Guardian

Guardians are devoted fighters who protect their allies and smite their enemies by drawing from the power of their virtues. True guardians are brilliant tacticians and selfless defenders who know when to sacrifice their own defenses to empower their allies to achieve victory.

Virtues Power

A guardian swears to uphold the three tyrian virtues of justice, courage and resolve, to stand with the good things of the world against the encroaching darkness, and to hunt the forces of evil wherever they lurk. Different guardians stem from different upbringings and practice the upholding of their virtues differently, but all are bound by their conviction that grant them power to do their sacred work. Although many guardians are devoted to gods or other otherwordly ideals, a guardians’s power comes as much from a commitment to their virtues itself as it does from their ideals.

Guardians train for years to learn the skills of combat, mastering a variety of weapons and armor. Even so, their martial skills are secondary to the magical power they wield: Their resolve to heal the sick and injured, to smite the unjust and wicked, and to protect the innocent with their courageous presence.

Inheritors of Piety

Guardian is one of the newer professions in Tyria, having evolved from a mixture of older, mainly human traditions, in particular the heavily-armored, supportive paragons of Elona, the spirit-communing ritualists of cantha and the deeply religious monks, who would often appeal to the human gods for the magical fortitude to heal and protect their allies and smite enemies. Today, guardians can be found amongst all races, and as a result have moved away from this religious approach, wielding their magic in a more immediate, pragmatic manner than spellcasters.

Creating a Guardian

The most important aspect of a guardian character is the nature of his or her virtues quest. Although the class features related to your virtues convivtion don’t appear until you reach 3rd level, plan ahead for that choice by reading the convictions descriptions at the end of the class. Are you a righteous warrior of good, loyalty and honor? Bringing justice upon your enemies and smite them with righteous might? Are you the resolute protector of the innocent, saving them from harm with pure resolve? Or are you the protector in shining armor that bolsters allies with its pure presence and facing evil without faltering or showing any lack of courage?

How did you experience your call to serve as a guardian? Did you train under the last remaining members of the sun spears? Have you experienced a religious upbringing in a remote tyrian monestary? Or did a loss of a loved one brought you to the decision to protect the living for their sake? Perhaps you stumbled into a sacred grove or a hidden old canthan ruins and found yourself called to protect their lingering presence of spirits and help them pass. Or you might have known from your earliest memories that the guardians’s life was your calling, almost as if you had been sent into the world with that purpose stamped on your soul.

As protectors against the forces of wickedness, Guardians are rarely of any evil alignment. Most of them walk the paths of charity and justice. Consider how your alignment colors the way you pursue your virtues quest and the manner in which you conduct yourself before gods and mortals. Your conviction and alignment might be in harmony, or your conviction might represent standards of behavior that you have not yet attained.

Quick Build

You can make a Guardian quickly by following these suggestions. First, Strength should be your highest ability score, followed by Charisma. Second, choose the noble background.




















Guardian
Level Proficiency
Bonus
Features Maneuvers
Practiced
Martial
Dice
1st 2nd 3rd 4th 5th
1st +2 Honorfull Inheritance,
Spellcasting, Martial Combat (1d4)
3 3 (1d4) 2
2nd +2 Righteous Smite, Hands of Resolve, Couragoues Aegis 3 3 (1d4) 2
3rd +2 Virtuous Conviction, Channel Conviction 3 3 (1d4) 3
4th +2 Ability Score Improvement 3 3 (1d4) 3
5th +3 Honorfull Inheritance Feature 3 4 (1d4) 4 2
6th +3 Renewed Focus,
Martial Combat Dice increase(1d6)
5 4 (1d6) 4 2
7th +3 Virtuous Conviction Feature, 5 4 (1d6) 4 3
8th +3 Ability Score Improvement 5 4 (1d6) 4 3
9th +4 - 5 6 (1d6) 4 3 2
10th +4 Honorfull Inheritance Feature 5 6 (1d6) 4 3 2
11th +4 Virtuous Conviction feature,
Martial Combat Dice increase (1d8)
7 6 (1d8) 4 3 3
12th +4 Ability Score Improvement 7 6 (1d8) 4 3 3
13th +5 - 7 8 (1d8) 4 3 3 1
14th +5 Honorfull Inheritance Feature 7 8 (1d8) 4 3 3 1
15th +5 Virtuous Conviction Feature 7 8 (1d8) 4 3 3 2
16th +5 Ability Score Improvement,
Martial Combat Dice increase (1d10)
9 8 (1d10) 4 3 3 2
17th +6 - 9 9 (1d10) 4 3 3 3 1
18th +6 Improved Auras 9 9 (1d10) 4 3 3 3 1
19th +6 Ability Score Improvement 9 9 (1d10) 4 3 3 3 2
20th +6 Honorfull Inheritance Feature 9 9 (1d10) 4 3 3 3 2

