Guardians

Protecting the Last Bastion of Mankind, these deathless warriors fight to ensure the saftey of their home.

Guardian

A robed figure cloaked in violet light appears in the air as space warps itself to its will, a ball of luminescent purple coalescing in his hand before blasting forwards, turning the hissing imps into dust. Another robed figure calls down a bolt of lightning, infusing themselves with the power of the storm and driving their foes back.

A cloaked figure strides into the tavern, turning all eyes to him. A warrior reaches out to grab his cloak, intending to turn the figure's vanity into weakness. In an instant, he turns to ash as a burning firearm takes form in the figure's hand. As the battle starts, another figure appears from the corner, striding from the shadows as an ethereal bow forms, binding several warriors togeter with a single shot.

An armoured warrior leaps forward, his form filled with the power of lightning as he pummels the earth with his fists. The bandits are blown back, their hostages unharmed, as they disappear in a flash of blue light. The remaining bandits begin to flee, but fall one by one as blasts of flame fall from the sky, the source a burning beacon in the sky.

All of these warriors are guardians, a group of heroes chosen by powerful forces to strike down the forces of darkness. Rather than being a singular, united class, guardians are one of three classes - a fighter, a ranger, or a warlock, each with a unique twist on the class due to the blessing of the ancient being that gives them their power

Universal changes

All guardians gain the following change to their class at level 1, but must continue the class to level 3 before being allowed to multiclass, taking their appropriate guardian subclass.

Ghost

All guardians gain a raven familiar with the following modifications

  • It has Intelligence, Wisdom and Charisma equal to their guardian's statistics.
  • Its Strength is 1
  • It can speak Common
  • It is a construct
  • It cannot attack or travel more than 30 feet from its guardian or their place of death. Should it be forced from this area , it vanishes and reappears next to their guardian or their place of death
  • If slain, it returns to life within an hour, unless slain by an effect that would simultanously nullify this effect. Should this happen, the guardian would lose any and all guardian based powers until it is ressurected through a ritual of the DM's discretion
  • So long as it's alive, its guardian can choose to see through its eyes and speak to its allies, even if the guardian is dead.
  • If the guardian is not already a revenant, it becomes a revenant, and cannot permanently die so long as the familiar is alive or is able to revive itself.
  • If the guardian's entire body is destroyed and their possessions lost, their possessions reform or reappear with them upon reviving

The ghost can look however the guardian wishes, but must be a tiny creature.

Firearm proficiency

If the guardian is in a world with access to firearms, the guardian is automatically considered proficient in the use and maintainance of firearms.

Sub-Subclasses

Due to the variety of guardians, each feature will have 3 versions for the guardians to represent their ingame subclasses. To swap between the subclasses will require a long rest, or may be blocked entirely, dependant on DM discretion.

Aegis

The heavily armoured warriors of the guardian ranks, these walking tanks both protect their allies and barrel through their enemies. The base class for this subclass is a fighter

Paths of Battle

Beginning at 3rd level, when you take this subclass, you must choose a path to take, gaining benefits for the chosen path. At DM discretion, you may be allowed to freely swap between paths. Should this be allowed, you will require a long rest to do so

From 3rd level, your melee strikes deal an additional 1d4 damage of their appropriate path, and have a bonus effect on top of that. This damage becomes 1d6 at 10th level and 1d8 at 18th level.

The bonus effects can only be used a number of times equal to your Charisma modifier before a long rest is needed to regain uses.

In the case you use an ability that requires the foe to make a saving throw, your DC for your Aegis abilities equals 8+ Proficiency + Charisma

Path of the Storm

Your bonus damage deals lightning damage. Upon landing a killing blow, you may choose to use your reaction to cause the corpse to emit a blast of lightning, causing all hostile creatures within a 10ft. radius to take lightning damage equal to the bonus damage rolled.

Path of the Wall

Your bonus damage deals necrotic damage. Upon landing a killing blow, you may use your reaction to provide yourself and an ally within a 10 ft radius with temporary hit points equal to your fighter level.

