Holocron

Guardian

Class · Force-caster · d10 Hit Die
sourcePHBroleForce-caster
Tweaked from 5eYou already know this as 5e Paladin — It's your Paladin: a d10 Strength frontliner who dumps resource points into bonus melee damage dice (Divine Smite), heals and harms by hand, and radiates party-buffing auras — just powered by the Force instead of an oath.
GuardianGuardian
PlaystyleStriker

Force-wielder specializing in melee combat

A dark-skinned human quickly runs down a corridor, the metal armor under his grey cloak clanking with each step. He rounds the corner into the prison while the lights and power are still out, urging the weakened prisoners to escape. Just then a handful of slavers arrive and ready their blasters. The man draws and ignites a white-bladed lightsaber, ready to die for the strangers behind him.

A sith pureblood, clad head to toe in black and red armor, charges towards a line of soldiers. Shot after shot deflects off his armor until he reaches his prey, where he unleashes his fury in a series of devastating lightsaber sweeps.

A zabrak general dramatically leaps to his soon-to-be overrun squad, landing with a flurry of lightsaber attacks. At the arrival of this powerful Jedi, the attackers fall back.

Guardians are the master of the art of lightsaber combat. They focus on utilizing the everpresent power of the Force to enable devastating attacks, often single-handedly turning the tide of battle.

Protector or Destroyer

An unstoppable agent of the Force, the guardian channels the power flowing through him into his weapons. Their skills with a lightsaber are unrivalled. Subduing their enemies and bolstering their allies, the guardian uses the Force to control what happens around them.

Natural Leaders

The guardian's command of the Force lends them a powerful presence. Whether through fear and intimidation or respect and admiration, the guardian is one of the greatest generals on the battlefield. They are a symbol of power to their followers.

Forcecasting

Guardian: 1st level In your meditations on the Force, you have learned powers, fragments of knowledge that imbue you with an abiding force ability. See chapter 10 for the general rules of forcecasting and chapter 11 for the force powers list.

Force Powers Known

You learn 5 force powers of your choice, and you learn more at higher levels, as shown in the Force Powers Known column of the guardian table. You may not learn a force power of a level higher than your Max Power Level, and you may learn a force power at the same time you learn its prerequisite.

Force Points

You have a number of force points equal to your guardian level x 2, as shown in the Force Points column of the guardian table, + your Wisdom or Charisma modifier (your choice). You use these force points to cast force powers. You regain all expended force points when you finish a long rest.

Max Power Level

Many force powers can be overpowered, consuming more force points to create a greater effect. You can overpower these abilities to a maximum level, which increases at higher levels, as shown in the Max Power Level column of the guardian table.

You may only cast force powers at 4th and 5th-level once. You regain the ability to do so after a long rest.

Forcecasting Ability

Your forcecasting ability varies based on the alignment of the powers you cast. You use Wisdom for light side powers, Charisma for dark side powers, and Wisdom or Charisma for universal powers (your choice). You use this ability whenever a power refers to your forcecasting ability. Additionally, you use this ability modifier when setting the saving throw DC for a force power you cast and when making an attack roll with one.


Force save DC = 8 + your proficiency bonus + your forcecasting ability modifier


Force attack modifier = your proficiency bonus + your forcecasting ability modifier


Channel the Force

Guardian: 1st level You know how to channel the Force to create a unique effect. You start with your choice of one from two such effects: Cause Harm or Lend Aid. At 3rd level, your Guardian Focus grants you an additional effect. When you use your Channel the Force, you choose which effect to create.

Some Channel the Force effects require saving throws. When you use such an effect from this class, the DC equals your universal force save DC.

You can use this feature twice. You gain an additional use at 5th, 9th, 13th, and 17th level. You regain all expended uses when you finish a short or long rest.

Cause Harm

As an action, you can expend a use of your Channel the Force to sap the life from a hostile creature you can see within 60 feet. That creature must make a Constitution saving throw. On a failed save, the creature takes necrotic damage equal to your guardian level + your Charisma modifier (minimum of +1), or half as much on a successful one.

Lend Aid

As a bonus action, you can expend a use of your Channel the Force and touch a beast or humanoid within 5 feet of you. That creature regains hit points equal to your guardian level + your Wisdom modifier (minimum of +1). Alternatively, if the beast or humanoid is poisoned or diseased, you neutralize the poison or disease. If more than one poison or disease afflicts the target, you neutralize one poison or disease that you know is present, or you neutralize one at random.

Force-Empowered Strikes

Guardian: 2nd level When you hit a creature with a melee weapon attack, you can expend force points to deal additional damage to the target, which is the same type as the weapon's damage. The additional damage is 1d8 for each point spent in this way. You can't deal more additional damage than the amount shown in the Focused Strikes column of the guardian table.

Fighting Style

Guardian: 2nd level You adopt a particular style of fighting as your specialty. Choose one of the fighting style options, detailed in Chapter 6.