Class Features

As a Guardian, you gain the following class features:

Hit Points


  • Hit Dice: 1d8
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per guardian level after 1st

Proficiencies


  • Armor: All armor, shields
  • Weapons: Simple weapons, Martial weapons
  • Tools: None

  • Saving Throws: Wisdom, Charisma
  • Skills: Choose two from Athletics, Arcana, Insight, Intimidation, Medicine, Persuasion, and Religion

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a martial weapon and a shield or (b) two martial weapons
  • (a) (a) five javelins or *(b) a longbow and a quiver of 20 arrows
  • (a) a priest's or (b) or scholar's pack (c) an explorer's pack
  • Chain mail and a symbol of conviction

Honorfull Inheritance

Starting at 1st level you choose your inhereted upringing that lead to your training as a guardian and imprinted you with a unique techniques to uphold your virtues. All inheritances grant you a tome with knwoledge handed down to you with their specific teachings and techniques. You can choose between the Monastic Inheritance that was practiced by the tyrian monks focussing on holy magic, the Ceremonial Inheritance of the ritualists of cantha that focusses on utilizing the power of spirits beyond the mists or the Exemplary Inheritance of the Sun Spear Order of Elona which excelled as battlefield commanders. Your inheritance shapes your playstyle as a guardian and will define your main combat role, either focussing on backline casting, midline support or frontline melee combat.

Your choice grants you features at 1st level and again at 5th, 10th and 15th.

Spellcasting

Also at 1st level, you have learned to draw on divine magic through meditation and prayer to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the Guardian spell list.

Spells Known and Casting Spells

The Guardian table shows how many spell slots you have to cast your spells. To cast one of your Guardian spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. You know a number of of Guardian spells that are available for you to cast, choosing from the Guardian spell list. The number of known guardian spells for you is equal to your Charisma modifier + half your Guardian level, rounded up (minimum of one spell). The spells must be of a level for which you have spell slots. Whenever you gain a level in this class you can choose a number of spells equal to your proficiency bonus and replace them with other spells from the guardian spells, which also must be of a level for which you have spell slots.

Spellcasting Ability

Charisma is your spellcasting ability for your Guardian spells. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a Guardian spell you cast and when making an attack roll with one.


Spell save DC = 8 + your proficiency bonus +
your Charisma modifier

Spell attack modifier = your proficiency bonus +
your Charisma modifier

Spellcasting Focus

You can use a symbol of conviction (see the Tyrian Adventuring Gear section) as a spellcasting focus for your guardian spells.

Martial Combat

Your martial training allows you to exceed in combat and use special maneuvers with your weaponry or alter your tactical approaches outside of combat. You learn maneuvers that are fueled by special dice called martial combat dice, which are each a d4. You start with 3 of these dice and you regain more dice when you gain level in this class as seen in the guardian class table.

Some of your maneuvers expend the martial combat die they use, as specified in a maneuver’s description, and you can’t use a maneuver if it requires you to use a die when your dice are all expended. You regain all your expended martial combat dice when you finish a short or long rest.

When you reach certain levels in this class, the size of your martial combat dice increases: at 6th level (d6), 11th level (d8), and 16th level (d10).

