Guardian offers a uniquely immersive experience for players seeking to embody the role of a protector in a richly detailed world. Guardians, as warriors imbued with celestial energies from a cataclysmic event known as the Celestial Convergence, offer an exciting character class for players interested in defensive prowess and strategic gameplay. Each Guardian, connected spiritually and mystically to a guardian spirit—like majestic animals or ethereal entities—benefits from enhanced senses and resilience, making them indispensable in battles against the forces of darkness.
The Guardians' lore is deeply intertwined with tales of valor and sacrifice, positioning them as heroic figures whose presence in quests is seen as a sign of forthcoming success. Players who choose this class will find themselves at the heart of epic narratives, wielding their unique defensive skills to protect and lead their companions. The game mechanics likely emphasize teamwork and protection, allowing Guardians to fully utilize their abilities to turn the tide of battle and ensure the safety of their allies.
By stepping into the role of a Guardian, players not only engage in thrilling combat scenarios but also partake in a storied tradition of guardianship that dates back to the origins of Alavir itself. This class is ideal for those who value loyalty, courage, and the greater good, offering a deeply fulfilling path in a game world where the balance between light and darkness hinges on the actions of its most valiant protectors.
Tier 1 is the features you will receive from levels 1-5
At 1st level, You gain the Taunt cantrip from the martial spell list, this does not count against your spells known.
(Recharge 4-6) If you are unarmored or wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from attacks is reduced by your guardian level + your Constitution modifier, and you do not have disadvantage on stealth checks. Roll the recharge each time you take damage.
If you are a small race, you can wear heavy armor as if you are proficient in it.
At 2nd level, When you damage a creature, any time one of your allies hits the creature with an attack roll, they regain hit points equal to (PM) + CON. This effect lasts until the start of your next turn.
At 4th level, you can choose between the following:
Ability Score Increase:
Increase an ability score by 2, or two ability scores by 1.
Feat:
Choose one feat from the list of feats.
At 5th level, you can choose between the following:
Ability Score Increase:
Increase an ability score by 2, or two ability scores by 1.
Skill Increase:
You gain proficiency 1 levels of proficiency in 3 skills.
At 7th level,
(Recharge 5-6) As a reaction, you can take damage for an ally within 5 feet of you, healing them for half of the damage taken.
At 9th level, your sacred emblem empowers nearby allied creatures. All allies within 15ft of you gain 1d8 to attack damage rolls and saving throws.
At 10th level, you can choose between the following:
Ability Score Increase:
Increase an ability score by 2, or two ability scores by 1.
Feat:
Choose one feat from the list of feats.
At 12th level, Your Threat Management applies to all damage, and you do not take additional damage from critical strikes.
At 14th level, Creatures you hit with an attack on your turn have disadvantage on any attack roll that isn't against you, and when the target hits a creature other than you with an attack, that creature gains 1 level of resistance to the damage dealt by the attack.
At 15th level, you can choose between the following:
Ability Score Increase:
Increase an ability score by 2, or two ability scores by 1.
Feat:
Choose one feat from the list of feats.
At 17th level, When you hit a creature with an attack roll, they deal reduced damage equal to your Guardian level until the start of your next turn.
At 19th level, you can choose between the following:
Ability Score Increase:
Increase an ability score by 2, or two ability scores by 1.
Feat:
Choose one feat from the list of feats.
At 20th level, when you heal an ally, you can deal Radiant damage to all creatures within 5 feet of you for the amount you healed them for.