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Ver. 1.3.1

Guardian

Class

Guardians are highly trained, disciplined magical fighters. They specialize in defensive combat magic, using Abjuration and other protective magic to drive enemies back. They fight with a combination of martial arts and spells.

For a guardian, the safety of their allies is their top priority. In the Torchlight Society, Guardians accompany adventuring parties into ruins to keep them safe using their powerful defensive magic.

Class Information

Difficulty ★★☆ Intermediate
Hit Point Increment 7 or 1d12 + your CON modifier per Guardian level
Magic Skill Points 3
Magic Studies
Natural Skills

Playing as a Guardian

While Adventuring

You keep your allies close, ready to defend them at a moment's notice. You take a level-headed approach to challenges and use your athletic ability to overcome obstacles.

During Social Interaction

You keep your guard up and tend not to be very trusting. You're reasonable and rational, but firm in your beliefs and won't let others intimidate you.

In Combat

You practice defensive tactics, letting your enemies make the first move and punishing them for their missteps. You work with your allies to keep everyone safe.

While Resting

Starting Equipment

When creating a leveled character that starts with this class, consult the Investigator Starting Equipment table to determine what items you start with. You receive all of the items listed for your starting level and all levels below it. You can choose to replace any number of items with their equivalent value in credits (CR).

Table: Guardian Starting Equipment

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Class Features

Table: The Guardian Table

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Level Feature Proficiency Bonus Second Wind Dice Caster Level
1 Guardian Specialties, Martial Arts +1   0
2 Ability Score Improvement +1   0
3 Qi, Basic Fighting Stances +2   0
4 Spellcasting, Spell Studies +2   1
5 Natural Skill Improvement, Learning Experience +2   1
6 Second Wind +3 3 (d6) 1
7 Spell Studies, Guardian Bonus +3 4 (d6) 2
8 Stamina, Learning Experience +3 5 (d6) 2
9 Guardian's Vigor (d8), Natural Skill Improvement +4 5 (d8) 2
10 Sentinel Stance, Spell Studies, Specialty Improvement +4 6 (d8) 3
11 Ability Score Improvement +4 7 (d8) 3
12 Arcane Fighter +5 8 (d8) 3
13 Qi Rush, Guardian Bonus, Natural Skill Improvement +5 9 (d8) 3
14 Spell Studies, Learning Experience +5 10 (d8) 4
15 Guardian's Vigor (d10), Combat Expert +5 10 (d10) 4
16 Hot-Blooded +6 11 (d10) 4
17 Ability Score Improvement +6 12 (d10) 4
18 Spell Studies, Specialty Improvement +6 13 (d10) 5
19 Guardian Bonus, Natural Skill Improvement +6 14 (d10) 5
20 Advanced Fighting Techniques, Learning Experience +7 15 (d10) 5
21 Guardian's Vigor (d12), Specialty Improvement +7 15 (d12) 5
22 Spell Studies, Ability Score Improvement +7 16 (d12) 6
23 Natural Skill Improvement, Learning Experience +8 17 (d12) 6
24 Arcane Martial Artist +8 18 (d12) 6
25 Spell Studies, Guardian Bonus +8 19 (d12) 7
26 Combat Expert, Specialty Improvement, Learning Experience +9 20 (d12) 7
27 Guardian's Vigor (d20), Ability Score Improvement +9 20 (d20) 7
28 Spell Studies, Natural Skill Improvement, Guardian Bonus +9 21 (d20) 8
29 Ability Score Improvement, Specialty Improvement, Learning Experience +9 22 (d20) 8
30 Extreme Vitality +10 24* (d20) 8

Guardian Specialties

At Level 1, choose three Natural Skills from the Guardian's Natural Skills list. Then gain 1 level in your choice of two of the following specialties:

Martial Arts

As a professional bodyguard, you learn tried-and-true defense techniques based on ancient traditions. Add your Proficiency Bonus to Unarmed Attack (Athletics) checks. Your proficiency bonus increases with your level according to the Guardian table.

As a Guardian, your basic Unarmed attack deals 1d4 damage plus your Strength modifier.

Specialty Improvement

At each level you receive this bonus, choose one of your specialties and increase its level by 1. Specialties can't be increased above 3.

If you don't have any specialties that can be improved when you receive this bonus, you may gain 1 point in a new specialty of your choice..

Guardian Bonus

At each level where you receive this bonus, choose one of the following values and increase it by 1.