If you choose the exemplary inheritance as your honorfull inheritance your martial combat dice starts out as 1d6 and increases to 1d8, 1d10 and 1d12 respectively when your martial combat dice would increase normally at 6th, 11th and 16th level.

Learning and practicing Maneuvers:

You learn a list of guardian maneuvers that are available on your guardian maneuver list. To do so, choose a number of guardian maneuvers equal to your strength or dexterity modifier (your choice) + half your guardian level rounded up. You can practice up to 3 of those maneuver at level 1 and you can practice more maneuvers when you gain levels in this class. The numbers of maneuvers you can practice can be seen on your guardian table. You may only use practiced maneuvers during combat.

Maneuver are divided into disciplines, similar to the casting school of magic, they determine how the maneuvers behaves when used. Many maneuvers enhance an attack in some way or give you other benefits depending on the maneuvers discipline. You can use only one maneuver per turn.

Saving Throws:

Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows:

Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).

If the maneuver had a weapon or tool requirement, the DC is calculated as 8 + your proficiency bonus + the relevant ability score for that weapon or tool. For example, if you would make a power attack with a heavy weapon that requires strength, the DC would be calculated with strength. If you would make a power attack with a heavy weapon that has the finesse property and you would use dexterity for the attack you would calculate the DC with dexterity.

Righteous Smite

Starting at 2nd level, when you hit a creature with a weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon’s damage. The extra damage is 3 martial dice for a 1st-level spell slot, plus 1 martial die for each spell level higher than 1st, to a maximum of 6 martial dice. The damage increases by additional martial dice if the target is a dragon minion, undead or a fiend, to a maximum of 7 martial dice.

Hands of Resolve

At 2nd level, your resolving touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your guardian level × 5.

As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.

Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.

This feature has no effect on undead and constructs.

Couragous Aegis

Also at 2nd level you can bolster the defense of your allies with a magical aegis constructed of your courageous will. As an action, you can touch another creature and grant it +2 to its AC and saving throws. This effect ends when the creature takes damage from any source or when you use this ability again on another creature. A creature can only benefit from this effect once at a time. You can use this ability equal amount of times to your proficiency bonus and you regain all uses after you finished a long rest.

Virtuous Conviction

When you reach 3rd level, you swear yourself to one of the main tyrian virtues as your prime conviction. Up to this time you have been in a preparatory stage, committed to the value of all virtues but not sworn to a particular one. Depending on your choice your virtue will grant you different features at 3rd level and again at 7th, 11th and 15th. Those features include improvements to your level 2 class features, additional spells and your Channel Conviction feature.

Channel Conviction

Also at 3rd level, you gain the ability to channel divine energy directly from your own conviction, using that energy to fuel magical effects. You start with an effect determined by your virtuous conviction.

You must then finish a short or long rest to use your Channel Conviction again. If you choose your monastic inheritance you gain additional uses of your channel conviction, two uses at 5th and three uses 14th level.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can choose a feat (see Chapter 6 for a list of feats).

Renewed Focus

Beginning at 6th level you have learned to regain some of your divine energy by meditating about your ideals and inner conviction. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than a quarter of your Guardian level (rounded up), and none of the slots can be 4th level or higher.

For example, if you’re a 8th-level Guardian , you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st level slots.

Improved Auras

At 18th level you gain an increased potency for all your auras. All auras granted by your Virtuous Conviction features increase their range from 10 feet to 30 feet.

Honorfull Inheritance's

As cultures change over centuries so do traditions and techniques with them. The roots of the Guardian's teachings stem from different parts of the world, where each helds its own traditions and beliefs which express themselves within their training. A Guardian inherits their training style from their respective masters with great honor and practices them throughout their lifetime. The great successors of the sun spear paragons were the first guardian's, thus their teachings became the exemplary inheritance of the guardian profession. The few that beseached wisdom in the mists and learned from the ritualists stemming from cantha became the first mentors of the ceremonial inheritance. And lastly the ones most notable effected by the faith in the gods and the keepers of knowledge became the practitioners of the monastic inheritance.

