Jedi Guardian
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. While creating your guardian, consider your attraction to the Force and its most famous practitioners - the Jedi and the Sith. Are you a member of one of the two orders, or do you walk a different path? Are you a soldier tapping into a latent Force-sensitivity? Were you trained in the force from a young age, or did you discover it as an adult? How do you treat those weaker than you? What was your family like? Do you see the Force as light and dark, or an impartial river of gray?QUICK BUILD
You can make a guardian quickly by following these suggestions. First, make Strength your highest ability score, followed by Constitution. Second, choose the Jedi or Sith background. THE GUARDIANLevel | Proficiency Bonus | Features | Force Powers Known | Force Points | Max Power Level | Focused Strikes | Auras Known | Aura Radius |
1 | +2 | Forcecasting, Channel the Force | 3 | 1 | 1 | - | - | - |
2 | +2 | Force-Empowered Strikes, Fighting Style | 4 | 2 | 1 | 2d8 | - | - |
3 | +2 | Guardian Aura, Guardian Focus | 5 | 3 | 1 | 2d8 | 1 | 2.5 m |
4 | +2 | Ability Score Improvement | 5 | 4 | 1 | 2d8 | 1 | 2.5 m |
5 | +3 | Extra Attack | 6 | 5 | 2 | 3d8 | 1 | 2.5 m |
6 | +3 | Force Purity | 6 | 6 | 2 | 3d8 | 1 | 2.5 m |
7 | +3 | Focus feature | 7 | 7 | 2 | 3d8 | 1 | 2.5 m |
8 | +3 | Ability Score Improvement | 7 | 8 | 2 | 3d8 | 1 | 7.5 m |
9 | +4 | 8 | 9 | 3 | 4d8 | 2 | 7.5 m | |
10 | +4 | 9 | 10 | 3 | 4d8 | 2 | 7.5 m | |
11 | +4 | Improved Force-Empowered Strikes | 9 | 11 | 3 | 4d8 | 2 | 7.5 m |
12 | +4 | Ability Score Improvement | 10 | 12 | 3 | 4d8 | 2 | 7.5 m |
13 | +5 | 11 | 13 | 4 | 5d8 | 2 | 7.5 m | |
14 | +5 | Cleansing Touch | 11 | 14 | 4 | 5d8 | 2 | 7.5 m |
15 | +5 | Focus feature | 12 | 15 | 4 | 5d8 | 2 | 7.5 m |
16 | +5 | Ability Score Improvement | 13 | 16 | 4 | 5d8 | 2 | 7.5 m |
17 | +6 | 14 | 17 | 5 | 6d8 | 2 | 15 m | |
18 | +6 | 14 | 17 | 5 | 6d8 | 3 | 15 m | |
19 | +6 | Ability Score Improvement | 15 | 19 | 5 | 6d8 | 3 | 15 m |
20 | +6 | Focus feature | 15 | 20 | 5 | 6d8 | 3 | 15 m |
CLASS FEATURES
As a Guardian, you gain the following class features.HIT POINTS
Hit Dice: 1d10 per Guardian level Hit Points at 1st Level: 10 + your Constitution modifier Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per guardian level after 1st.PROFICIENCIES
Armor: Light armor, medium armor Weapons: All lightweapons, all vibroweapons Tools: None Saving Throws: Constitution, Charisma Skills: Choose two from Acrobatics, Athletics, Deception, Insight, Intimidation, Lore, Perception, Persuasion, and PilotingEQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background (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 VARIANT: STARTING WEALTH In lieu of the equipment granted by your class and background, you can elect to purchase your starting gear. If you do so, you receive no equipment from your class and background, and instead roll for your starting wealth using the criteria below: Class Funds Guardian 8d4 x 100 crFORCECASTING
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 3 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 modifierCHANNEL 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.Career
Career Progression
Archetypes:
MAKASHI FORM
Makashi Form, also known as Contention Form, encourages precision and efficiency over power, using jabs, parries and light cuts over slashes, blocks and chops. Those guardians who focus on Makashi Form utilize calculated blade manipulation, intense focus, and expert timing to confuse and trap their opponents.FORM BASICS
Makashi Form: 3rd level You gain the Makashi lightsaber form, detailed in Chapter 6. If you already know this form, you can instead choose another lightsaber form.THE WAY OF THE YSALAMIRI
Makashi Form: 3rd level As a bonus action, you can enter an offensive stance for one minute. While in this stance, you add your Wisdom or Charisma modifier (your choice) to the first melee weapon attack and damage rolls you make each turn. This effect ends early if you are incapacitated or die. Once you’ve used this feature, you can’t use it again until you finish a long rest.CHANNEL THE FORCE
Makashi Form: 3rd level You gain the following Channel the Force option.MAKASHI RIPOSTE
When another creature damages you with a melee attack, you can expend a use of your Channel the Force and use your reaction to attempt to deflect the attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your guardian level. If you reduce the damage to 0, you can immediately make a single melee weapon attack against that creature as a part of the reaction.FORCE-EMPOWERED REFLEXES
Makashi Form: 7th level You can take a second reaction each round.GLANCING BLOW
Makashi Form: 15th level When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.MASTER OF CONTENTION
Makashi Form: 20th level You are a duelist of the highest caliber. Your Dexterity and Wisdom or Charisma scores (your choice) increase by 2. Your maximum for those scores increases by 2. Additionally, you can use your action to gain the following benefits for 1 minute: You have resistance to kinetic and energy damage, and you ignore resistance to kinetic and energy damage. All melee attacks have disadvantage against you. Your melee weapon attacks inflict an additional damage die. This effect ends early if you are incapacitated or die. Once you’ve used this feature, you can’t use it again until you finish a long rest.NIMAN FORM
