The Guardian - The Homebrewery

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The Guardian

A new class for the worlds greatest roleplaying game.


   
Class Features History, and nature

As a Guardian, you gain the following class features Spellcasting Ability


Spell save DC = 10 + your proficiency bonusHomebrew
+ your Mug
Hit Points Intelligence modifier
naturalcrit

Hit Dice: 1d8 per Guardian level


Spell attack modifier = your proficiency bonus + your
Hit Points at 1st Level: 5 + your Constitution modifier
Intelligence modifier

Hit Points at Higher Levels: 1d8 (or 5) + your Equipment


Constitution modifier per Guardian level after 1st
You start with the following equipment, in addition to
Proficiencies the equipment granted by your background:
Armor: All armor, shields
(a) a martial weapon and a shield or (b) two martial
Weapons: Martial weapons, Simple weapons
weapons
Tools: one gaming set, herbalism kit
(a) five javelins or (b) any simple melee weapon
Saving Throws: Intelligence, Dexterity
*(a)*chainmail or *(b)*Leather armor
Skills: Choose two from Acrobatics, Athletics, Arcana,

The Guardian
Proficiency Cantrips Spells — Spell Slots Per Spell Level —
Level Bonus Features Known Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Cantrips,runeforging 3 1 2 — — — — — — — —
2nd +2 Spellcasting, Arcane scholar 4 1 3 — — — — — — — —
3rd +2 Elemental Path 5 2 4 — — — — — — — —
4th +2 Ability Score Improvement 6 3 4 — — — — — — — —
5th +3 – 7 4 4 — — — — — — — —
6th +3 Improved Runeforging, Extra Attack 8 5 4 — — — — — — — —
7th +3 Combat arts,Elemental path feature 8 5 4 2 — — — — — — —
8th +3 Ability Score Improvement 9 6 4 3 1 — — — — — —
9th +4 – 10 7 4 3 3 — — — — — —
10th +4 Iron will 10 8 4 3 3 2 — — — — —
11th +4 Elemental path feature 11 9 4 3 3 3 — — — — —
12th +4 Ability Score Improvement 12 10 4 3 3 3 1 — — — —
13th +5 – 12 11 4 3 3 3 2 — — — —
14th +5 Improved Augmenting Arts, Aetheric 12 11 4 3 3 3 3 — — — —
Accumulation
15th +5 Elemental path feature 13 12 4 3 3 3 3 1 — — —
16th +5 Ability Score Improvement 14 13 4 3 3 3 3 1 — — —
17th +6 – 14 13 4 3 3 3 3 2 1 — —
18th +6 Improved combat arts 14 13 4 3 3 3 3 2 2 1 —
19th +6 Ability Score Improvement Rune of 15 13 4 3 3 3 3 2 2 2 1
Enlightenment
20th +6 Rune of Enlightenment 15 14 4 3 3 3 3 2 2 2 1

   

PART 1 | The guardian 1


RUNEFORGING
SPELLCASTING
 

Using Arcane Energy, you inscribe a unique set of runes Channeling the power of the Primordial Runes, you can
into a weapon with which you are proficient as part of a cast Guardian spells. See chapter 10 of the Player’s
ritual that takes 1 hour. During this process, the weapon Handbook for the general rules of spellcasting and
gains the ability to channel magical energy, allowing it Appendix A for the Guardian spell list.
to be used as an Arcane Focus for spells. A weapon that Cantrips
At 1st level, you know four cantrips of your
undergoes Runeforging is considered to be a Runic choice from the Guardian spell list. You learn additional
Weapon. Guardian cantrips of your choice at higher levels, as
When a Guardian wields a Runic Weapon, they may shown in the Cantrips Known column of the Guardian
make attacks using their Intelligence Modifier in place table.
of Dexterity or Strength. At 6th level, attacks made by a Spell Slots
The Guardian table shows how many
Guardian using a Runic Weapon are considered to be spell slots you have to cast spells of 1st level or higher.
magical for the purpose of overcoming damage To cast one of these Guardian spells, you must expend a
reduction. slot of the spell’s level or higher. You regain all
A Guardian may only have 2 runic weapons at one expended spell slots when you finish a long rest.
time. You may remove the runes from a Runic Weapon For Example, if you know the 1st-level spell and have
in a ritual that takes 4 hours to perform. a 1st and a 2nd level slot slot available, you can cast
using either slot.
ARCANE SCHOLAR
Spells known of 1st Level and Higher
You learn two