Exemplary Inheritance

The first guardian's came from elona with thorough teachings of the loftiest ideals of justice, virtue, and order. Sometimes called cavaliers, white knights, or holy warriors, these guardians meet the ideal of the knight in shining armor, acting with honor in pursuit of justice and the greater good. They hold themselves to the highest standards of conduct, and some, for better or worse, hold the rest of the world to the same standards. Many guardians that inherited those teachings are devoted to the ideals of law and good and enforce justice in martial combat. They hold the Sun- the bringer of light, heat and truth in the darkness- as their ideal, and incorporate images of suns into their helmets or coats of arms. Their martial prowess is as respected as it is feared and is considered the most refined of all guardian inheritances.

Sacred Combatant

Starting at 1st level...

Fighting Style

Also at 1st level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.

Archery: You gain a +2 bonus to attack rolls you make with ranged weapons.

Blessed Warrior You learn two cantrips of your choice from the Guardian spell list. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the Guardian spell list.

Blind Fighting Being unable to see a creature doesn’t impose disadvantage on your attack rolls against it, provided the creature isn’t hidden from you.

Defense While you are wearing armor, you gain a +1 bonus to AC.

Dueling When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.

Interception: When a creature you can see hits a target that is within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.

Thrown Weapon Fighting You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +1 bonus to the damage roll.

Exemplar Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Whenever you used your action to perform a maneuver, you can make one weapon attack with your bonus action.

Pure of Voice

At 10th level...

Commander's Presence

At 14th level...

Holy Idol

At 20th level... Further, you suffer none of the drawbacks of old age, and you can't be aged magically.

Ceremonial Inheritance

Stepping into the footsteps of one of the oldest professions in tyria the guardians of the ceremonial inheritance emulate the powers of the canthan ritualists. Binding small spirits to their will and channeling their virtues power through those spirits they can can protect allies while punish their foes. Trained as natural mediums between this world and the mists they are the masters of rites and customs. They value the life as high as the honor of the dead and any crime against the deceased are considered as punishable as a crime against the living. Many guardians accustomed to the ceremonial teachings of the canthan ritualist tend towards balance in the world and a neutral disposition in alignment. They hold the all seeing eye- the that pierces the veil- as their ideal, and incorporate images of eyes into their helmets, blindfolds or coats of arms.

Ancestral Spirit

Starting at 1st level, the teachings of the ceremonial inheritance let you summon a small ancestral spirit that aids you in battle.

You learn the Find Familiar spell and you can cast it as a ritual. The spell is considered always prepared and doesn’t count against your number of Spells prepared.

When you cast the spell, you can choose one of the normal forms or the form of any tiny creature with a CR of 1/2 or lower.

Your familiar is able to take the attack action on its turn. If it does it may only attack once and does not benefit from any feature that lets it attack multiple times, such as multi-attack. Whenever you cast a spell that requires a melee spell attack or use an ability granted by a class feature or item that requires you to touch a creature you can choose to deliver that spell attack or ability through your familiar instead. Your familiar has to use its reaction to do so.

Summoning Rites

Also at 1st level...

Ceremonial Attack

At 5th level...

Caretaker's Voice

At 10th level...

Unbreakable Spirit

Starting at 14th level your spiritual power is forged in battle and your unyielding concentration cannot be broken. When you concentrate on a conjuration spell you cannot lose concentration on that spell.

Embodiment of Spirit

At 20th level...

Monastic Inheritance

Spell Tome

Starting at 1st level you you are wielding a tome of sacred spells bestowed to you by your monastic elders. When you gain this feature at 1st level, you can choose five cantrips from the guardian's spell list. While the book is on your person, you can cast those cantrips at will. Whenever you gain a level in this class you may replace any cantrip you currently know with a different cantrip from the guardian spell list.

If you lose your Spell tome you have to replace it with a new spell tome. A spell tome can be created with 1-h ritual by using an empty book and 100 gold worth of each rare incense and fine ink. This ritual can be performed during a short or long rest.