Niman Form, also known as Moderation Form, strikes a balance between bladework and force powers. Those guardians who focus on Niman Form weave Force manipulation with their melee weapon strikes, pushing their opponents off-balance to create an opening.FORM BASICS
Niman Form: 3rd level You gain the Niman lightsaber form, detailed in Chapter 6. If you already know this form, you can instead choose another lightsaber form.THE WAY OF THE RANCOR
Niman Form: 3rd level As a bonus action, you can enter a balanced stance for one minute. As a part of this bonus action, and as a bonus action on each of your turns, when you use your action to cast a force power, you can make one melee weapon attack. Additionally, for the duration, you can use Wisdom or Charisma instead of Strength or Dexterity for the attack and damage rolls of your melee weapon attacks. You must use the same modifier for both rolls. This effect ends early if you are incapacitated or die. Once you’ve used this feature, you can’t use it again until you finish a long rest.CHANNEL THE FORCE
Niman Form: 3rd level You gain the following Channel the Force option.TELEKINETIC SLASH
When you deal damage with an at-will force power that requires a force attack or a saving throw, you can expend a use of your Channel the Force and expend force points to deal additional damage to the target, which is the same type as the power’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.ENLIGHTENMENT
Niman Form: 7th level When you reduce a hostile creature to 0 hit points with a force power, or you restore hit points to a friendly creature that is at 0 hit points with a force power, you gain temporary force points equal to your Wisdom or Charisma modifier (your choice, minimum of one). Once you’ve done so, you can’t do so again until you complete a short or long rest.REDIRECT
Niman Form: 15th level When you would be affected by a weapon or force power that requires a Dexterity saving throw or attack roll and would affect only you, you can use your reaction to redirect that power to another target within 30 feet. If the weapon or power required a melee or ranged attack, make a melee or ranged force attack against the new target, as appropriate. If it required a Dexterity saving throw, the new target must make a Dexterity saving throw against your universal force save DC. Once you’ve used this feature, you must complete a short or long rest before you can use it again.MASTER OF MODERATION
Niman Form: 20th level The Force flows in perfect concert with your weapon attacks. Your Dexterity and Wisdom or Charisma scores (your choice) increase by 2. Your maximum for these scores increases by 2. Additionally, you can use your action to gain the following benefits for 1 minute: You have resistance to kinetic and energy damage from unenhanced weapons. You have advantage on saving throws against force powers. Additionally, you have resistance against the damage of force powers. When you use your action to cast an at-will force power that targets only one creature, you can target an additional creature within 5 feet of the original target and within the power’s range. This effect ends early if you are incapacitated or die. Once you’ve used this feature, you can’t use it again until you finish a long rest.SHIEN/DJEM SO FORM
Shien/Djem So Form, also known as Perseverance Form, utilizes a force-enhanced strength to overwhelm opponents. Those guardians who focus on Shien/Djem So Form actively attempt to force an opening rather than waiting for the opportunity to present itself.BONUS PROFICIENCIES
Shien/Djem So Form: 3rd level You gain proficiency in heavy armor.FORM BASICS
Shien/Djem So Form: 3rd level You gain your choice of the Shien or Djem So lightsaber form, detailed in Chapter 6. If you already know the chosen form, you can instead choose another lightsaber form.THE WAY OF THE KRAYT DRAGON
Shien/Djem So Form: 3rd level As a bonus action, you can take a threatening stance for one minute. While in this stance, the first time you hit with a melee weapon attack using Strength each turn, you can choose to deal additional damage equal to your Strength modifier. If there is another creature within 5 feet of the original target and within your reach, you can attempt to deal the additional damage to that creature instead. If the original attack roll would hit the second creature, it takes damage equal to your Strength modifier. The damage is of the same type dealt by the original attack. This effect ends early if you are incapacitated or die. Once you’ve used this feature, you can’t use it again until you finish a long rest.CHANNEL THE FORCE
Shien/Djem So Form: 3rd level You gain one of the following Channel the Force options. Choose Blade Barrier for Shien or Falling Avalanche for Djem So.BLADE BARRIER
On your turn, when you deal melee weapon damage that includes your Strength modifier, you can forgo your Strength modifier to the damage roll, expend a use of your Channel the Force (no action required), and reduce your speed by half. If you do so, energy and kinetic damage you take from weapons before the end of your next turn is reduced by an amount equal to your Strength modifier. You can not use this feature if you have moved more than half your speed this turn.FALLING AVALANCHE
On your turn, you can expend a use of your Channel the Force (no action required) and reduce your speed by half to gain advantage on the next ability check or attack roll you make using Strength before the end of your next turn. You can not use this feature if you have moved more than half your speed this turn.DETERMINATION