Path of the Sun

Your bonus damage deals fire damage, and on landing a hit you may use our reaction to burn away your opponent's defences to flame. Your target must make a constitution saving throw. On a failure, their defences against fire is reduced by one level.

Path of the Sun (Continued)

Immunity becomes resistance, resistance becomes full damage taken, and full damage becomes vulnerability. Multiple charges can be used on the same target on the same series of attacks, at the cost of a charge and a saving throw made with each attack

Blasts of Light

As your power grows, you learn to gather power into an explosive force. From 7th level, you can throw a deadly payload of magial energy as an action.

By choosing a point within 120ft., you cause an explosion with a 30ft. radius. All targets in the area must make a Dexterity saving throw or take 4d8 of your path's damage type, with an additional effect dependant on the path. On a successful saving throw, the targets take half damage and do not suffer any additional effects

This can be used a number of times equal to your Charisma modifier per long rest.

Path of the Storm

Your target also becomes blind until the start of your next turn.

Path of the Wall

All magic is suppressed until the start of your next turn. The target cannot activate any new effects and cannot use any currently running ones, although this does not break any concentration. The spell is still considered to be runniing for the sake of duration.

Path of the Sun

The target begins to burn, taking damage equal to the bonus damage from the Paths of Battle feature at the start of their turn until they use an action to put themselves out

Lifting Light

Beginning from 10th level, you may use your bonus action to take flight. You gain a fly speed equal to your movement speed, and can fly freely, until the end of your turn. If you remain in the air, you begin to fall at the end of your next turn. You must land before usin this ability again, but you may instead kick off from a wall or similar surface to continue flight.

This ability can be used 3 times per short or long rest.

Superior Light

At 15th level, you gain access to a mighty ability, which varies greatly depending on your chosen path.

Each ability can only be used once per long rest

Path of the Storm

You strike the earth with your fists, shaking the land and all creatures around you. As an action, any creature of your choice within a 60ft. radius of you must make a dexterity saving throw with disadvantage, taking 12d8 ligtning damage on a failure or half as much on a successful save.

If you are 20ft. or more in the air when you use this ability, you must land first. You may land anywhere witin 30ft. of the area directly below you to land on without suffering falling damage. If you are less than 20ft. in the air, you fall straight down and suffer no falling damage.

Upon activating this ability, you have resistance to all damage until the start of your next turn.

If there is no solid land to land on, this ability fails and is wasted.

Path of the Wall

You raise your arms and summon a wall of light to shield yourself and your allies. as an action, a sphere with a 30ft radius forms around you. It has the following statistics.

  • Double your HP
  • Resistance to all damage
  • Immunity to poison and psychic
  • Weakness to any abilities (not spells) from a guardian
  • All allies gain Temporary HP upon entering this sphere equal to your fighter level.
  • This sphere blocks all attacks and sources of damage coming from the outside.
  • This sphere passes through any physical barricades.

This sphere lasts for 5 turns, before vanishing

Path of the Sun

You ignite with the power of the sun, blasting all who oppose you with searing light. As a bonus action, you ignite for 5 turns. While in this form, you gain the following benefits

  • You become resistant to all damage
  • If an enemy strikes you with a melee attack, they take 2d6 fire damage
  • you emit bright light for 10ft and dim light for a further 10ft
  • If you choose, you can replace all weapon attacks with magical blasts of fire. These attacks are considered to be thrown melee weapon attacks with a range of 20/60, and deal 2d8 fire damage on a hit. On a hit, any enemies within 5ft of the enemy hit take half damage.

Versatile Light

From 18th level, rather than having 3 sets of uses for the Paths of Battle, Blasts of Light and Lifting Light features, you gain a combined set of uses to be used as you see fit, equalling 3 times your charisma modifier.

