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, CHAR
Skills: Skills: Choose two from Acrobatics, Athletics, Deception, Insight, Intimidation, Lore, Perception, Persuasion, and Piloting
Overview and Creation
A dark-skinned human quickly runs down a corridor, the metal armor under his grey cloak clanking with each step. He rounds the corner into the prison while the lights and power are still out, urging the weakened prisoners to escape. Just then a handful of slavers arrive and ready their blasters. The man draws and ignites a white-bladed lightsaber, ready to die for the strangers behind him.
A sith pureblood, clad head to toe in black and red armor, charges towards a line of soldiers. Shot after shot deflects off his armor until he reaches his prey, where he unleashes his fury in a series of devastating lightsaber sweeps.
A zabrak general dramatically leaps to his soon-to-be overrun squad, landing with a flurry of lightsaber attacks. At the arrival of this powerful Jedi, the attackers fall back.
Guardians are the master of the art of lightsaber combat. They focus on utilizing the everpresent power of the Force to enable devastating attacks, often single-handedly turning the tide of battle.
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?
Quick Build
You can make a guardian quickly by following these suggestions. First, make Strength your highest ability score, followed by Constitution. Second, choose the Jedi or Sith background.
Source for the class: https://sw5e.com/rules/handbook/classes/Guardian (I DID NOT MAKE THIS CLASS AND I AM NOT AFFILIATED WITH THE PEOPLE WHO DID)
Spellcasting
FORCECASTING
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 4 force powers of your choice, and you learn more at higher levels, as shown in the Force Powers Known column of the guardian class 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 class 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 class table.
You may only cast force powers at 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 your Wisdom for light side powers, Charisma for dark side powers, and Wisdom or Charisma for universal powers (your choice). You use this ability score modifier whenever a power refers to your forcecasting ability. In addition, you use this ability score 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
FORCE-EMPOWERED STRIKES
Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend force points to deal additional damage to the target. The extra damage is 2d8 for a 1st-level force slot, plus 1d8 for each slot level higher than 1st, to a maximum of 5d8. The damage is the same type as the weapon’s damage.
You can’t use a higher level force slot than your Max Power Level.
GUARDIAN AURA
Additionally at 2nd level, you gain an aura of your choice, as described at the end of the class description. When you reach 10th level you can select a second aura.
GUARDIAN FOCUS
When you reach 3rd level, you begin to focus your studies on a specific lightsaber form, which is detailed at the end of the class description. Your focus grants you features at 3rd level and again at 7th, 15th, and 20th 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. Alternatively, you can choose a feat (see Chapter 6 for a list of feats).
EXTRA ATTACK
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
FORCE PURITY
By 6th level, the Force flowing through you makes you immune to poison and disease.
IMPROVED FORCE-EMPOWERED STRIKES
By 11th level, you are so suffused with righteous might that all your melee weapon strikes carry the power of the Force with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 damage. If you also use your Force-Empowered Strikes with an attack, you add this damage to the extra damage of your Force-Empowered Strikes. The damage is the same type as the weapon’s damage.
CLEANSING TOUCH
Beginning at 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 speed is reduced to 0 and that creature takes psychic damage equal to half your guardian level.
At 10th level, the range of this aura increases to 15 feet, and at 18th level, the range of this aura increases to 30 feet.
AURA OF CONVICTION
You and friendly creatures within 5 feet of you can’t be frightened.
At 10th level, the range of this aura increases to 15 feet, and at 18th level, the range of this aura increases to 30 feet.
AURA OF DEVOTION
You and friendly creatures within 5 feet of you can’t be charmed.
At 10th level, the range of this aura increases to 15 feet, and at 18th level, the range of this aura increases to 30 feet.
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).
At 10th level, the range of this aura increases to 15 feet, and at 18th level, the range of this aura increases to 30 feet.
AURA OF PRESENCE
Whenever you or a friendly creature within 5 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Wisdom modifier (minimum of +1).
At 10th level, the range of this aura increases to 15 feet, and at 18th level, the range of this aura increases to 30 feet.
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.
At 10th level, the range of this aura increases to 15 feet, and at 18th level, the range of this aura increases to 30 feet.
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).
At 10th level, the range of this aura increases to 15 feet, and at 18th level, the range of this aura increases to 30 feet.
AURA OF WARDING
You and friendly creatures within 5 feet of you have resistance to damage from force powers.
At 10th level, the range of this aura increases to 15 feet, and at 18th level, the range of this aura increases to 30 feet.