Guardian

Guardian is the ultimate tank, designed to reduce damage to themselves and their allies. They excel in absorbing hits and keeping their team safe, making them an essential part of any party. With abilities that mitigate damage and provide strong defensive options, Guardians are the frontline protectors who ensure that their companions can fight without fear.


Playing a Guardian offers the opportunity to be the steadfast shield for your team. Their unique protector features allow them to taunt enemies, heal allies, and withstand the fiercest of attacks. If you enjoy being the reliable backbone of your group, taking hits so others don't have to, and using your strength to safeguard your friends, the Guardian is the perfect class for you.

Guardian Class Features
Class Features
1 - Threat Management
At 1st level, You gain the Taunt cantrip from the martial spell list, this does not count against your spells known.

If you are unarmored or wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from attacks is reduced by your guardian level + your Constitution modifier, and you do not have disadvantage on stealth checks.

If you are a small race, you can wear heavy armor as if you are proficient in it.
2 - Stand Together
At 2nd level, At the start of your turn, grant allies within 10 feet of you including yourself temporary hit points equal to your guardian level + your Constitution modifier.
4 - ASI or Feat
At 4th level, you can choose between the following options:
  • Ability Score Increase: Increase an ability score by 2, or two ability scores by 1.
  • Feat: Choose one feat from the list of feats.
5 - ASI or Skill
At 5th level, you can choose between the following options:
  • Ability Score Increase: Increase an ability score by 2, or two ability scores by 1.
  • Skill Increase: Gain proficiency or increase your proficiency level in 3 skills.
6 - Purifying Strikes
At 6th level, When you hit a creature with an attack roll, they deal reduced damage equal to your Guardian level until the start of your next turn.
8 - Titanic Plate
At 8th level, Your Threat Management applies to all damage, and you do not take additional damage from critical strikes.
10 - ASI or Feat
At 10th level, you can choose between the following options:
  • Ability Score Increase: Increase an ability score by 2, or two ability scores by 1.
  • Feat: Choose one feat from the list of feats.
11 - Placeholder
At 11th level, Placeholder.
13 - Placeholder
At 13th level, Placeholder.
15 - ASI or Feat
At 15th level, you can choose between the following options:
  • Ability Score Increase: Increase an ability score by 2, or two ability scores by 1.
  • Feat: Choose one feat from the list of feats.
16 - Placeholder
At 16th level, Placeholder.
18 - ASI or Feat
At 18th level, you can choose between the following options:
  • Ability Score Increase: Increase an ability score by 2, or two ability scores by 1.
  • Feat: Choose one feat from the list of feats.
20 - Holy Light
At 20th level, when you heal an ally, you can deal Radiant damage to all creatures within 5 feet of you for the amount you healed them for.
Guardian Stats

Guardian Stats

Health

8 + 5 Per LVL

Saving Throws

Fortitude

Weapons

All Weapons

Spell Focus

All Weapons

SM

CHA (CHA, INT, or WIS)

SD

8 + PM + SM

FM

DEX or STR

FD

8 + PM + FM

Skills

12 Skill levels, and 1 feat per tier, equal to your highest class tier.

Armor

All Armor & Accessories

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