1st-level spells of your choice from the Guardian spell
At 2nd level, your familiarity with magical runes and list at 2nd level.
sigils allows you to gleam deeper understanding of The Spells Known column of the Gaurdian Table
complex matters. You gain proficiency in the Arcana shows when you learn more Guardian spells of your
and Investigation skills. If you are already proficient choice. Each of these spells must be of a level for which
with these skills, you may add twice your Proficiency you have spell slots. For instance, when you reach 5th
bonus when making Arcana or Investigation checks. level in this class, you can learn one new spell of 1st or
You may spend 1 hour to decipher written messages 2nd level.
in secret languages such as Thieves’ Cant or Druidic. Additionally, when you gain a level in this class or
You can also find messages hidden within other spend 7 days studying a scroll or under another
messages using this feature. spellcaster, you can choose one of the Guardian spells
you know and replace it with another spell from the
Guardian spell list, which also must be of a level for
AUGMENTING ARTS


which you have spell slots.
At 3rd level, you have learned to draw upon a runic
weapon’s stored energy to augment your physical and RETAINING RUNE

mental abilities. You spend Runic Charges to use At 3rd level, you expand the runes etched into your
powerful and unique abilities known as Techniques. Runic Weapon to enhance its potential. When you cast a
The Augmenting Arts teaches you two simple spell using a Runic Weapon as an Arcane Focus, your
techniques: Arcane Shroud and Insightful Wellspring. Runic Weapon retains some of that magical energy in
Arcane Shroud
You may spend 1 Runic Charge to the form of a Runic Charge. You gain 1 Runic Charge
take the Dodge action as a Bonus Action. per level of the spell you cast. Your Runic Weapon may
Insightful Wellspring
When you make a skill check, have a number Runic Charges up to your Mystic Knight
you may expend 1 Runic Charge to give yourself level. Runic Charges last for 8 hours or until you have a
Advantage on that check. short or long rest.
At 14th level, your use of the Augmenting Arts has  
reached the point of mastery. When you activate Arcane
Shroud, you gain Resistance to all attacks and spells
until the start of your next turn. Additionally, as a
Reaction, you can use Insightful Wellspring to give
yourself Advantage on a single saving throw.

2 PART 1 |The Guardian


ELEMENTAL PATH
ABILITY SCORE IMPROVEMENT
 

At 3rd level, you choose an Elemental Path associated When you reach 4th level, and again at 8th, 12th, 16th
with one of the primary elemental runes: Earth, Fire, and 19th level, you can increase one ability score of
Water, and Wind. Each Path provides you with unique your choice by 2, or you can increase two ability scores
features and abilities associated with that element and of your choice by 1. As normal, you can’t increase an
reflect your personality, strengths, and desires. ability score above 20 using this feature.
IMPROVED RUNEFORGING
EXTRA ATTACK

At 6th level, the effect of your runes have imbued your Beginning at 6th level, you may attack twice, instead of
runic weapon with magical energy. They are now once, whenever you take the Attack action on your turn.
considered to be magical for the purpose of overcoming
Resistance. IRON WILL

COMBAT ARTS
At 10th level, your tenacity and strong resolve allows

you to readily overcome inherit danger. Whenever you


Beginning at 7th level, you’ve learned expand on the must make a saving throw, you gain a bonus to the
basic techniques taught to you through the Augmenting saving throw equal to your Wisdom modifier (minimum
Arts. Using your newfound understanding, you are now of +1). You must be conscious to gain this benefit. You
able to utilize the Augmenting Arts to a greater extent in also learn a defensive technique: Arcane Shroud
battle. You learn two new Techniques: Sundering Strike ARCANE SHROUD:
As a Bonus Action, you may
and Repulsing Force. These techniques deal elemental expend 2 Runic Charges to enter into a defensive stance
damage matching your Elemental Aspect: Fire for and erect a protective barrier around yourself. While in
Aspect of the Pyre, Cold for Aspect of the Tides, Force this stance, attacks against you have Disadvantage and
for Aspect of the Gale, and Acid for Aspect of the Stones you have Resistance to all attacks and spells. This
Sundering Strike
As an action, you may expend 1 bonus lasts until the start of your next turn.
Runic Charge to use the Dash Action to rush an
opponent and land a deft and powerful blow. Choose an AETHERIC ACCUMULATION

opponent within 30 feet and make a charge against

them. This attack deals an additional 2d6 damage and At 14th level, your Runic Charges no longer expire
scores a critical hit on a 19 or 20. In order to use this when you have a Short Rest. The duration of Runic
technique, you must be able to see your opponent and Charges is increased to 8 hours. Additionally, when you
move at least 10 feet. You do not provoke attacks of have a short rest, you may meditate with one runic
opportunity when using this technique but any distance weapon, granting it 1d4 Runic Charges.
you move is counted against your movement speed for
the turn.
Repulsing Force
As an action you may expend 1 RUNE OF ENLIGHTENMENT

