Guardian
Hit Points
Hit Dice: d10
Hit Points at First Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per guardian level after 1st.
Proficiencies
Armor: Light armor, medium armor
Weapons: All lightweapons, all vibroweapons
Tools: None
Saving Throws: CON, CHR
Skills: Choose two from Acrobatics, Athletics, Deception, Insight, Intimidation, Lore, Perception, Persuasion, and Piloting
Overview and Creation
PROTECTOR OR DESTROYER
An unstoppable agent of the Force, the guardian channels the power flowing through him into his weapons. Their skills with a lightsaber are unrivalled. Subduing their enemies and bolstering their allies, the guardian uses the Force to control what happens around them.
NATURAL LEADERS
The guardian’s command of the Force lends them a powerful presence. Whether through fear and intimidation or respect and admiration, the guardian is one of the greatest generals on the battlefield. They are a symbol of power to their followers.
While creating your guardian, consider your attraction to the Force and its most famous practitioners - the Jedi and the Sith. Are you a member of one of the two orders, or do you walk a different path? Are you a soldier tapping into a latent Force-sensitivity? Were you trained in the force from a young age, or did you discover it as an adult? How do you treat those weaker than you? What was your family like? Do you see the Force as light and dark, or an impartial river of gray?
Starting Equipment Options
You start with the following equipment, in addition to the equipment granted by your background
(a) mesh armor, (b) a combat suit, and a light physical shield
(a) a lightweapon or vibroweapon and a light or medium physical shield or (b) two lightweapons or vibroweapons
(a) a priest’s pack or (b) an explorer’s pack
Spellcasting
FORCECASTING
Guardian: 1st level
In your meditations on the Force, you have learned powers, fragments of knowledge that imbue you with an abiding force ability. See chapter 10 for the general rules of forcecasting and chapter 11 for the force powers list.
FORCE POWERS KNOWN
You learn 5 force powers of your choice, and you learn more at higher levels, as shown in the Force Powers Known column of the guardian table. You may not learn a force power of a level higher than your Max Power Level, and you may learn a force power at the same time you learn its prerequisite.
FORCE POINTS
You have a number of force points equal to your guardian level x 2, as shown in the Force Points column of the guardian table, + your Wisdom or Charisma modifier (your choice). You use these force points to cast force powers. You regain all expended force points when you finish a long rest.
MAX POWER LEVEL
Many force powers can be overpowered, consuming more force points to create a greater effect. You can overpower these abilities to a maximum level, which increases at higher levels, as shown in the Max Power Level column of the guardian table.
You may only cast force powers at 4th and 5th-level once. You regain the ability to do so after a long rest.
FORCECASTING ABILITY
Your forcecasting ability varies based on the alignment of the powers you cast. You use Wisdom for light side powers, Charisma for dark side powers, and Wisdom or Charisma for universal powers (your choice). You use this ability whenever a power refers to your forcecasting ability. Additionally, you use this ability modifier when setting the saving throw DC for a force power you cast and when making an attack roll with one.
Force save DC = 8 + your proficiency bonus + your forcecasting ability modifier
Force attack modifier = your proficiency bonus + your forcecasting ability modifier
Class Features
CHANNEL THE FORCE
Guardian: 1st level
You know how to channel the Force to create a unique effect. You start with your choice of one from two such effects: Cause Harm or Lend Aid. At 3rd level, your Guardian Focus grants you an additional effect. When you use your Channel the Force, you choose which effect to create.
Some Channel the Force effects require saving throws. When you use such an effect from this class, the DC equals your universal force save DC.
You can use this feature twice. You gain an additional use at 5th, 9th, 13th, and 17th level. You regain all expended uses when you finish a short or long rest.
CAUSE HARM
As an action, you can expend a use of your Channel the Force to sap the life from a hostile creature you can see within 60 feet. That creature must make a Constitution saving throw. On a failed save, the creature takes necrotic damage equal to your guardian level + your Charisma modifier (minimum of +1), or half as much on a successful one.
LEND AID
As a bonus action, you can expend a use of your Channel the Force and touch a beast or humanoid within 5 feet of you. That creature regains hit points equal to your guardian level + your Wisdom modifier (minimum of +1). Alternatively, if the beast or humanoid is poisoned or diseased, you neutralize the poison or disease. If more than one poison or disease afflicts the target, you neutralize one poison or disease that you know is present, or you neutralize one at random.
FORCE-EMPOWERED STRIKES
Guardian: 2nd level
When you hit a creature with a melee weapon attack, you can expend force points to deal additional damage to the target, which is the same type as the weapon’s damage. The additional damage is 1d8 for each point spent in this way. You can’t deal more additional damage than the amount shown in the Focused Strikes column of the guardian table.
FIGHTING STYLE
Guardian: 2nd level
You adopt a particular style of fighting as your specialty. Choose one of the fighting style options, detailed in Chapter 6.
GUARDIAN AURA
Guardian: 3rd level
You gain an aura of your choice, as detailed at the end of the class description, and you gain more at higher levels, as shown in the Auras Known column of the guardian table. Your aura has a radius of 5 feet, which increases at higher levels, as shown in the Aura Radius column of the guardian table.
GUARDIAN FOCUS
Guardian: 3rd, 7th, 15th, and 20th level
You begin to focus your studies on a specific lightsaber form, which is detailed at the end of the class description.
ABILITY SCORE IMPROVEMENT
Guardian: 4th, 8th, 12th, 16th, and 19th level
You can increase one ability score by 2, or you can increase two ability scores by 1. You can’t increase an ability score above 20 using this feature.
EXTRA ATTACK
Guardian: 5th level
You can attack twice, instead of once, whenever you take the Attack action on your turn.
FORCE PURITY
Guardian: 6th level
The Force flowing through you makes you immune to poison and disease.
IMPROVED FORCE-EMPOWERED STRIKES
Guardian: 11th level
You are so in tune with the Force that all your melee weapon strikes carry the power of the Force with them. Whenever you hit a creature with a melee weapon attack, the creature takes an extra 1d8 damage. The damage is the same type as the weapon’s damage.
CLEANSING TOUCH
Guardian: 14th level
You can use your action and expend a use of your Channel the Force ability to end one force power on yourself or on one willing creature that you touch.
GUARDIAN AURAS
The auras are presented in alphabetical order. If multiple guardians grant the same aura, affected creatures can only benefit from it once. You must be conscious to grant the benefits of your auras.
AURA OF CONQUEST
Whenever a creature who is frightened of you starts its turn within 5 feet of you, its gains 4 slowed levels and takes psychic damage equal to half your guardian level.
AURA OF CONVICTION
You and friendly creatures within 5 feet of you have advantage on saving throws against effects that would cause you to be charmed or frightened.
AURA OF HATRED
You and friendly creatures within 5 feet of you gain a bonus to the first melee weapon damage rolls you make each round equal to your Charisma modifier (minimum of +1).
AURA OF PRESENCE
Whenever you or a friendly creature within 5 feet of you must make a saving throw, the creature can add your Wisdom modifier to the saving throw.
AURA OF PROTECTION
Whenever a creature within 5 feet of you takes damage, you can use your reaction to take that damage instead of that creature taking it. This feature doesn’t transfer any other effects that might accompany the damage, and this damage can’t be reduced in any way.
AURA OF VIGOR
Whenever a friendly creature starts its turn within 5 feet of you, that creature gains temporary hit points equal to your Wisdom or Charisma modifier (your choice, minimum of one).
AURA OF WARDING
You and friendly creatures within 5 feet of you have resistance to damage from force powers.
Subclasses