Base Class: Fighter
Many warriors fight for personal glory; not so the guardian. They are trained to consider not just their position on the battlefield but that of their allies. They can asses who needs protection and when, and their timely intervention often prevents situations from going out of control. Since shielding others is their first priority, a guardian often leaves themselves open to make sure they block an attack on a ally. Those of long service have many scars as badges of their sacrifice. Guardians naturally make excellent bodyguards and are often employed as such. Wizards, often vulnerable in hand-to-hand combat, particularly value guardians.
Guardian Aura
You can protect an ally with the tactical use of shield & body. Choose an ally and enter Guardian Aura with an action. When this ally is adjacent to you, they gain +2 AC. However when they take damage, you take 2 penetrating damage. You can switch allies and deactivate for a free action.
Shield Wall
Once you plant yourself, you cannot be moved. While in Guardian Aura, you cannot be knocked prone, be grappled, or shoved by anything 1 size bigger or under.
Guardian's Rebuke
Those who attack your charge suffer the consequences. When in Guardian Aura and an opponent hits or damages your protected ally, you can immediately attack that opponent (moving up to 10ft if needed) as a reaction. You may only do this once per round. This does not count as your turn.
Rallying Aura
You can lead your allies in an inspired defense. Use an action to activate Rally mode. Allies within 25ft of you gain +1 AC and +1 Constitution while active.
Rallying Cry
Your presence on the battlefield cannot be ignored. When in Rally mode, your Rally Aura extends to 50ft, an additional +1 Constitution, and +2 damage with melee attacks.
Previous Versions
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12/18/2024 3:16:52 AM
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3
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1
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Coming Soon
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