Channeler

A researchers and archivists of the guardian ranks, the Channelers get their power directly from the Traveller, their deity and source of all the guardians' power. All channelers are Warlocks

Expanded spells

Due to the unique triple faceted nature of the guardians, the Chanelers all have three seperate expanded warlock spell lists - one for each path. If a spell from one list is chosen, another spell must be chosen from the other two, and each spell chosen can only be used with the appropriate path.

Path of the Void
Spell Level Spells
1st Detect Magic, Identify
2nd Blur, Phantasmal Force
3rd Gaseous Form, Blink
4th Freedom of Movement, Greater Invisibility
5th Teleportation Circle, Telekinesis
Path of Radiance
Spell Level Spells
1st Guiding Bolt, Faerie Fire
2nd Gentle Repose, Moonbeam
3rd Beacon of Hope, Fireball
4th Wall of Fire, Fire Shield
5th Hallow, Flame Strike
Path of Thunder
Spell Level Spells
1st Thunderwave, Thunderous Smite
2nd Levitate, Gust of Wind
3rd Lightning Bolt, Call Lightning
4th Ice Storm, Water Walk
5th Destructive Wave, Cone of Cold

Deep Knowledge

Due to the heavy research and study Channelers go through, the spellcasting stat for the warlock becomes intelligence instead, as do any abilities, features, saving throws or invocations from the warlock class.

Furthermore, you gain proficiency in the Arcana skill, or expertise if you already have this skill from another source. This benefit is lost if your Ghost is destroyed.

Excess Light

Beginning when you take this class at 1st level, you gain the power to channel the light of the traveller into extra effects to aid you in battle.

When landing a hit with a weapon or spell that needs an attack roll, you can choose to deal an additional 1d6 damage of a type determined by your path. Then, dependant on your chosen path, a secondary effect is triggered, which are detailed below.

Once you've used all uses of this feature, you must wait until you finish a long rest to use it again.

Path of the Void

Your bonus damage is necrotic, and upon landing a hit, you can choose to teleport anywhere within 10 feet and make a single weapon attack or fire a single beam from the cantrip eldritch blast, if you have it.

Path of Radiance

Your bonus damage is fire, and upon landing a hit, you gain temporary hit points equal to half your warlock level, rounded up

Path of Thunder

Your bonus damage is lightning, and upon landing a hit, you deal an additional 2d4 lightning damage to up to two targets of your choice within 10ft. of the target.

Enhanced Movement

Beginning at 6th level, your connection to the traveller allows you to enhance your movement through arcane means.

Path of the Void - Warp

Your movement speed increases by 10ft., and you gain the ability to teleport for half of your movement. Once you use this ability 3 times, you must finish a short or long rest to do so again.

Path of Radiance - Glide

You can trigger wings of flame to form on your back. Your movement speed is increased by half of your base speed. While like this, you can fly up to 10 feet in the air, and you can reduce any falling damage by an amount equal to 5 times your warlock level.

This ability lasts for 5 turns, and once used, you must wait until a short or long rest to use it again.

Path of Thunder - Flicker

You can choose to teleport up to 5 feet per turn, with this movement not subtracting from your total movement for the turn.

Furthermore, if you are about to be hit by an attack, you can use your reaction to teleport 5 feet from your current position, possibly avoiding the blow completely. If you were the subject of an Area of Effect attack such as a fireball spell and this ability fails to take you out of the AOE, you make saving throws and take damage as normal.

If you were the subject of a melee attack roll, the attacker must make a wisdom saving throw, hitting you on a success and missing on a failure. Any ranged attacks automatically miss. Using it in this way takes 2 uses of this ability.

This ability can be used up to 6 times, after which you must finish a long rest to use it again.

Defensive Light

Beginning at 10th level, you become resistant to the damage type of your chosen path, and gain one additional effect dependant on your chosen path.

These abilities can only be used once, and then you must finish a short or long rest before you can use them again.

