Base Class: Fighter
This is a conversion of the Guardian Class I've been working on. It's missing some features.
Guardians are warriors gifted with physical prowess while training to protect those around them. Over time, Guardians build their frame to be ever-prepared. Under the most stressful situations, Guardians use their body as a resource to overcome it.
Guardians train to master the skills of shielding, mastering a variety of weapons and armor. Even so, their powered attacks are secondary to the body they wield: power to stock up their defences, intervene attacks, and share their protection among those who need it most.
Guardians spend their life devoted to stopping disaster. When a new threat arrives, they step to the front line. They take up a task no one else can, acting as support even without blessings or magic. Their specialty leads them to become adventurers, helping others survive through their presence .
Level 3: Reactive Master
You gain a Guardian Reaction that recharges at the start of your turn. A Guardian Reaction can only be used for Guardian Subclass features, Feats, Opportunity Attacks, or the Ready action. You can use any amount of Guardian Reactions you have available and one regular Reaction each round.
You have an amount of Guardian Reactions equal to your proficiency bonus minus 1.
Flash Reactions. When you could use a Reaction for a Guardian feature, you can spend any amount of additional Reactions to use the feature a matching number of additional times off of only 1 trigger. For example: A fireball is about to hit 2 creatures. Using both a Reaction and Guardian Reaction, a Guardian can Quick Guard twice in response to the trigger, potentially letting both creatures escape unharmed.
Level 3: Quick Guard
When a willing creature you can see within 30 feet other than you is attacked or forced to make a Strength, Dexterity, or Constitution spell saving throw, and you do not have the Incapacitated condition, you can take a Reaction to subtract 5 from your AC until the start of your next turn to teleport to where that creature is and move it up to 10 feet in any direction to an unoccupied space without provoking opportunity attacks. The attack or saving throw is made against you instead. If the original target is still in an area of effect, it will still affect them, otherwise, they don't make the saving throw.
You can’t subtract from your AC if it would put your AC into the negatives.
Level 3: Fortify Self
As a Bonus Action, you gain a 1d4 bonus to your AC and Strength, Constitution, and Dexterity saving throws until the start of your next turn. For that time, when a creature makes an attack roll against you, you can take a Reaction and gain a 1d4 bonus to your AC until the start of your next turn.
Elite Defender
You have honed your guard to a new level.
Improved Guards. You learn 2 new guards of your choice.
You learn two additional improved guards of your choice when you reach Fighter levels 10 and 15. Each time you gain a level in Fighter, you can replace one guard you know with a different one from this feature.
You can use an improved guard a number of times equal to 1 plus your proficiency bonus. You regain all uses on a Short Rest or Long Rest.
Saving Throws. If an guard requires a saving throw, the DC equals 8 plus your Strength or Dexterity modifier (your choice) and Proficiency Bonus.
Level 7: Improved Guards
The improved guards are presented here in alphabetical order.
Blind Guard
You don't need to see Willing creatures affected by your Quick Guard.
Free Guard
You can lose 15 AC instead of losing 5 AC when you Quick Guard. Regain a Guardian Reaction.
Heavy Guard
When you use Quick Guard and a melee attack that triggered it misses you, that creature makes a Str saving throw or is pushed 10 feet away from you horizontally and gets knocked prone.
Mega Guard
When you use Quick Guard, you can use another reaction to either give yourself advantage on the save or the attacker disadvantage on their attack.
Psychic Guard
You can use Quick Guard on Intelligence, Wisdom, and Charisma spell saving throws.
Punishing Guard
When you use Quick Guard and the attack or spell that triggered it misses you or you succeed on the spell’s save, the attacker provokes an opportunity attack. It doesn’t use a Reaction.
Rebound Guard
After a Quick Guard, you may teleport up to 30 feet to an unoccupied space you can see.
Refreshing Guard
When you use Quick Guard and the attack or spell that triggered it misses you or you succeed on the spell’s save, gain temporary hit points equal to half your AC (rounded up).
Strong Guard
Willing creatures you move with your Quick Guard excluding you can be pushed up to 20 feet away.
Wide Guard
You can move up to 4 extra willing creatures you can see within 15 feet of you when you use Quick Guard. Each willing creature moved by Quick Guard excluding you gains an extra 1 AC.
Level 10: Giant Armor
You add your proficiency bonus to your AC.
Level 15: Impenetrable Fortification
You gain a 1d8 bonus to your AC instead of 1d4 when you use Fortify Self
Level 18: Guardian Expert
When an attack misses you, you may regain a Guardian Reaction
Previous Versions
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8/10/2026 6:22:25 PM
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8/10/2026 8:27:35 PM
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