Guardian Aura

Guardian: 3rd level You gain an aura of your choice, as detailed at the end of the class description, and you gain more at higher levels, as shown in the Auras Known column of the guardian table. Your aura has a radius of 5 feet, which increases at higher levels, as shown in the Aura Radius column of the guardian table.

Guardian Focus

Guardian: 3rd, 7th, 15th, and 20th level You begin to focus your studies on a specific lightsaber form, which is detailed at the end of the class description.

Ability Score Improvement

Guardian: 4th, 8th, 12th, 16th, and 19th level You can increase one ability score by 2, or you can increase two ability scores by 1. You can't increase an ability score above 20 using this feature.

Extra Attack

Guardian: 5th level You can attack twice, instead of once, whenever you take the Attack action on your turn.

Force Purity

Guardian: 6th level The Force flowing through you makes you immune to poison and disease.

Improved Force-Empowered Strikes

Guardian: 11th level You are so in tune with the Force that all your melee weapon strikes carry the power of the Force with them. Whenever you hit a creature with a melee weapon attack, the creature takes an extra 1d8 damage. The damage is the same type as the weapon's damage.

Cleansing Touch

Guardian: 14th level You can use your action and expend a use of your Channel the Force ability to end one force power on yourself or on one willing creature that you touch.

Guardian Auras

The auras are presented in alphabetical order. If multiple guardians grant the same aura, affected creatures can only benefit from it once. You must be conscious to grant the benefits of your auras.

Aura of Conquest

Whenever a creature who is frightened of you starts its turn within 5 feet of you, its gains 4 slowed levels and takes psychic damage equal to half your guardian level.

Aura of Conviction

You and friendly creatures within 5 feet of you have advantage on saving throws against effects that would cause you to be charmed or frightened.

Aura of Hatred

You and friendly creatures within 5 feet of you gain a bonus to the first melee weapon damage rolls you make each round equal to your Charisma modifier (minimum of +1).

Aura of Presence

Whenever you or a friendly creature within 5 feet of you must make a saving throw, the creature can add your Wisdom modifier to the saving throw.

Aura of Protection

Whenever a creature within 5 feet of you takes damage, you can use your reaction to take that damage instead of that creature taking it. This feature doesn't transfer any other effects that might accompany the damage, and this damage can't be reduced in any way.

Aura of Vigor

Whenever a friendly creature starts its turn within 5 feet of you, that creature gains temporary hit points equal to your Wisdom or Charisma modifier (your choice, minimum of one).

Aura of Warding

You and friendly creatures within 5 feet of you have resistance to damage from force powers.

Advancement

Level Proficiency Bonus Features Force Powers Known Force Points Max Power Level Focused Strikes Auras Known Aura Radius
1st +2 Forcecasting, Channel the Force 5 2 1st
2nd +2 Force-Empowered Strikes, Fighting Style 7 4 1st 2d8
3rd +2 Guardian Aura, Guardian Focus 9 6 1st 2d8 1 5 ft.
4th +2 Ability Score Improvement 10 8 1st 2d8 1 5 ft.
5th +3 Extra Attack 12 10 2nd 3d8 1 5 ft.
6th +3 Force Purity 13 12 2nd 3d8 1 5 ft.
7th +3 Focus feature 14 14 2nd 3d8 1 5 ft.
8th +3 Ability Score Improvement 15 16 2nd 3d8 1 5 ft.
9th +4 17 18 3rd 4d8 1 15 ft.
10th +4 18 20 3rd 4d8 2 15 ft.
11th +4 Improved Force-Empowered Strikes 19 22 3rd 4d8 2 15 ft.
12th +4 Ability Score Improvement 20 24 3rd 4d8 2 15 ft.
13th +5 22 26 4th 5d8 2 15 ft.
14th +5 Cleansing Touch 23 28 4th 5d8 2 15 ft.
15th +5 Focus feature 24 30 4th 5d8 2 15 ft.
16th +5 Ability Score Improvement 25 32 4th 5d8 2 15 ft.
17th +6 27 34 5th 6d8 2 30 ft.
18th +6 28 36 5th 6d8 3 30 ft.
19th +6 Ability Score Improvement 29 38 5th 6d8 3 30 ft.
20th +6 Focus feature 30 40 5th 6d8 3 30 ft.
Codex
Hit Die
d10
Primary Ability
Strength
Saving Throws
Constitution, Charisma
Armor
Light armor, medium armor
Weapons
All lightweapons, all vibroweapons
This lets you decide
› Choose 2 skills from 9
Acrobatics, Athletics, Deception, Insight, Intimidation, Lore, Perception, Persuasion, Piloting
› Pick your starting equipment
- *(a)* mesh armor, *(b)* a combat suit, and a light physical shield • - *(a)* a lightweapon or vibroweapon and a light or medium physical shield or *(b)* two lightweapons or vibroweapons • - *(a)* a priest's pack or *(b)* an explorer's pack
Level by level