Qi

Even before you've fully grasped the concept of casting spells, you learn to blend your magical abilities into your martial arts skills. Starting at Level 3, you begin tapping into energy known as Qi, or Chi. This special ability lets you assume a number of different fighting stances, each of which boosts your stamina or grants you other useful powers.

You can only assume a fighting stance during combat, and you can only be in one stance at a time. Entering a stance or switching from one stance to another takes one frame. You can maintain your stance though interruptions of your concentration, but you're forced out of your stance if you're grappled, incapacitated, stunned, or knocked unconscious. You can exit your stance at any time as a free action. You automatically exit your stance when combat ends.

Basic Fighting Stances

At Level 3, you learn the following stances:

Gorilla Stance

You move low to the ground and fight with your fists. While in this stance:

Mountain Stance

You assume the stance of an immovable mountain. While in this stance:

Lion Stance

You gain the speed and reflexes of a big cat, allowing you to move about quickly to protect your allies. While in this stance:

Ability Score Improvement

At each level where you receive this bonus, increase one of your ability scores by 2, or two different scores by 1 each.

Ability scores can't be increased above 20 using this feature until your overall level reaches 15, and no ability score can be increased above 30 at any level.

After updating your score, be sure to update the relevant modifiers, including skills and other calculated stats that factor in the increased scores.

Spellcasting

At Level 4, you may begin to learn and cast spells. Increase your caster level to 1.

Assign initial values to your magical skills. As a Guardian, you have 3 points to spend on these skills, and you can choose from the forms that are a part of your training (Elemental, Divine, Physical, and Psionic.)

Spell Studies

At each level where you receive this bonus, you may learn new spells from the Spell Study Guide. This usually, but not always, occurs at each level where your caster level increases.

You may choose to learn a spell of lesser rarity with this ability. For example, whenever you have the option to learn a Rare spell, you may choose to learn an Uncommon or Common spell instead. If you do, you lose the opportunity to learn a Rare spell at that level.

Natural Skill Improvement

At each level you receive this bonus, increase each of your natural skills by one level.

This feature can't increase any skill higher than 7 unless you're level 20 or higher. This feature cannot be used to become Legendary.

TIP: To increase a skill beyond 7 at an earlier level, use the Skill Improvement General Feat.

Learning Experience

At each level you receive this bonus, choose one of your knowledges and increase its level by 1, or gain 1 point in a new knowledge subject of your choice. If your Intelligence score is 15 or greater, you may do this twice each time you receive this bonus. If it's 20 or greater, you may do this three times.

Knowledges can't be increased beyond 10 at any level.

Second Wind

You're in top physical form and can continue fighting with only short periods of rest inbetween. Starting at Level 6, you gain Second Wind Dice.

As an adventuring action, you can spend 15 minutes to roll any number of your Second Wind dice (d6). You recover hit points equal to the total result. Those dice remain expended until the next time you rest. You recover one die per hour of resting, or all your dice after an 8-hour full rest.

Stamina

You aren't as easily worn out by demanding physical labor as others would be. Starting at Level 8, the effects of Exhaustion on you are reduced by one level.

Guardian's Vigor

Guardians are known as the toughest and strongest of magical fighters. At Level 9, your Second Wind die becomes a d8.

At Level 15, your Second Wind die becomes a d10.

At Level 21, your Second Wind die becomes a d12.

At Level 27, your Second Wind die becomes a d20.

Sentinel Stance

At Level 10, you learn the Sentinel Stance.

Sentinel Stance

This stance focuses on fighting reactively, letting your enemies make the first move and responding to it swiftly. While in this stance:

Arcane Fighter

At Level 12, you begin infusing your magical abilities directly into your martial arts. You learn the following new stances, which make use of your energy.

Swordsman Stance

Activation Cost: 20

Upon entering this stance, you conjure pure energy into the shape of a Longsword in your hand. This item functions identically to an Iron Longsword, but its attacks are magical. It can be used either one- or two-handed. Activating this stance requires least one free hand. While in this stance:

Monk Stance

Most spells only require the use of one hand. This stance employs a special techique wherein by using both hands to cast spells, you're able to increase their power. You must have both hands free when activating this stance.

Ward Stance

Activation Cost: 6

You channel your Qi into a powerful defensive posture. While in this stance:

Qi Rush

At Level 13, you gain the ability to amplify your attacks using magical energy. You learn the Qi Rush cantrip.

Combat Expert

At Level 15, your expertise allows you to multitask in combat. Your turn length increases by one frame, and you gain an additional reaction frame per round.

At Level 26, your turn length increases by an additional grame, and you gain another reaction frame.