Path of the Void - Siphon

Upon landing a killing blow, you can steal a portion of your foe's life force. Using a bonus action, you begin to heal, recovering 5 HP at the beginning of each of your turns, including this one, for a minute. If you take any damage during this time, the healing stops

Path of Radiance - Flare

You sacrifice your resistance to flame in order to deal maximum damage with a fire spell, ignoring resistances but not immunities. You regain your resistance at the end of a short or long rest.

Path of Thunder - Lightning Rod

You call down a bolt of lightning, striking yourself and all around you. All targets of your choosing within 10ft. must make a dexterity saving throw, taking 4d8 lightning damage on a failure or half as much on a success. For the next 5 turns, all spells and attacks deal an additional 1d6 lightning damage.

Ultimate Channeler

Starting at 14th level, you gain the power to channel the light of the Traveller into a powerful and destructve force.

Each of these abilities can be used once, and then you will have to finish a long rest to use it again.

Path of the Void - Nova

As an action, you create three fragments of energy, each volatile and deadly. Choose 3 locations within 120ft, creating a sphere with a 10ft. radius at each one. None of these locations can overlap. Each creature in these areas must make a Dexterity saving throw, taking 6d10 necrotic damage on a failure or half as much on a successful saving throw. If a creature is large enough to fit in multiple of the selected areas, it makes a saving throw for each, and can take damage from each.

Path of Radiance - Phoenix

As a bonus action, you fill yourself with holy flames. You become resistant to nonmagical bludgeoning, piercing and slashing damage, radiant damage and necrotic damage. You gain an additional 2 warlock spell slots, which vanish if unused when this ability ends, and gain a fly speed of 60ft. Your glide ability cannot be used while this is active. This ability lasts for one minute.

Alternatively, you can trigger this ability while dead or unconscious to reawaken with half your maximum HP.

Path of Thunder - Superconductor

As a bonus action, you channel the power of the storm into you. You levitate 3 feet off the ground, and deal 2d6 lightning damage to all creatures of your choice within 10 feet of you. Your movement speed also doubles, and you can activate your flicker an unlimited amount of times while active. You also become resistant to nonmagical bludgeoning, piercing and slashing damage, and immune to lightning while this is active. This lasts for one minute

Stalker

The stealthy and skilled survivalists of the guardian ranks, stalkers are well trained, capable and intelligent, usually acting as lone wolves rather than as a team. Their base class is the revised ranger class.

Stalker's Knives

Beginning at 3rd level, you gain the power to enhance your combat with a variety of knives, each providing a different benefit depending on your chosen path. Each can be used a number of times equal to your Wisdom Modifier, and you will need to finish a long rest before you can use it again.


Path of the Deadeye

You can summon a dagger infused with flame.

When thrown, this dagger ignites enemies, and they will take 1d4 fire damage at the start of their turn until they take a turn to put out the fire, or a minute passes, whichever is first.

If you score a critical hit when throwing this weapon, the target cannot put out the fire themselves, nor can they get an ally to do so.

Path of the Arcblade

When attacking a target in melee combat, you can teleport to an enemy within 15ft. and make a single weapon attack with a dagger, dealing an additional 1d6 lightning damage on a hit. This attack does not count as two weapon fighting, so uses your strength or dexterity for the calculated damage even if you do not have the two weapon fighting style.

The dagger vanishes after use.

Path of the Shade

You gain a throwing knife with two abilities. The first allows you to, on throwing the dagger, cause the target to make a constitution saving throw, becoming blind until the start of your next turn on a failure.

Alternatively, you can throw the dagger at your feet or at the feet of an ally within 20ft. Any allies within 5ft of where the dagger lands turns invisible until the start of your next turn, or until they break it.

The dagger vanishes after use.

Extra attack

Starting at 5th level, when you take the attack action, you can make two attacks instead of one.

Evasive Light

Beginning at 7th level, you can use your magical power to enhance your ability to evade and deflect blows.

