Table of Contents
Guardian
When a small and peaceful Fire Nation clan is overrun and subjugated, the fallen leader’s eldest son escapes, taking an oath of vengeance, to bring peace and prosperity back to his people.
A woman with incredible fighting prowess is entrusted with the life of the runaway heir to a noble Earth Nation house when it is discovered that a power-hungry advisor is plotting to take the throne.
An old man lives alone deep in the forest, having stumbled upon a portal into the spirit world, he lives in isolation to guard and protect the gate, keeping its existence secret from those who would abuse its potential.
The guardian is a class of commitment and devotion, fealty to a cause. Some are born with the guardian’s instinct, to guard and protect; others come by it when they take an oath, finding strength in dedication to that which they bound to guard.
Level | Proficiency Bonus | Features | |||
---|---|---|---|---|---|
1st | +2 | Defensive Flow, Fighting Style | |||
2nd | +2 | Defensive Maneuvers, Danger Sense | |||
3rd | +2 | Deflect Missiles, Guardian Oath | |||
4th | +2 | Ability Score Improvement | |||
5th | +3 | Extra Attack | |||
6th | +3 | Aura of Support | |||
7th | +3 | Guardian Oath Feature | |||
8th | +3 | Ability Score Improvement | |||
9th | +4 | Indomitable (one use) | |||
10th | +4 | Aura of Courage | |||
11th | +4 | Relentless | |||
12th | +4 | Ability Score Improvement | |||
13th | +5 | Indomitable (two uses) | |||
14th | +5 | Persistence | |||
15th | +5 | Guardian Oath Feature | |||
16th | +5 | Ability Score Improvement | |||
17th | +6 | Indomitable (three uses) | |||
18th | +6 | Improved Auras | |||
19th | +6 | Ability Score Improvement | |||
20th | +6 | Unwavering Commitment |
As a guardian, you gain the following class features.
Hit Points
Hit Dice: 1d12 per guardian level
Hit Points at 1st Level: 12 + your Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier each time you gain a level in this class
Chi Points
Chi Dice: 1d6 per guardian level
Chi Points at 1st Level: 6 + your Constitution modifier
Chi Points at Higher Levels: 1d6 (or 4) + your Constitution modifier each time you gain a level in this class
Proficiencies
Armor: All armor, shields
Weapons: Simple weapons, Martial weapons
Tools: Choose one gaming set or musical instrument
Saving Throws: Strength, Constitution
Skills: Choose two from Athletics, History, Intimidation, Medicine, Nature, Perception, Stealth, and Survival
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a martial weapon and a shield or (b) two martial weapons
- Scale mail, leather armor, or chain mail
- (a) a dungeoneer’s pack or (b) an explorer’s pack
- Any simple weapon
Defensive Flow
Your experience and training give you a leg up when you enter the flow of battle. As a bonus action on your turn, you can expend 1 chi point to enter flow state.
While in flow state, you gain the following benefits:
- You have advantage on Strength checks and Strength saving throws.
- Your experience and dedication allow you to move and act quickly. While in flow you can use your bonus action to take either the Dash or Disengage action.
- You have resistance to bludgeoning, piercing, and slashing damage.
Your flow state lasts for 1 minute. Your flow state ends early if you have not attacked or been attacked by an enemy since your last turn, or if you are knocked unconscious.
If you have bending moves that require concentration, you can’t use them or concentrate on them while you’re in flow state.
Fighting Style
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.
Defense
While you are in stance or wearing armor, you gain a +1 bonus to AC.
Endurance
Unless you are unconscious, you regain 1 hit point at the end of each of your turns in combat.
Grappling
You are able to wear down enemies you have grappled. When a creature that you are grappling uses their action to attempt to escape your grasp, they lose 1 chi point.
Power
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, or a bending move that requires two hands, you can reroll the die and must use the new roll. If you are using a weapon, it must have the two-handed or versatile property for you to gain this benefit.
Protection
When a creature that you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be in your stance or wearing a shield.
Stamina
You gain 1 additional chi point for each level gained in this class.
Defensive Maneuvers
Starting at 2nd level, you learn to harness your energy to perform special maneuvers to protect your team in combat.
Learning Maneuvers. You know three 1st level maneuvers of your choice from the Guardian technique list in chapter 11.
The Maneuvers Known column of the Guardian table shows when you learn more maneuvers of your choice. The Maneuver Level column of the Guardian table shows what level maneuver you are able to learn at each level.
You can also learn maneuvers organically, as described in the Mastery Points section of chapter 10.
Using Maneuvers. To use a maneuver, you must expend an amount of chi equal to the maneuver’s level. You can only perform maneuvers equal to or lower than the level shown in the Maneuver Level column of the Guardian table for your level.
Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows:
Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier
Your bending attack modifier for maneuvers is the attack modifier of the elemental bending or weapon attack you make in conjunction with the maneuver.
