{"name":"Guardian","overview":"A sturdy being, taught to protect others, they are built sturdy and are hard to defeat.","hit_dice":"1d12","hit_points_at_1st_level":"1d12 + CON MOD","hit_points_at_higher_levels":"1d12","armor_proficiencies":"None.","weapon_proficiencies":"Shields, Light, Martial, Thrown.","tools":"","saving_throws":"Constitution, Strength","skills":"Choose 3 from: Athletics, Acrobatics, Insight, Intimidation, Medicine, Survival.","starting_equipment":"One Heavy Shield [b]or[\/b] Two Light Shields","spellcasting":"Nope.","class_features":"[b]Sturdy - Level 1[\/b]\r\n[br]\r\nYour body is naturally sturdier than most armor due to your intensive training. Your AC without armor is 13 + CON MOD.\r\n[hr][b]Guard - Level 1[\/b]\r\n[br]\r\nUse a bonus action to take a defensive stance, reducing damage taken by 1d6 + CON MOD. This increases by one dice every 3 levels.\r\n[hr][b]Protect - Level 1[\/b]\r\n[br]\r\nUse this reaction on an ally, reducing THIER damage taken by 1d10 + CON MOD. This increases by one dice every 3 levels. This has a range of 10ft. This is a reusable reaction.\r\n[hr][b]Steel Skin - Level 3\r\n[br][\/b]\r\nYou gain [u]resistance[\/u] to slashing damage.\r\n[hr][b]Calm Mind - Level 3\r\n[br][\/b]\r\nYou gain [u]resistance[\/u] to physic damage.\r\n[hr][b]Taunt - Level 3\r\n[br][\/b]\r\nAll enemies within a 45ft. radius of you will roll a WIS save of 15, if they fail they will focus primarily on attacking you for 2 rounds, if they succeed they will nullify it. Uses a turn. This is automatically nullified if the foe has a WIS of 18 or higher.\r\n[hr][b]Charge - Level 3\r\n[br][\/b]\r\nRun into an enemy as fast as you can, up to double your movement, dealing 2d12 bludgeoning damage and knocking them 25ft. away, if the enemy hits an obstacle or person, they both take 1d8 bludgeoning damage. Can be used twice per battle.\r\n[hr][b]Iron Maiden - Level 3\r\n[br][\/b]\r\nSummon a Iron ball made of shields clumped together, this clumps down onto the enemy, dealing 1d6 bludgeoning damage for each turn they are in there, this stays for 1 round or until struck from the outside. Can be used twice per battle.\r\n[hr][b]Force Shield -[\/b] Level 3\r\n[br]\r\nSummon a giant shield made of condensed force, you can make this float anywhere for 1 minute or use it as a projectile. When used as a projectile, the enemy has to roll a DEX Save of 10+PB+STR mod or take 2d20 force damage. ONLY ONE SHIELD MAY BE SUMMONED AT A TIME.\r\n[hr][b]Heavy Gong[\/b] - Level 3\r\n[br]\r\nUse in melee range. Headbutt an enemy with full force, dealing 2d8 bludgeoning damage and 1d8 psychic damage. You will take 1d8 bludgeoning damage.\r\n[hr][b]Ability Score Improvement - Level 4[\/b]\r\n[br]\r\nGain a feat or 2 stat points.\r\n[hr][b]Mobile Protector - Level 4[\/b]\r\n[br]\r\nYou have gotten a lot more used to carrying shields around with you, +15 movement speed.\r\n[hr][b]Defensive Aura - Level 6[\/b]\r\n[br]\r\nYou emanate an aura with a radius of 10ft. Those inside will have a +1 to AC. This increases every 4 levels.\r\n[hr][b]Counter - Level 6[\/b]\r\n[br]\r\nTake a defensive stance that lasts for a round, you cannot move while this stance is active. Those who attack you will deal half damage to you and you can opportunity attack them.\r\n[hr][b]Shield Bash - Level 6[\/b]\r\n[br]\r\nRam your shield into an opponent, dealing 2d8 + STR MOD bludgeoning damage to them and having them roll a CON save of 10 + STR MOD. If they fail, they will have disadvantage until it is your turn again. Succeeding negates it.\r\n[hr][b]Ability Score Improvement - Level 7[\/b] \r\n[br]\r\nGain a feat or 2 stat points.\r\n[hr]","subclass_options":"[h1]Path of the Stormsinger[\/h1]\r\n[hr][b]Electrified Bonds[\/b] - Level 3\r\n[br]\r\nYou emit a electric circle that is 30ft. When an ally is inside of the circle and takes damage, you can alternatively take the damage yourself or send it to another willing ally.\r\n[hr][b]Sea Of Storms[\/b] - Level 3\r\n[br]\r\nInside of your electric circle, you can activate your storm circle to smite enemies. When activated, one creature of your choice in your aura takes lightning damage (DEX DC 10 + CON MOD, half damage on success) based on your level: [3rd] 1d6, [10th] 2d6, [15th] 3d6, and [20th] 4d6\r\n[hr][b]Amp Up[\/b] - Level 3\r\n[br]\r\nYou can sing a inspiring melody to enchant your allies body OR weaponry. Enchanting their body will add a +1 to their AC, and give them resistance to thunder damage, enchanting their weapon will make them deal an extra 1d6 + CON MOD thunder damage with that weapon. Can be used 3 times per long rest.\r\n[hr][b]Electric Body[\/b] - Level 3\r\n[br]\r\nGain immunity to thunder damage.\r\n[hr][b]Intimidation Shock [\/b]- Level 4\r\n[br]\u00a0\r\nEnemies you have struck with Sea of Storms you will have DOUBLE advantage with intimidation checks against.\r\n[hr]\r\n","table_data":"","source":"","jsondata":"","tags":"","isShared":"on","templateId":"5460","blockId":"746453","world":"4d88b12c-93bc-499f-aa9e-5bdcfaf3f010","folder":""}