Guardian (MoMT)

> *Your life is devoted to one thing, and one thing only. Your duty as a Guardian.* ~ Someone
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Guardians were once trained warriors. armed and trained to protect the relics of the past. Nowadays, they are tasked with protecting people, mainly those of important religious or political figures. But they are just as powerful as they were then, if not more now.

As a Guardian you gain the following class features:

**Hit Dice:** 1d10

**Proficiencies**: All armor, shields, Simple and martial melee weapons

**Saving Throws:** Constitution, Intelligence

**Skills:** Choose two from Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Religion

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

* (*a*) a longsword or (*b*) a greatsword or (*c*) a greataxe
* (*a*) a chain shirt and a shield or (*b*) ring mail
* (*a*) an explorers pack or (*b*) dungeoneers pack

## Sound Body

Your training has given you strong body and a stronger mind, able to withstand effects that might force you to back down. You are immune to being knocked Prone, Frightened and Charmed.

## Prepared

As a Guardian, you cannot always be a brute. You have to be alert in order to overcome danger before it gets to you. You gain +2 to initiative.

## Bolster Defense

Armor works better on you due to your knowledge of how to best use it. Starting at 2nd level, when you wear armor or have a shield, you may add your Intelligence modifier to your Armor Class.

## Guardian Path

At 3rd level, you choose a way of the guard. Choose between Protector, Watcher and Arcane Shield, all detailed at the end of the class description. Your choice grants you features at 3rd, and again at 7th, 10th, 15th and 18th levels.

## Lightmail

Starting 5th level, you are so adept with armor that moving stealthily and masking your presence is not a burden to you in it. You do not have disadvantage on Dexterity (Stealth) checks while wearing armor.

## Frontline Mind

Starting 6th level, as you hold the line, you must be quick to think and act on your feet. You can add your Intelligence modifier (Maximum of 2) to your initiative rolls.

## Warden

You cannot always spare a hand when being so alert. Your arms develop strength so you can best defend with the most efficiency. Starting 9th level, when you wield a weapon with the Versatile property in one hand, you can roll the weapon's damage as if you were wielding it with two hands.

## Awareness

As a lookout, a Guardian has to see and perceive better than others and not be taken unaware. Starting 11th level, you gain advantage in Perception checks to spot traps or hidden threats. Additionally, you can no longer be surprised as long as you are not incapacitated or unconscious.

## Blockade

Starting at 13th level, you stand as a powerful obstacle to those who wish to harm you or others close to you. While you hold a shield, you can use a reaction when a creature within 5 feet of you makes an attack. That creature rolls with disadvantage.

## Non Pass

You are a force to be reckoned with, daring those who try to pass to take a shot at you. Starting 14th level, creatures within 5 feet of you provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.

## Remise

Starting 17th level, when you hit a creature with a weapon attack, you can stop them dead in their tracks by intelligently aiming for their ambulatory parts. As a bonus action, you may make a special weapon attack at a creature within range. You have advantage on this attack if the creature is not wearing armor. On a hit, the creature's movement speed is reduced to 0 until the end of their next turn. You can use this feature a number of times equal to your Intelligence modifier, regaining use after you finish a short or long rest.

## Iron Wall

Starting 20th level, you become a virtual wall. You gain resistance to all nonmagical slashing, piercing, and bludgeoning damage while you are wearing armor.

## Protector

The Protector actively runs alongside allies, taking hits and guarding them at close quarters.

#### **Stonewall**

Starting 3rd level, your experience with a close-up range also gives you a good poker face doing so. You gain proficiency in the Deception and Intimidation skills. If you have proficiency in these skills already, you instead gain expertise.

#### Combat Resist

Starting 7th level, your expertise in the battlefield now has you covered even against spells. You gain advantage on saving throws against spells and other magical effects.

#### Barrage Cover

You are incredibly able with a shield, and you can use it very well. Starting 10th level, when you use a shield, you instead gain a +4 bonus to your Armor Class.

#### Advantageous Riposte

Enemies who attack you half-heartedly are in for a surprise. Starting 15th level, when a creature within 5 feet of you makes an attack against you with disadvantage, you may make an opportunity attack against them with no further action.

#### Action Block

You can render immobile enemies more useless than they already are by hitting harder. Starting 18th level, when you successfully use your Remise feature, the target cannot make any reactions or bonus actions until the end of their next turn.

## Watcher

As a watcher, you protect your allies from afar. Sometimes you can stop attacks from a distance by shooting them down. Other times, you can make them gravitate towards you instead.

### Shooter

Starting 3rd level, you gain proficiency in simple and martial ranged weapons.

### Disk Sniper

You can shoot down attempts to harm your allies from a distance, whether by projectile or spell. Starting 7th level, when a creature makes a ranged weapon or spell attack that you can see within 120 feet, you can expend a reaction to shoot it down or weaken it. Roll your weapon's damage die. When you do so, the damage from the attack is reduced by an amount equal to the damage of your weapon. If you reduce the damage to 0, the original projectile is destroyed midair.

### Sharp Eye

Your eyes and mind are trained in battle to better strike as a Watcher. Starting 10th level, you can add your Intelligence modifier to your weapon attack and damage rolls.

### Attack Sniper

As a Guardian Watcher, you must watch and protect, even at the cost of your own hide at close quarters sometimes. Starting 15th level, you no longer need to hold a shield to use Blockade, and the range is expanded to 30 feet.

### Perfect Aim

You can hit even through armor due to your watchfulness for weaknesses. Starting 18th level, you now have advantage with your Remise feature even if the target is wearing armor.

## Arcane Shield

The only kind of people known to be able to use magic in public are Arcane Shield Guardians. They are the ones commonly at the side of politicians and religious heads. Using the magical arts, the Guardians of the arcane shield use abjurations and other effects to keep themselves and others safe.

**Spellcasting**

Being an arcane shield means you have to have access to magic. Your oath to protect powers unlocks this potential.

### Spell Slots

The Arcane Shield Spell table below shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a spell slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell shield and have a 1st-level and a 2nd-level spell slot available, you can cast it using either slot.

Each time you gain access to a new level of spell, you learn all the spells for that level from the Arcane Shield Spell List, detailed below.

### Spellcasting Ability

Intelligence is your spellcasting ability for your spells, since you learn your spells through tactical wit memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a spell you cast and when making an attack roll with one.

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

Spell attack modifier = your proficiency bonus + your Intelligence modifier

### Shieldbearer

Starting 7th level, you can use a shield as your spellcasting focus.

### Concentration Cut

Starting 10th level, you can set up a nasty surprise for the person who attacks you. If a creature's attack roll against you fails, immediately after the result, you may use your reaction to have that creature roll with disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn.

### Faith’s Armor

Starting 15th level, a sheen of magic covers you and blasts enemies who dare strike you. Whenever a creature within 30 feet of you hits you with an attack, that creature takes force damage equal to your Intelligence modifier + your Guardian level.

### Defended Mind

Using magic has made you become stronger against magic. Starting 18th level, if you have casted an abjuration spell in your last turn, you have advantage against all saving throws until the beginning of your next turn.

### Arcane Shield Spell List

You know all the following spells as part of the Arcane Shield Subclass.

### 1st Level

Absorb Elements, Mage armor, Grease, Shield, Thunderwave, Snare

### 2nd Level

Aid, Find Traps, Warding Wind, Pass without Trace

### 3rd Level

Aura of Vitality, Beacon of Hope, Counterspell

### 4th Level

Resilient Sphere, Death Ward, Private Sanctum