Runic Charge to unleash a cone for force to repulse

attacker and remove yourself from danger. Any After rigorous study, practice, and understanding, you
creatures or objects within a 15-foot cone must succeed have learned how to engrave a rune into your own mind,
on a Constitution Saving Throw. If they fail, they take increasing your Intelligence by 4. Your maximum
2d6 Damage and are knocked back 10 feet. On a Intelligence score is 24. This also enables the ultimate
success, they take half damage and are not knocked technique of the Mystic Knight: Aetherseize
back. Regardless of failure or success, the force AETHERSEIZE:
When you are subjected to a spell
released by this technique knocks you back 10 feet, that allows for a saving throw, you may expend 3 Runic
potentially allow you to escape from danger. Charges and your Reaction to immediately negate the
At 18th level, you have honed your use of these effect of that spell instead of making a saving throw.
techniques to mastery. The damage from these This works like the spell Counterspell but applies to
techniques increases to 4d6 and they may be used as spells regardless of their level and only to spells that
either Bonus Actions or Actions. allow you to make a Saving Throw. As such, spells such
as Heat Metal and Magic Missle cannot be negated
using Aetherseize. You recover a number of spell slots
up to the level of the negated spell. For example, if you
use Aetherseize to negate the effect of a Fireball that
that was cast using a 4th level spell slot, you may
recover two 2nd level spell slots.
PART 1 | The Guardian 3
opponents are at Disadvantage on their save. If a spell  
ELEMENTAL PATH


you cast would deal damage to you, it instead deals no
It was the development of Runeforging and their close damage to you.
association with elemental runes that allowed the first ARDENT WILDFIRE:
At 15th level, you have learned
Guardians to earn their place in the world. Now, when a to draw upon the Rune of Fire to the greatest extent.
Guardian reaches a suitable point in their development, Whenever you deal Fire Damage, you gain Temporary
they choose to link themselves with one of the Hit Points equal to your Mystic Knight level plus your
elemental Runes by forever linking their soul to it. Intelligence Modifier and your runic weapon gains 1
Through this rite of bonding, Guardians becoming living Runic charge.
Elemental Paths, channeling their chosen element to
carve their own path. PATH OF THE GALE

