Base Class: Warlock
You have created a pact with a powerful entity for the sole purpose of protecting something or someone. Whether it be a God, a Guardian Spirit, a Devil, or some other commanding presence, they have decided to grant you the power to defend against those who wish to do harm to others. Perhaps they singled you out as their champion, charging you with the task of safeguarding something very important to them. Maybe you sought them out yourself, hoping to gain power enough to ward off an oppressive force.
Expanded Spell List
The Guardian lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you
Guardian Expanded Spells
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1st |
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2nd |
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3rd |
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4th |
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5th |
Mark of Protection
Starting at 1st level, you gain the ability to place your Mark of Protection. As a bonus action, choose one creature or object you can see within 30 feet of you. You implant an invisible mark on the creature or object that lasts indefinitely. You can only bestow one mark at a time. If you try to create another mark, the oldest mark immediately disappears and the new one is applied. At Level 14, you can place two Mark of Protections at once.
You always know the location of the mark as long as you are on the same plane of existence. Objects imprinted with your Mark of Protection now use your stats when calculating AC and Saving Throws.
As a bonus action, you can cast Sanctuary on the marked creature or object without using a spell slot or material component. You can use this feature a number of times equal to your Charisma modifier (minimum of once). You regain all expended uses when you finish a short of long rest.
Shield Aptitude
At 1st level, you acquire the knowledge necessary to effectively use a shield in battle. You gain proficiency with medium armor and shields. You can don or doff a shield as a free action in combat and you can use a shield as a spellcasting focus.
Threat Ward
Starting at 6th level, the strength of your Mark of Protection improves. When a creature attacks an object or creature with your Mark of Protection and fails the wisdom saving throw while under Sanctuary, the creature must immediately use its reaction, if available, to move as far as its speed allows away from it. The creature doesn’t move into obviously dangerous ground, such as a fire or a pit.
Improved Sanctuary
At 10th level, the efficacy of your sanctuaries increases. Sanctuary no longer ends when the warded creature makes an attack or casts a spell that affects an enemy creature.
Ultimate Defenses
Starting at 14th level, you have mastered the art of protection and have improved on your sanctuaries. You can now cast Sanctuary at will. If objects and creatures affected by your Mark of Protection is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. Marked objects and creatures have advantage on saving throws against area of effect spells.
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