Danger Sense
At 2nd level, you gain an uncanny sense of when things aren’t as they should be, giving you an edge when facing danger. As an action, you can open your awareness for 1 minute to sense the presence of any unseen threat, trap, or hostile enemy that is within 120 feet of you. You do not know the location or direction of the threat, you are only aware of its presence.
This heightened awareness also gives you advantage on Dexterity saving throws against threats that you can see, such as traps and bending moves. To gain this benefit, you can’t be blinded, deafened, or incapacitated.
Deflect Missiles
Starting at 3rd level, you can use your reaction to deflect or catch missiles when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your Guardian level.
If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can expend 1 chi point to make a ranged attack with the weapon or ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies.
Guardian Oath
At 3rd level, you commit yourself to one of the following oaths of guardianship: Oath of Devotion, Oath of Protection, or Oath of Secrecy, each of which is detailed at the end of the class description. Your choice grants you features at 3rd level, and again at 7th, and 15th level.
Ability Score Improvement
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.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Aura of Support
Starting at 6th level, while you are in flow state, you and any creatures within 10 feet of you can take the Help action as a bonus action on their turn.
At 18th level, the range of this aura increases to 30 feet.
Indomitable
Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can’t use this feature again until you finish a short or long rest.
You can use this feature twice between rests starting at 13th level and three times between rests starting at 17th level.
Aura of Courage
Starting at 10th level, you and friendly creatures within 10 feet of you can’t be frightened while you are in flow state.
At 18th level, the range of this aura increases to 30 feet.
Relentless
Starting at 11th level, your flow can keep you fighting despite grievous wounds. If you drop to 0 hit points while you’re in flow state and don’t die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.
Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.
Persistence
Beginning at 14th level, you get so engaged in the flow of battle that your flow state ends early only if you fall unconscious or if you choose to end it.
Unwavering Commitment
At 20th level, the presence of your companions keeps you fighting through any condition. You automatically succeed on your Relentless saving throws as long as you have a conscious ally within 120 feet of you.
Devotion
Focus
At 3rd level, focused and determined in battle, you have advantage on Wisdom saving throws while in flow state.
Determination
Also at 3rd level, you are able to draw from your well of stamina to continue fighting. On your turn, you can use a bonus action to convert up to a number of chi points equal to your guardian level into hit points. For each chi point expended, you regain 5 hit points.
Aura of Devotion
Starting at 7th level, you and friendly creatures within 10 feet of you can’t be charmed while you are in flow state.
At 18th level, the range of this aura increases to 30 feet.
Spiritual Commitment
Beginning at 15th level, you are always under the effects of the protection from spirits technique.
Protection
Combat Medic
Also at 3rd level, when you make a successful Wisdom (Medicine) check to stabilize a dying creature, that creature regains 1 hit point and is no longer unconscious.
Damage Rebuffer
Starting at 3rd level, in the midst of battle you are able to absorb hits and shrug off the damage. While you are in flow state, you gain temporary hit points equal to your Constitution modifier at the start of each of your turns. You lose any remaining temporary hit points when your flow ends.
Aura of Protection
Beginning at 7th level, you and any friendly creatures within 10 feet of you have a +1 bonus to AC when you are in flow state.
Battle Guard
Starting at 15th level, your training and indomitable will make you tough enough to stand up to any punishment, while you are in flow state, you have resistance to all damage except mind and spirit damage.
Secrecy
Straight-Faced
When you take this oath at 3rd level, you gain proficiency in Charisma saving throws.
Art of Secrecy
Also at 3rd level, while you are in flow state, you can use a bonus action on your turn to make a Dexterity (Sleight of Hand) check or take the Hide action.
Aura of Deception
At 7th level, you and any friendly creatures within 10 feet of you gain a bonus to Charisma (Deception) checks equal to your Charisma modifier.
Under Cover
By 15th level, you have learned to mask the presence of yourself and your companions, you can use the pass without trace technique at will.
Vengeance
Vow of Enmity
When you take this oath at 3rd level, you learn a vow of enmity. Once per day, you can speak your vow as a bonus action against a creature that you can see within 10 feet of you. Until the end of your next long rest, you sense if the target of your vow is within a 1 mile radius of you, and you are intuitively directed to their location when you search for them.
When you reduce a creature under the effect of your Vow of Enmity to 0 hit points, you gain temporary hit points equal to your Constitution modifier + your Guardian level (minimum of 1).
Relentless Avenger
By 7th level, your supernatural focus helps you close off a foe’s retreat. When you hit a creature with an opportunity attack, you can move up to half your speed immediately after the attack as part of the same reaction.
Spirit of Vengeance
Starting at 15th level, the authority with which you speak your Vow of Enmity gives you greater power over your foe. When a creature under the effect of your Vow of Enmity makes an attack, you can use your reaction to make an opportunity attack if the creature is within melee range range.