Drawing on the power of the Rune of Wind, Aspects of


PATH OF THE PYRE


the Gale channel of the winds of their own soul to throw
Drawing on the power of the Rune of Fire, Aspects of off the balance of their foes. With wind being the
the Pyre wield the flame of their own souls as a weapon element of both calm and frenzy, Aspects of the Gale are
against their foes, using it to lay waste to those often seen as excellent negotiators as they gifted in
unfortunate enough to cross them on the battlefield and finding weaknesses within the ranks and exploiting it to
to cut through the strongest defenses. With fire being give their allies an edge.
the element of Passion, Aspects of the Pyre are often Bonus Spells
You gain a number of bonus spells as
seen as reckless by their peers but their ability to push shown on the table below. These spells do not count
through and achieve their end goal has garnered them against the number of spells you know.
significant respect from their peers. 1st Level - THUNDERWAVE
Bonus Spells
You gain a number of bonus spells as 2nd Level - GUST OF WIND
shown on the table below. These spells do not count 3rd Level - THUNDERSTEP
against the number of spells you know. 4th Level - STORM SPHERE
1st Level - BURNING HANDS 5th Level - STEEL WIND STRIKE
2nd Level - AGANNAZER’S SCORCHER AGENT OF THE GALE:
When you move at least 10
3rd Level - FIREBALL feet during your turn, you may expend Runic Charges to
4th Level - FIRE SHIELD cast one of your bonus spells a Bonus Action. In order
5th Level - FLAME STRIKE to cast these spells, you must spend Runic Charges
AGENT OF THE PYRE:
When you use the “Cast a equal to the level of the bonus spell and you must be
Spell” action to cast a spell or use a technique that deals able to cast spells of that level using a spell slot. You do
elemental damage, you may choose to have that spell not gain Runic Charges for casting spells this way.
deal Fire damage instead of its normal elemental WINDGUARD:
At 7th level, when another creature
damage type. If a spell deals more than one type of damages you with a melee attack, you can use your
elemental damage, you may only change one of them to reaction and any number of Runic Charges to make a
Fire. This also gives you access to the technique FURY Dexterity Saving Throw and reduce the damage by the
number you roll plus the number of charges you expend.
OF THE PYRE
FURY OF THE PYRE:
When you take the attack If you reduce the damage of the attack to 0, you teleport
action, you may spend Runic Charges to cast one of into an unoccupied space that you can see that but not
your bonus spells as a Bonus Action. In order to cast further away than 5 feet per expended Runic Charge
these spells, you must spend Runic Charges equal to the WINDGUARD:
At 11th level, you have learned to
level of the bonus spell and you must be able to cast muster greater force when manipulating space around
spells of that level using a spell slot. You do not gain you. Whenever you cast a spell or use a technique that
Runic Charges for casting spells using Fury of the Pyre. can move or knock back an opponent, such as Gust,
WRATH OF THE PYRE: Thunderwave, Lightning Lure, or Repulsing Force, your
At 7th level, When you would be damaged by a creature opponent has Disadvantage on their saving throw.
within 30 feet, you may spend your Reaction and any Additionally, these spells and techniques deal additional
number of Runic Charges to cast lash out at your Slashing damage equal to your Mystic Knight level plus
attacker using a gout of flame. This functions as the your Intelligence Modifier.
spell HELLISH REBUKE cast at a level equal to the ETERNAL SQUALL:
At 15th level, you have learn to
number of Runic Charges you spend. draw upon the Rune of Wind to the greatest extent.
ENGULFING FLAMES:
At 11th level, Your flames After you move 10 feet during your turn, you gain the
burn with such speed and vigor that you can easily benefit of the spell ZEPHYR STRIKE until the end of
ensnare enemies. When you cast one of your Bonus your turn. Whenever you deal Force damage, your runic
Spells that allows for a Dexterity Saving Throw, your weapon gains 1 Runic Charge.
 
4 PART 1 | The Guardian
PATH OF THE TIDES
 

Drawing on the power of the Rune of Water, Aspects of


the Tides channel of the the flow of their own life to
protect their allies and slow the encroachment of their
foes. With water being the element of both Fear and
Compassion, Aspects of the Tides often serve as
battlefield medics, channeling the nourishing waters of
life to restore those who have injuried in battle while
bringing the weight of the world’s oceans to crush down
on aggressors who interfere with their duties.
Bonus Spells
You gain a number of bonus spells as
shown on the table below. These spells do not count
against the number of spells you know.
1st Level -CURE WOUNDS
2nd Level - MISTY STEP
3rd Level - TIDAL WAVE
4th Level - ICE STORM
5th Level - CONE OF COLD
AGENT OF THE TIDES:
If you use you cast a spell
during your turn, you may expend Runic Charges to cast
one of your Aspect of the Tides spells as a Bonus
Action. In order to cast these spells, you must spend
Runic Charges equal to the level of the bonus spell and
you must be able to cast spells of that level using a spell
slot. You do not gain Runic Charges when casting spells
this way.
MISTY PRESENCE:
At 7th level, your link to the
Primordial Rune of Water gives you a presence that
extends beyond your physical form. Whenever you cast
a spell, you can cast that spell as if you were in a
different location within 15 feet. The spell that you cast
is treated as though you cast it from that space instead
of where you are physically located. If you use this
feature to cast a spell that restores Hit Points, that spell
restores additional Hit Points equal to your Intelligence
Modifier.
CASCADING WAVES:
At 11th level, you have
learned to become free-flowing like water itself. You
may now benefit from Agent of the Tides when you use
your mystic knight techniques and Runic Charge cost of
combat techniques are reduced by 1. Additionally,
whenever you deal Cold damage to an opponent, they
must made a Constitution Saving Throw or be knocked
prone and stunned for 1 round.
ONE WITH THE LIFEGIVING SEA:
At 15th level,
you have learned to draw upon the Primordial Rune of
Water to the greatest extent. You permanently gain the
benefit of the spell FREEDOM OF MOVEMENT and
WATER BREATHING . Additionally, whenever you deal
Cold damage, your runic weapon gains 1 Runic Charge.
Mystic Knight Spell List
 

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