Mantra Casting

Your studies and mental discipline enables you to recitate memorized spell phrases and cast them quickly during battle. Recitating the phrases over and over again allows you to use them more quickly again compared to standard spells.

Mantra Spell Slots

The Monastic Inheritance table shows how many Mantra Spell Slots you have. The table also shows what the level of those slots is; all of your Mantra Spell Slots are equal to your highest normal spell slot granted to you by your spell casting feature gained at level 1. To cast one of your Mantra Spells of 1st level or higher, you must expend a Mantra spell slot. You regain all expended Mantra Spell Slots when you finish a short or Long Rest. Mantra Spell Slots can only be used to cast prepared Mantra Spells and cannot be used to empower your Righteous Smite class feature.

For example, when you are 5th Level, you have two 2nd-level Spell Slots. To cast the 1st-level spell Guiding Bolt, you must spend one of those slots, and you cast it as a 2nd-level spell.

Preparing Mantra Spells

You can prepare any spell from the guardian spell list as a mantra spell as long as it has a casting time of one action. When you do so, choose a number of guardian spells equal to the allowed number depicted in the Monastic tradition table. The spells must be of a level for which you have mantra spell slots.

For example, if you are a 5th-level guardian, you have two 2nd-level mantra spell slots and you can have up to 3 mantra spells prepared. Your list of prepared spells can include 3 spells of 1st or 2nd level that require an action to cast, in any combination.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of mantra spells requires time spent in prayer, preperation and recitation: at least 1 minute per spell level for each mantra spell on your list. When you prepare a mantra spell you are required to have all necessary spell components available to cast the spell. Any spell that consumes its material components does so while being prepared as mantra.

Casting Mantra Spells

Whenever you cast a mantra you quickly recitate a short prayer or phrase that triggers the prepared spell recitation. As a bonus action on your turn you can cast any prepared mantra spell spending a mantra spell slot. When you do so you can ignore any somatic or material components required to cast the spell.

Monastic Inheritance
Guardian Level Number of Mantras Mantra Spell Slots Mantra Spell Level
1st 2 1 1st
2nd 2 2 1st
3rd 2 2 1st
4th 2 2 1st
5th 3 2 2nd
6th 3 2 2nd
7th 3 2 2nd
8th 3 2 2nd
9th 4 2 3rd
10th 4 2 3rd
11th 4 3 3rd
12th 4 3 3rd
13th 5 3 4th
14th 5 3 4th
15th 5 3 4th
16th 5 3 4th
17th 6 4 5th
18th 6 4 5th
19th 6 4 5th
20th 6 4 5th

Warpriest

Beginning at 5th level, when you use your action to cast a spell, you can make one weapon attack as a bonus action.

Loremaster

At 18th level, you choose four spells from the guardian spell list, one from each of the following levels: 6th, 7th, 8th, and 9th. You add them to your list of prepared spells. They are considered always prepared and don't count against the number of prepared spell. You can cast each of those spells once and regain all expended uses when you finsih a long rest. During a long rest you can replace any of those spells with another spell of the same spell level.

Virtuos Conviction: Virtue of Justice

You pledge yourselve to justice in the world, you swear to protect those in need and smite the wicked. The virtue of justice manifest in the form of powerful smites and a wrathful aura that empowers allies near you. You may channel it into a pure form of piercing light to bind foes to you and bring them to the inevitable judgement of your blade.

Conviction Spells

You gain conviction spells at the guardian levels listed.

Virue of Justice Spells
Guardian Level Spell
3rd Detect Evil and Good, Searing Smite
5th Branding Smite, Spiritual Weapon
9th Blinding Smite, Spirit Guardians
13th Fire Shield, Wall of Fire
17th Holy Weapon, Dispell Evil and Good

Channel Conviction: Light of Judgement

Starting at 3rd level, you can use your Channel Conviction to harness the light of judgement, banishing darkness and dealing radiant damage to your foes.