Shien/Djem So Form: 7th level You gain one of the following features. Choose Aggressive Negotiations for Shien or Reliable Vigor for Djem So.AGGRESSIVE NEGOTIATIONS
You gain proficiency in Intimidation or Persuasion. Additionally, while you are wielding a weapon with which you are proficient, you can’t have disadvantage on Charisma (Intimidation) and Charisma (Persuasion) checks, and if the target would make a contested check, they can’t have advantage on it.RELIABLE VIGOR
If the d20 result for a Strength check or saving throw is less than your guardian level, you can use your guardian level in place of the result. You can use this feature three times. You gain an additional use at 9th, 13th, and 17th level. You regain all expended uses when you complete a long rest.PRESENCE
Shien/Djem So Form: 15th level You gain one of the following features. Choose Precise Reflection for Shien or Brutal Strikes for Djem So.PRECISE REFLECTION
When you hit with an attack made by the saber reflect power, 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.BRUTAL STRIKES
The Force flowing through you grants you incredible strength. Your Force-Empowered Strikes and Improved Force-Empowered Strikes damage rolls gain a minimum roll threshold, discussed in chapter 7. Additionally, when you spend force points to use your Force-Empowered Strikes feature, you gain temporary hit points equal to twice the number of points spent.MASTER OF PERSEVERANCE
Shien/Djem So Form: 20th level Your might overwhelms even the most implacable of foes. Your Strength and Constitution scores increase by 2. Your maximum for these scores increases by 2. Additionally, you can use your action to gain the following benefits for 1 minute: You have resistance to kinetic and energy damage from unenhanced weapons. Once per turn, when you hit with a melee weapon attack using Strength, you can use your Force-Empowered Strikes feature at 1st-level without expending force points. You gain temporary hit points equal to the extra damage dealt. When a creature within 5 feet of you makes an attack roll against you, you can use your reaction to make a single weapon attack with advantage against that creature. If the attack hits, you impose disadvantage on the triggering attack roll. This effect ends early if you are incapacitated or die. Once you’ve used this feature, you can’t use it again until you finish a long rest.SORESU FORM
Soresu Form, also known as Resilience Form, relies on tight bladework and subtle dodges to provide maximum defensive coverage, minimizing exposure to ranged weaponry. Those guardians who focus on Soresu Form use broad footwork to move around the playing field, making broad, short sweeping motions that protect the body.BONUS PROFICIENCIES
Soresu Form: 3rd level You gain proficiency in heavy armor.FORM BASICS
Soresu Form: 3rd level You gain the Soresu lightsaber form, detailed in Chapter 6. If you already know this form, you can instead choose another lightsaber form.THE WAY OF THE MYNOCK
Soresu Form: 3rd level As a bonus action, you can enter a defensive stance for one minute. As a part of this bonus action, and as a bonus action on each of your turns, you can cast the saber ward power. When you do so, you have a number of special reactions equal to your proficiency bonus that you can only use to cast the saber reflect force power. This effect ends early if you are incapacitated or die. Once you’ve used this feature, you can’t use it again until you finish a long rest.CHANNEL THE FORCE
Soresu Form: 3rd level You gain the following Channel the Force option.ADVANCING DEFENDER
When you cast the saber reflect power, you can expend a use of your Channel the Force to move up to 10 feet as a part of that same reaction. This movement does not provoke opportunity attacks.CIRCLE OF SHELTER
Soresu Form: 7th, 9th, 13th, and 17th level You learn to fend off strikes directed at you or other creatures nearby. If you or a creature you can see within 5 feet of you is hit by an attack, you can use your reaction to ward the creature if you’re wielding a melee weapon or a shield. Roll 1d8 and add the number rolled to the target’s AC against that attack. If the attack still hits, the target has resistance against the attack’s damage. You can use this feature three times. You gain an additional use at 9th, 13th, and 17th level. You regain all expended uses when you finish a long rest.STAND AGAINST THE TIDE
Soresu Form: 15th level When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice.MASTER OF RESILIENCE
Soresu Form: 20th level Your presence on the field of battle is an inspiration to your allies. Your Constitution and Wisdom or Charisma scores (your choice) increase by 2. Your maximum for those scores increases by 2. Additionally, you can use your action to gain the following benefits for 1 minute: You have resistance to kinetic and energy damage from unenhanced weapons. When you use the saber reflect force power, you can make a single melee attack on an enemy within 5ft of you as a part of that same reaction. You have advantage on Dexterity saving throws, as do your allies within 30 feet of you. This effect ends early if you are incapacitated or die. Once you’ve used this feature, you can’t use it again until you finish a long rest.Remove these ads. Join the Worldbuilders Guild
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