Path of the Deadeye - Flare Shot

Rather than defending yourself, you gain the ability to interfere in the attacks of others. If you see an opponent about to strike an ally of yours while you wield a ranged weapon, you can attampt to shoot them as a reaction. You make an attack roll, and on a hit, you roll your damage as usual, but subtract the damage from their attack roll rather than dealing damage to them. You must declare this before you know if the attack would hit or miss.

This can be used 3 times per long rest.

Path of the Arcblade - Bolt Dash

As a reaction to an enemy making a melee attack roll against you, you can leap up to 20 feet in any direction, not triggering opportunity attacks with this movement. If you wold come within 5ft of an enemy with this movement, the enemy takes 2d4 lightning damage.

This can be used 3 times per long rest

Path of the Shade - Shadestep

In response to danger, you leap out of the way in a flurry of darkness. As a reaction, any ranged attacks that would hit you miss, melee attacks have disadvantage imposed upon them, and you move up to 20ft in any direction of your choice, not triggering attacks of opportunity. If this would remove you from an Area of Affect spell or attack, the attack is avoided. You then turn invisible until you take damage or the start of your next turn, whichever is first.

This can be used 3 times per long rest.

Agile Light

From 11th level, you learn to augment your movement with your magical power, gaining a different benefit depending on your chosen path.

Path of the Deadeye - Triple Jump.

You gain the ability to leap multiple times into the air and run in the air, clinging to walls for better combat angles.

Using your movement, you can leap up to 10ft into the air from the ground, and can then travel another 10ft two more times in a 'triple jump' style. However, if there is nothing to land on, you will fall, but will suffer no falling damage if you fall the same height you leapt. If there is a wall or similar object within 5ft of your jump, you can cling onto the wall until the start of your next turn, and can use the wall for further jumps on later turns.

Path of the Arcblade - Warp

Your movement speed increases by 10ft., and you gain the ability to teleport for half of your movement. Once you use this ability 3 times, you must finish a short or long rest to do so again.

Path of the Shade - Triple Jump.

You gain the ability to leap multiple times into the air and run in the air, clinging to walls for better combat angles.

Using your movement, you can leap up to 10ft into the air from the ground, and can then travel another 10ft two more times in a 'triple jump' style. However, if there is nothing to land on, you will fall, but will suffer no falling damage if you fall the same height you leapt. If there is a wall or similar object within 5ft of your jump, you can cling onto the wall until the start of your next turn, and can use the wall for further jumps on later turns.

Masterful Light

From 15th level, you can morph your powerful magic into weapons of pure magic, designed to destroy your foes.

Once used, you must finish a long rest to reuse these abilities.

Path of the Deadeye

As a bonus action, you summon forth a burning revolver of pure fire, with three shots to fire. This revolver lasts for three turns, or until all three shots are expended. As an action, you fire the revolver 1-3 times, making an attack roll using your dexterity modifier, proficiency and a +3 modifier to hit. For each shot that hits, the target takes 4d10 fire damage, ignoring resistances to fire.


Path of the Arcblade

You summon forth a blade of pure lightning. As a bonus action, the blade appears, and it is considered to be a +2 weapon with finesse.

While the blade is out, you are resistant to all nonmagical piercing, bludgeoning and slashing, and all lightning and thunder damage.

On a hit, you deal 2d10 lightning damage. This weapon lasts for 5 turns.

Path of the Shade

As an action, you summon and fire an ghostly bow of energy. You either choose a target or a location, and fire the bow there. If you choose a target, you make an attack roll with a +2 modifier to hit, dexterity and proficiency modifiers. The target, on a hit, takes 5d10 necrotic damage, and all creatures within 30ft of the target must make a dexterity saving throw or become paralyzed. Each turn after, they must make a strength saving throw to break the effect. The bow lasts for 5 turns or until all restrained targets break free.

If you chose a specific location, all creatures within 30ft of the location must make a dexterity saving throw or become paralyzed. Each turn after, they must make a strength saving throw to break the effect. The bow lasts for 5 turns or until all restrained targets break free.