The Guardian is a warrior-Druid that has learned to combine the natural strengths of beasts with the unnatural strength of their equipment. Weaving metal and flesh into a new harmonic new form, creating beasts with unmatched battle prowess.
Level |
Features |
HP Gained |
Maneuvers Known |
Spell Slots Gained |
1st |
Armored Beast |
6+Con |
Ankle Biter |
+1 3rd |
2nd |
Borrowed Vitality |
6+Con |
Overwhelm |
+1 Cantrip |
3rd |
Maneuver Die Increase |
6+Con |
Dive Bomb |
+1 1st |
4th |
Natural Selection |
6+Con |
|
+1 2nd |
5th |
Surging Beast |
6+Con |
Flickerform |
+1 4th |
Features:
1st Level
Armored Beast... Whenever you shapeshift, your weapons and armor transform with you, fusing with your new form. Your fur or feathers can become as steel or a hide to be as sturdy as armored leather, allowing you to use your normal AC while shapeshifted. Any weapons or shields you were holding may change shape to be held by your new form, or even become one with your claws and fangs, allowing you to benefit from any additional effects your weapons might have given you.
Extra Maneuver: Ankle-Biter... You may add this to your list of known maneuvers. (This doesn't count towards the limit of maneuvers known.)
Whenever you make a melee attack roll against a target with a higher size class then yourself, you may use this maneuver. You may roll 1d8 and add it to the attack roll, when this attack lands, the target must make a dexterity saving throw or be knocked prone.
2nd Level
Borrowed Vitality... Whenever you use your bonus action to dispel a shapeshift, you may keep half of the temporary HP that you had remaining, rounded up.
Extra Maneuver: Overwhelm... You may add this to your list of known maneuvers. (This doesn't count towards the limit of maneuvers known.)
Whenever you make a melee attack roll against an enemy with a lower size class than yourself, you may use a maneuver. You may roll 1d8 and add it to the attack roll, if the attack succeeds, the target must make a strength saving throw or be knocked backwards 10ft and take additional damage equal to your strength modifier. The knockback distance and bonus damage is doubled for each extra size class larger you are than your foe.
3rd Level
Maneuver Die Increase... Your maneuvers that would normally use a d4 for their rolls, now use a d8.
Extra Maneuver: Dive-Bomb... You may add this to your list of known maneuvers. (This doesn't count towards the limit of maneuvers known.)
If you are at least 20ft above your target, you may use this maneuver to make an attack roll. You descend upon the target, adding 1d8 to the damage roll for every 10ft descended. (You may decend up to a maximum of twice your remaining movement.)
4th Level
Natural Selection... After each long rest, you fully prepare yourself to face a new foe, taking as many precautions as needed, and allowing the leylines to grant you it's wisdom. You may select from one of the creature types listed below, until you take another long rest, that creature type is considered one of your favored enemies and you gain unique benefits that depend on the creature type:
- Abberations: You have advantage on wisdom and intelligence saving throws against the spells and effects used by enemy abberations.
- Beast: Your passive perception is increased by 5. Other reatures have disadvantage when trying to percieve you through smell or sound.
- Celestial: You have resistance to radiant damage and cannot be blinded.
- Dragon: You have advantage on saving throws against breath attacks. Huge or larger creatures have disadvantage when contesting against your stealth checks.
- Elemental: Whenever an elemental uses its ability to warp within range of your weapon, you may take an opportunity attack against it.
- Fey: You cannot be teleported unwillingly. Fey cannot use their reactions when you make an attack roll.
- Fiend: When you encounter a demon or devil, you may make a wisdom or intellegence roll. If the roll is above a 10, you can immediately identify the weaknesses and immunities of that entity.
- Undead: You become resistant to necrotic damage. You cannot be forcibly aged or reduced to 0 HP by a hostile effect.
- Giant: Creatures of size classes larger than you cannot have advantage on grapple checks against you. You may attempt to break a grapple as a bonus action.
5th Level
Surging Beast... Whenever you use an action surge, you may shapeshift without expending any of your daily resources. You may do this even if currently shapeshifted. (You lose the temporary HP from the first form and replace it with the second.) In addition, whenever you use an action surge, you regain any expended uses of your Second Wind feature.
Extra Maneuver: Flickerform... You may add this to your list of known maneuvers. (This doesn't count towards the limit of maneuvers known.)
Whenever you make an attack roll, you may use a maneuver to transform into a druid form of your choice to make the attack with and roll 1d8. Make your attack as the new druid form and add the d8 to either the attack roll or the damage roll. (This still uses your daily shapeshifts.)
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