As an action, you present your symbol of conviction, and any magical darkness within 30 feet of you is dispelled. Additionally, each hostile creature within 30 feet of you must make a Constitution saving throw. A creature takes radiant damage equal to 1d8 x your highest available spell level + your guardian level on a failed saving throw, and half as much damage on a successful one.

For example: A 9th level guardian has access to 3rd level spells thus the damage equals 3d8+9. A 13th level guardian has already access to 4th level spells, thus the damage would be 4d8+13.

A creature that has total cover from you is not affected by this channel conviction effect.

Channel Conviction: Spear of Justice

Also at 3rd level you can channel your virtue of justice to manifest as a spear of radiant energy in your hands to bind foes to your being and bring them to their knees.

As a bonus action on your turn you can present your symbol of conviction and a spear of radiant light manifests into your empty hand. This spear is considered a light weapon with the thrown (20feet/60feet), reach and finesse property. While holding the spear you shed bright light within 20 feet of you and dim light for additional 20 feet beyond that. For 1 minute, you add your Charisma modifier to attack rolls made with that spear (with a minimum bonus of +1).

Whenever you throw the spear as part of a ranged weapon attack against a creature you can bind it to your presence while impaling the creature with searing light. The creature has to make a strength saving throw against your spell save DC. On a failed save the creature speed is halved and it takes 2d4 radiant damage for every 5 feet it travels. It cannot move away from you nor can it take flight if it is capable of doing so. Flying creatures that fail the save will fall to the ground.

If you bound a creature this way you can use your reaction to pull the creature towards you. You can make a contested strength (Athletics) check against the creatures Strength (Athletics) or Dexterity (Acrobatics). On a success you can pull the creature up to 15 feet towards you.

This effect ends when you dismiss it as part of any other action, after 1 minute passes or after you used your reaction to pull a bound creature towards you.

Aura of Justice

Starting at 7th level, the guardian, as well any non-hostile creatures within 10 feet of the guardian, gain a bonus to melee weapon damage rolls equal to the guardain’s Charisma modifier (minimum of +1). The additional damage is considered radiant damage. A creature can benefit from this feature from only one guardian at a time.

At 18th level, the range of this aura increases to 30 feet.

Improved Righteous Smite

Starting at 11th level you are now able to infuse your allies with your virtueuos energy. Whenever an ally hits with a weapon attack you can use your reaction to expend one spell slot to deal radiant damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 6d8. The damage increases by 1d8 if the target is a dragon minion, undead or a fiend, to a maximum of 7d8. This additional damage is considered part of the damage delivered by the weapon attack and is accounted for when landing a critical hit.

Aura of Zeal

Starting at 15th level, the guardian, as well any non-hostile creatures within 10 feet of the guardian, gain a bonus to initiative rolls equal to the guardain’s Charisma modifier (minimum of +1). Additionally any ally that is affected by this aura gains advantage on attack rolls against any creature that has not yet acted in this round. A creature can benefit from this feature from only one guardian at a time.

At 18th level, the range of this aura increases to 30 feet.

Virtuos Conviction: Virtue of Resolve

You pledge yourselve to your inner resolve, you swear to avert conflicts and help the helpless. The virtue of resolve manifest in the form of soothing words and an aura of cleansing light and comfort. You may channel it into a pure form of angelic wings, to take flight over the battlefield and help those in most dire situations.

Conviction Spells

You gain conviction spells at the guardian levels listed.

Virue of Resolve Spells
Guardian Level Spell
3rd Bless, Healing Word
5th Aid, Healing Spirit
9th Mass Healing Word , Revivify
13th Deathward, Aura of Purity
17th Mass Cure Wounds, Raise Dead

Channel Conviction: Preserve Life

Starting at 3rd Level, you can use your Channel Conviction to heal the badly injured.

As an action, you present your Symbol of Conviction and evoke Healing energy that can restore a number of Hit Points equal to five times your Guardian level.

Choose any creatures within 30 feet of you, and divide those Hit Points among them. This feature can restore a creature to no more than half of its hit point maximum. You can’t use this feature on an Undead or a Construct.

