Level
4th
Casting Time
1 Action
Range/Area
30 ft.
Components
V, S
Duration
Concentration 10 Minutes
School
Conjuration
Attack/Save
None
Damage/Effect

Spell Description

You call upon the Seidr Nexus and the ancient spirits tied to your Hiddenfolk lineage. Runic light spirals upward as a massive spectral beast manifests — an echo of your people’s sacred form. The guardian stands as a towering protector, half‑spirit and half‑memory, its presence warping the soul‑threads around it.

 

Guardian Form by Hiddenfolk Lineage

When you cast this spell, the guardian takes the form tied to your lineage’s beastial spirit:

  • Barg — Spectral Bear A colossal bear of shimmering runes and heavy, protective presence.

  • Lona — Spectral Wolf A swift, alert wolf with bright runic eyes and a shifting silhouette.

  • Ikofu — Spectral Tiger A powerful tiger with pulsing runes and a low, fear‑tinged aura.

  • Sulki — Spectral Boar A thick‑bodied boar with glowing tusks and kinetic, charging energy.

  • Drengtopa — Spectral Stag A towering stag with antlers of branching runes and regal stillness.

  • Hrippa — Spectral Raven A large raven with wings of drifting runes and piercing, intelligent gaze.

  • Desoni — Spectral Owl A massive owl with luminous eyes and feathers that fall like sparks.

  • Nagi — Spectral Serpent A long, coiling serpent with runes spiraling along its body.

All guardians use the same stat block and mechanics — only their appearance and animations differ.

 

Guardian Statistics

Large celestial (spirit), neutral good

AC: 15

HP: 40+Character Level

Speed: 40 ft. (flying 40 ft. for Raven/Owl; climbing 40 ft. for Tiger; swimming 40 ft. for Serpent)

Damage Immunities: Psychic

Condition Immunities: Charmed, Frightened

Senses: Darkvision 60 ft., soul‑sense 10 ft.

Attacks: Spectral Strike — Melee Weapon Attack: +6 to hit, reach 5 ft., 2d8 radiant damage

The guardian acts on your initiative and obeys your verbal commands (no action required).

 

Effects

Guardian’s Protection

Choose one mode when the guardian appears (you may switch as a bonus action):

Area Ward

The guardian anchors itself in a 10‑foot radius. Creatures of your choice in the area gain:

  • +2 AC

  • Advantage on saving throws against being charmed or frightened

Creature Ward

The guardian hovers protectively around one creature you can see. That creature gains:

  • +2 AC

  • Resistance to psychic damage

  • Advantage on Dexterity saving throws

 

Ancestral Intercept

When a creature within 10 feet of the guardian is hit by an attack, the guardian may use its reaction to impose disadvantage on the attack roll.

If the attack still hits, the guardian takes the damage instead.

 

Soul‑Thread Anchor

Hostile creatures that start their turn within 10 feet of the guardian must succeed on a Wisdom saving throw or:

  • Have their speed reduced by 10 feet

  • Be unable to teleport until the start of their next turn

If a creature attempts to teleport anyway, the attempt fails and it takes 2d6 psychic damage.

 

Dismissal

If the guardian is reduced to 0 hit points, it dissolves into drifting runes with a soft chime.

 

At Higher Levels

When cast using a spell slot of 5th level or higher, the guardian gains:

  • +10 hit points per slot level above 4th + Character level

  • Spectral Strike deals +1d8 damage per slot level above 4th

 

Flavor Notes for Chardis

  • Each guardian reflects the soul‑shape of its lineage’s Elm‑born ancestor.

  • Barg guardians are immovable walls; Lona guardians are swift and reactive.

  • Desoni and Hrippa guardians are eerily silent, watching everything.

  • Nagi guardians coil protectively, forming spirals of runic light.

  • The Branded see these guardians as painful static silhouettes.

  • Rune‑Bound Outsiders see two overlapping forms — the beast and the rune’s echo.

Available For:

Friendlyshanker

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