Remnants of divine magic sometimes linger in places of power, slowly coalescing over time to form minor enchantments. In the wake of powerful protection magics, sometimes an aegis is formed. These minor spirits of protection take the form of shields or other talismans and attach themselves to certain mortal creatures with a strong desire to protect. Those whom an aegis binds to are called guardians. Guardians gain power and protection from the aegis, and they can spread this protection to others near them.
| Level | Active Aegises | Aegis Damage Reduction | Features | Base Spells | Base Resource |
| 1 |
1 |
5 |
Aegis, Guardian’s Mark |
0 |
0 |
| 2 |
1 |
8 |
Counter-Strike, Intercept |
0 |
1 |
| 3 |
1 |
10 |
Vibrancy |
1 |
1 |
| 4 |
2 |
10 |
Shield Wall, Guardian’s Vow |
1 |
2 |
| 5 |
2 |
13 |
Soothing Sunder |
1 |
2 |
| 6 |
2 |
15 |
Shelter |
2 |
3 |
| 7 |
3 |
15 |
Final Stand |
2 |
3 |
Class Features
Hit Points
- Hit Dice: 1d10 per guardian level
- Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per guardian leveI
Multi-Classing Proficiencies
- Armor:Light armor, medium armor, shields
- Weapons: None
- Tools: None
- Saving Throws: None
- Skills: None
Aegis
When you adopt this prestige class, you gain an aegis. The aegis is a magical shield or talisman that protects you or a creature of your choice from harm. You begin with 1 aegis at 1st level and gain more at higher guardian levels, as listed in the class table. By default, aegises will protect you from harm. Each creature may only benefit from one active aegis at a time. As a bonus action, you can send one aegis under your control to defend a creature or object you can see within 100 feet. Aegises will return to you if the creature or object they are guarding is more than 150 feet away from you. When a creature would take damage, the aegis activates, reducing the damage by an amount equal to the aegis damage reduction or DR. Any damage exceeding the DR is dealt to the target creature. Once an aegis blocks any amount of damage, it becomes inactive and incorporeal until the end of your next turn. All aegises become inactive when you fall unconscious or if they enter a field of antimagic or similar effect.
Each aegis can block damage a number of times equal to your proficiency bonus. All aegises regain all of their uses after you finish a short or long rest.
Guardian’s Mark
At 1st level, you also gain the power of the guardian’s mark. As an action, you can apply the guardian’s mark to a weapon, armor, or creature you are touching. Once used, you must finish a short or long rest before using this ability again. The mark imparts the following effects for ten minutes.
- Weapon: Attacks become magical, gain +1 to hit and damage, and deal an extra 1d4 force damage.
- Shield: Grants +1 to your AC, and the holder can use their reaction when damaged by an area effect or ranged attack to reduce this damage by half.
- Creature: The creature gains +2 to all saving throws and (5x guardian level) temporary hit points.
Counter-Strike
At 2nd level, your defensive skills have increased enough to allow you to capitalize on the openings in an opponent’s defenses. For each inactive aegis, your melee attacks deal an extra 1d4 force damage.
Intercept
Also, at 2nd level, you learn to quickly maneuver your aegises to defend nearby allies. When a creature within 10 feet of a creature or object being defended by one or more of your aegises takes damage, you can use your reaction to move one of your active aegises from the defended creature or object to the creature being damaged. This aegis immediately reduces the triggering damage and then goes inactive.
Vibrancy
At 3rd level, you begin to radiate a powerful aura. When you gain this ability, and after finishing each long rest, you may select one of the auras below. This aura persists until you fall unconscious or finish a long rest.
- Aura of Courage: You and allies within 20 feet gain immunity to fear.
- Aura of Restraint: You and allies within 20 feet are immune to critical hits, but also cannot critically hit.
- Aura of Hope: You and any allies within 20 feet gain advantage on saving throws against charm effects and immunity to magical sleep.
- Aura of Purity: You and all allies within 20 feet gain resistance to poison and necrotic damage.
- Aura of Fortitude: You and all allies within 20 feet cannot have your Constitution nor your maximum hit points reduced.
Shield Wall
At 4th level, you have learned to alter the power of your aegises, changing their physical defensiveness into repulsive force. As an action, you can recall one or all of your aegises to you. You may then create a number of walls equal to the aegises around yourself. These walls act as 20-foot x 20-foot walls of force, and are created on points of your choosing within 100 feet. These walls last for 1 minute or until you dismiss them as a bonus action. While the walls are active, the aegises used to create them are considered active but cannot be used for any other purpose, including to block damage. Once a wall is dispelled or dismissed, the aegis used to create it becomes inactive until the end of your next turn.
Guardian’s Vow
At 4th level, your resolve is unbreakable. Whenever an aegis on a creature other than yourself blocks damage, you can use your reaction to remove one charm, fear, stun, or immobilizing effect on yourself.
Soothing Sunder
At 5th level, you have infused your aegises with the power of healing. Whenever an aegis becomes inactive due to blocking damage, the creature it was protecting regains a number of hit points equal to 1d4+(your guardian level /2 (rounded down)).
Shelter
At 6th level, you have learned yet another way to use the power of your aegises. As an action, you can recall all of your aegises to you. You may then create a 10-foot radius sphere centered on a point within 30 feet. The exterior of this sphere is shimmering magic, and creatures of your choice are unable to pass through this magic. No attacks or spells can enter or leave the sphere. Creatures within the sphere heal a number of hit points equal to 1d4+(your guardian level /2 (rounded down)) at the start of each of their turns or when entering the area for the first time. This sphere lasts for five rounds, or until it takes damage equal to (5 x your guardian level). The sphere has 10 AC and is considered a magical effect. While the sphere is active, your aegises are considered active but cannot be used for any other purpose, including blocking damage. Once the sphere is dispelled or destroyed, your aegises become inactive until the end of your next turn. Once you use this ability, you must finish a short or long rest before you can use it again.
Final Stand
At 7th level, whenever all of your aegises are inactive, and you take damage that would reduce you to 0 hit points or lower, you can activate Final Stand. You are reduced to 1 hit point instead. All creatures of your choice within 100 feet of you gain 1 temporary aegis. These last for 1 minute or until they block damage, at which point they do not go inactive, they are destroyed. You regain all of your aegises as active, and your Vibrancy ability projects all of its possible auras. This ability lasts for 1 minute. Once you use this ability, you must finish a long rest before you can use it again.
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