, when you do, you gain the AC benefit from both the shields equipped, not just one.
- Shield Slam
Additionally at 3rd level, you can attack with your shield, it deals 1d8 + your strength mod in bludgeoning damage.
- Dual Shield Style
At 6th level you have learned how to swing your shields to devastate your enemies, when you take the attack action while using a shield, you may use your bonus action to use two-weapon fighting with your second shield. You are proficient with this attack and may add your strength mod to the damage of the second shield.
- Impenitrable Fortress
At 11th level if you are wielding a shield in both hands, you can use your reaction to take a defensive stance, if you do, you gain an additional +1 bonus to AC and creatures cannot move through your space.
- Shield of The Gods
At 16th level you and your shields become one, it is considered a magical weapon to overcome resistances and immunities. It also gains the additional features(You must be wielding a shield in both hands to gain the following abilities and effects.):
-Your shields damage increases to 1d10 + your strength mod.
-If you move in a straight line for 20 ft before attacking, the creature you hit must make a strength saving throw DC (8 + proficiency bonus + strength mod) or be knocked prone, along with taking the shields damage. On a successful save, the target is not knocked prone, but still takes the full damage.
Path of The Giant's Blade
The rarest of Prime Guardians, wielders of the Giant's Blade are no less than myth or legend, they are told to have unfathomable strength and immense destructive ability. Easily wielding blades as large as an adult human. but in the process, they lose some of their defensive capabilities.
- Ultra Great Sword
At 3rd level when you choose this path your god grants you the ability to summon a massive great sword. You can not lose this great sword and it can not be broken by anything except by the power of a god. You are proficient with this weapon, the ultra great sword deals 2d8 + strength mod, slashing damage. While wielding this weapon any shield that you use will grant you half the bonus (rounded down) but it becomes weightless.
- Reaching Radiance
At 3rd level, you gain the ability to fire a beam of light from the tip of your ultra great sword. While wielding this weapon, you may use a ranged attack using your Wisdom Modifier. This beam of holy light deals 2d6 + Wisdom Modifier Radiant Damage and costs 1 divine essence to fire. This attack has a max range of 60 ft.
- Divine Extra Attack
At 6th level you can attack twice during one turn, and your Ultra greatsword counts as magical for coming over non-magical resistances. Additionally the damage from your blade does Radiant damage, instead of slashing.
- Heavy Momentum
At 11th level you can use your action to cleave through up to 4 small creatures, 3 medium creatures, or 2 large creatures within range. To do so you must roll your attack and the attack roll must hit each enemy's ac or it will fail against that enemy. If this attack is used and fails on the first creature, it cannot cleave into the next creature in the line.
- Blade of The Gods
At 16th level your sword becomes empowered by your connection to your God, it shimmers with holy light, extending the blade and sheathing it in radiant energy. For the cost of 4 divine essence, your Ultra Great Sword now has reach and does an extra 1d8 in radiant damage, this effect lasts for 1 minute.
Prerequisites. To qualify for multiclassing into the Prime Guardian class, you must meet these prerequisites: You must be hand picked by a God and granted this power, good luck with that. You also need a strength and wisdom score of 16 or higher.
Proficiencies. When you multiclass into the Prime Guardian class, you gain the following proficiencies: Martial Weapons, Heavy Armor, and Shields