Channel Conviction: Wings of Resolve

Also at 3rd level you can channel your virtue of resolve to manifest as angelic wings that bring you a short spurt of flight to help those in need.

As a bonus action on your turn you can present your symbol of conviction and angelic wings of light shine out of your back. These wings grant you a flying speed of 60 feet. This benefit works only in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft. This effect lasts for 1 minute or until you dismiss it as part of any other action.

Aura of resolve

Starting at 7th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.

At 18th level, the range of this aura increases to 30 feet.

Improved Hands of Resolve

Starting at 11th level you are now able to aid your allies from afar and cleanse them from any vile ailments. To use your hands of resolve you now no longer need to touch the affected creature. Instead you can target any creature within 30 feet of you to benefit from its effects. You can only target one creature at a time.

Additionally you can can expend 10 points from your healing pool to end one of the following conditions or effect on any ally targeted by your hands of resolve: Blind, Charmed, Deafened, Frightenend, Paralyzed, Petrified, Stunned, Exhaustion (1 level) or one magical effect of your choice that stems from a spell of 5th level or lower.

Aura of Serenity

Starting at 15th level you exude a powerful aura of grace and speed that quickens your allies. You and any friendly creature within 10 feet of you do not provoke opportunity attacks and are not impeded by difficult terrain. Additionally whenever you restore hit points to an ally within the aura they can use their reaction to move up to their speed without provoking opportunity attacks.

At 18th level, the range of this aura increases to 30 feet.

Virtuos Conviction: Virtue of Courage

You pledge yourselve to the courage deep within you, you uphold the ideal of the unwavering combatant that will not flinch even in the eyes of danger. The virtue of courage manifests in the form of unyielding defenses and an aura of bolstering energy. You may channel it into a pure form of a spectral barrier, to become the inpenetrable fortress against the abhorrent sieges of corruption.

Conviction Spells

You gain conviction spells at the guardian levels listed.

Virue of Courage Spells
Guardian Level Spell
3rd Sanctuary, Shield
5th Silence, Warding Bond
9th Leomunds Tiny Hut, Slow
13th Banishment, Otilukes resilient Sphere
17th Circle of Power, Wall of Force

Channel Conviction: Champion Challenge

As a bonus action, you issue a challenge that compels other creatures to do battle with you. Each creature of your choice that you can see within 30 feet of you must make a Wisdom saving throw. On a failed save, a creature can’t willingly move more than 30 feet away from you. This effect ends on the creature if you are incapacitated or die or if the creature is more than 30 feet away from you.

Channel Conviction: Shield of Courage

As a reaction you can present your symbol of conviction to create a protective area arround you to shield you and your allies from harm. A 10-foot-radius dome of force springs into existence around and above you and remains centered on you until the start of your next turn. Any hostile creature within that area have to make a strength saving throw or will be pushed 15 feet away from you. Any hostile creature that enters the area has to make a strength save against your spell save DC. On a fail it will be shunted to an unoccupied space within 10 feet of the domes perimeter and falls prone, on a success it may enter the dome at the cost of half its movement.

Spells and other magical effects can't extend through the dome or be cast through it. Further any creature within the dome are considered under full cover from ranged attacks made from outside the 10 foot dome. The atmosphere inside the space is comfortable and dry, regardless of the weather outside.

Aura of Protection

Beginning at 7th level, protective magic lies so heavily upon you that it forms an eldritch ward. You and friendly creatures within 10 feet of you have resistance to damage from spells.

At 18th level, the range of this aura increases to 30 feet.

Improved Couragious Aegis

Starting at 11th level your protective magic increases in potency and you are able to improve your allies defenses even from afar. You courageous aegis may now be applied on allies you can see within 30 feet instead of mere distance of touch and it now grants a +3 bonus to AC and saving throws.

Aura of Warding

Starting at 15th level, you and friendly creatures within 10 feet of you can’t be charmed, frightened, stunned, paralyzed or put to sleep while you are conscious.

