Sailor Guardian (5e Class)

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Sailor Guardian[edit]

The Sailor Guardians were the defenders of a long forgotten race of people who lived on the moon. These Guardians were killed long ago then reincarnated as creatures on earth, completely unaware of their former lives. The Guardians are all women. Once awakened they fight for justice and usually have a very good sense of right and wrong. The Sailor Guardians have the special abilities to transform into their Sailor counterparts. When transforming the Sailor is enveloped in a rainbow light and is surrounded by their element (See level 3).

After transformed the Sailor is dressed in a golden tiara with a jewel in the center. The Sailor usually has gloves, most commonly at elbow length. The Sailor might also have a different kind of foot wear, from heels to knee high boots. The Sailor also usually has a skirt, along with a sleeveless skin tight top, with a bow around the neck area. The color of these clothes may very depending on the Sailor.

Creating a Sailor Guardian[edit]

When creating a Sailor Guardian your character should more than likely have some form of the "Good" alignment. Sailors tend to be law obeying citizens and rarely ever acting out of line, if so those actions are always for the greater good. However Sailors feel the obligation to protect their friends above anything else, even the law.

Sailor Guardians have enough hit points that they can take a hit or 2, however they are far from front line fighters, instead tending to remain around the back of the party and only getting in physical combat when necessary. Sailor Guardians usually keep their real identities a secret, only telling those who consistently aid them in battle.

Quick Build

You can make a Sailor Guardian quickly by following these suggestions. Charisma should be your highest ability score, followed by Dexterity. The Folk Hero background is a very good choice.

Class Features

As a Sailor Guardian you gain the following class features.

Hit Points

Hit Dice: 1d8 per Sailor Guardian level
Hit Points at 1st Level: 1d8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Sailor Guardian level after 1st


Armor: Light Armor
Weapons: Simple Melee, Simple Thrown
Tools: Tool Set
Saving Throws: Charisma, Dexterity
Skills: Choose from 3: Acrobatics, Arcana, Athletics, Investigation, Perception, Stealth.


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

  • (a) Dagger or (b) Handaxe or (c) Mace
  • (a) Crossbow Light or (b) Shortbow
  • (a) Padded Armor or (b) Studded Armor or (c) Leather Armor
  • (a) Explorers Pack or (b) Adventurers Pack
  • If you are using starting wealth, you have 2d6 +6 GP in funds.

Table: The Sailor Guardian

Level Proficiency
Features Gum —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th
1st +2 Sailor Transformetion, Spellcasting Hands
2nd +2 Detect Good and Evil cantrip bees bees bees Bees 2
3rd +2 Sailor Planet 3
4th +2 Ability Score Improvement 3
5th +3 4 2
6th +3 Ability Score Improvment 4 2
7th +3 4 3
8th +3 Ability Score Improvement 4 3
9th +4 4 3 2
10th +4 4 3 2
11th +4 4 3 3
12th +4 Ability Score Improvement 4 3 3
13th +5 4 3 3 1
14th +5 4 3 3 1
15th +5 4 3 3 2
16th +5 Ability Score Improvement 4 3 3 2
17th +6 4 3 3 3 1
18th +6 4 3 3 3 1
19th +6 Ability Score Improvement 4 3 3 3 2
20th +6 4 3 3 3 2

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<!-At 3rd level, you chose a Sailor Planet. Choose between Mercury, Venus, Moon, Mars, and Jupiter <!-all/both-> detailed at the end of the class description. Your choice grants you features at <!-insert the level when subclass features begin-> and again at <!-list all the levels the class gains subclass features->.->

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.

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Spell List[edit]

You know all of the spells on the basic spell list and additional spells based on your subclass.

1st Level

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2nd Level

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3rd Level

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4th Level

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5th Level

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Prerequisites. To qualify for multiclassing into the Sailor GUardian class, you must meet these prerequisites: Dexterity at least 10, and Charisma at least 13

Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:

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