Guardian | Class Sheet | Star Wars 5e | Statblocks & Sheets | World Anvil

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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

Created by

ArcaneAnarch.

System

Star Wars 5e

Statblock Type

Class Sheet

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