At 18th level, the range of this aura increases to 30 feet.

Guardian Spell List

Cantrips
  • Bladeward*
  • Blue Flame Blade*
  • Control Flames
  • Guidance
  • Light
  • Mending
  • Produce Flame
  • Resistance*
  • Sacred Flame
  • Spare the Dying
  • Sword Burst
  • Thaumaturgy
  • True Strike*
  • Toll the Dead
  • Word of Radiance
1st Level
  • Bless
  • Burning Hands
  • Ceremony (ritual)
  • Compelled Duel
  • Cure Wounds
  • Detect Evil and Good
  • Detect Magic
  • Detect Poison and Diesease
  • Divine Favor
  • Expeditious Retreat
  • Guiding Bolt
  • Healing Word
  • Heroism
  • Jump
  • Longstrider
  • Protection from Evil and Good
  • Purify Food and Drink (ritual)
  • Sanctuary
  • Searing Smite*
  • Shield
  • Shield of Faith
  • Thunderous Smite*
  • Wrathful Smite*
2nd Level
  • Aid
  • Augury
  • Blindness/Deafness
  • Branding Smite
  • Calm Emotions
  • Cloud of Daggers
  • Continual Flame
  • Darkvision
  • Find Steed
  • Flame Blade
  • Flaming Sphere
  • Gentle Repose
  • Lesser restoration
  • Magic Weapon
  • Misty Step
  • Prayer of Healing
  • Protection from Poison
  • Scorching Ray
  • Spiritual Weapon
  • Warding Bond
  • Zone of Truth
3rd Level
  • Aura of Vitality
  • Beacon of Hope
  • Blinding Smite*
  • Create Food and Water
  • Crusader's Mantle
  • Daylight
  • Dispel Magic
  • Flame Arrows
  • Life Transference
  • Magic Circle
  • Mass Healing Word
  • Protection from Energy
  • Revivify
  • Speak with Dead*(ritual)
  • Spirit Guardians
4th Level
  • Aura of Life
  • Aura of Purity
  • Banishment
  • Deathward
  • Divination
  • Elemental Bane
  • Find greater Steed
  • Fire Shield
  • Guardian of Faith
  • Staggering Smite*
  • Wall of Fire
5th Level
  • Banishing Smite
  • Circle of Power
  • Dawn
  • Destructive Wave
  • Dispel Evil and Good
  • Far Step
  • Flame Strike
  • Greater restoration
  • Hallow
  • Holy Weapon
  • Mass Cure Wounds
  • Planar Binding
  • Raise Dead
  • Steel wind Strike
  • Swift Quiver
  • Teleportation Circle
  • Wall of Light
6th Level (Monastic Inheritance Only)
  • Blade Barrier
  • Find the Path
  • Forbiddance (ritual)
  • Heal
  • Heroe's Feast
  • Investiture of Flame
  • Sunbeam
  • True Seeing
  • Word of Recall
7th Level (Monastic Inheritance Only)
  • Conjure Celestial* (ritual)
  • Crown of Stars
  • Divine Word
  • Etherealness
  • Fire Storm
  • Mordekainen's Sword*
  • Rgenerate
  • Reurrection
  • Symbol
  • Sanctum Virto*(Temple of the Gods)
8th Level (Monastic Inheritance Only)
  • Glibness
  • Holy Aura
  • Power Word Stun*
  • Sunburst
9th Level
  • Astral Projection
  • Invulnerability
  • Mass Heal
  • Power Word Heal
  • True Resurrection

Disclaimer: Any spell with a (*) next to it will be changed within the source material of this homebrew compendium.

Credits:

Credits towards Arenanet and NCSoft from wich the intellectual property of Guild Wars 2 stems and any lore/names that come with it. Credits go to Wizards of the Coast and any material that is copied from them out of their 5 Edition of Dungeons and dragons PHB, Xanathar's Guide to Everything and Tasha's Cauldron of Everything. Additional credit to all artists responsible for any art not related to either Arenanet or WotC.