Hot-Blooded

You can use your reserve of stamina to aid your allies and dispatch threats. Starting at Level 16, you can use your Second Wind dice for the following abilities:

Advanced Fighting Techniques

At Level 20, you can begin using more advanced combat stances:

Phalanx Stance

You project your Qi into a protective and invigorating energy field which forms a straight line perpendicular to the direction you're facing. Allies standing on your sides form a Phalanx formation, taking advantage of your energy to create a powerful defensive wall. Allies are part of the Phalanx formation as long as they're standing immediately to your left or right, or to the left or right of another ally that is also part of the formation.

Flanking Stance

Your Qi amplifies your Perception and situational awareness. While in this stance, you and one or more allies can Flank an enemy creature for a tactical edge. A creature is flanked as long as you and at least one ally are adjacent to an enemy and on opposite sides or corners. While in this stance:

Arcane Martial Artist

At Level 24, you improve your combat magic techniques. Your Qi stances gain several improvements.

Extreme Vitality

At Level 30, you've reached the true pinnacle of human performance. You gain the following benefits:

Guardian Class Feats

View As: Collage Table

Items with the ⬆ Upgrade symbol can be purchased any number of times.

Items with multiple tiers must be purchased in order (starting with tier 1.)

Brawler

: ✪40

Your basic Unarmed Attack damage increases to 1d6 plus your Strength modifier.


: ✪60

Prerequisite: 16 Strength

Damage increases to 1d8 plus your Strength modifier.


: ✪60

Prerequisite: 18 Strength

Damage increases to 1d10 plus your Strength modifier.


: ✪60

Prerequisite: 20 Strength

Damage increases to 1d12 plus your Strength modifier.

Lemur Stance

✪100

Prerequisite: Qi

Stance: While in this stance, your Speed increases by 4 and you have a +10 bonus to the Long Jump, High Jump, and Tumble actions, but you can't hold any items in either hand.

Fierce Protector

✪100

Prerequisite: Guardian Level 5

Whenever you witness an ally or companion take a critical hit, you can enter Rage as a reaction.

As a Guardian, your Rage lasts until combat ends or until you end your turn without having attacked or defended that turn. (Rage is a status effect, not a Stance, and does not cause you to change or exit your current stance.)

Reactive Reflex

✪40

Prerequisite: Sentinel Stance

You have advantage on Reflex saves while in Sentinel stance.

Area Denial

✪100

Prerequisite: Reactive Reflex, 7 Perception

While in Sentinel stance, you gain an opportunity attack against a creature the first time it moves into or out of your reach each round.

Re-energize

✪90

Prerequisite: Guardian Level 10

When spending Second Wind dice to recover hit points, you may choose to recover energy instead.

Fast Vitality

✪100

Prerequisite: Guardian Level 10

You may recover hit points using one of your Second Wind dice as a one-frame action during combat.

Coursing River Stance

✪120

Prerequisite: Arcane Fighter

You make flowing movements that emanate your body's natural energy.

While in this stance, your speed increases by 2 and all Cryomancy spells you and any allies within 30 feet are cast one level higher. Entering this stance consumes 10 energy.

When you take this feat, you may learn three Cryomancy spells of your current Elemental Magic skill level or lower from the Spell Study Guide.

Great Typhoon Stance

✪120

Prerequisite: Arcane Fighter

You put the full force of your body's strength behind your spells.

While in this stance, all Evocation spells you and any allies within 30 feet are cast one level higher. Entering this stance consumes 10 energy.

When you take this feat, you may learn three Evocation spells of your current Elemental Magic skill level or lower from the Spell Study Guide.

Raging Fire Stance

✪120

Prerequisite: Arcane Fighter

You let your emotions run wild for a brief moment.

While in this stance, you gain a +1 bonus to Strength ability checks and all Pyromancy spells you and any allies within 30 feet are cast one level higher. Entering this stance consumes 10 energy.

When you take this feat, you may learn three Pyromancy spells of your current Elemental Magic skill level or lower from the Spell Study Guide.

Instant Recovery

✪120

Prerequisite: Guardian Level 18, Fast Vitality

At the start of your turn, if you didn't take damage since the start of your previous turn, you may spend one of your Second Wind dice to recover hit points as a free action.

Energy Rush

✪80

Prerequisite: Arcane Fighter

You channel your magical powers into your body, allowing you to charge forward at extraordinary speeds.

While in this stance, your speed is doubled and you aren't affected by hazardous terrain.

This stance consumes 1 point of energy for every 2 feet you move.

Items with the ⬆ Upgrade symbol can be purchased any number of times.

Tiered Name Cost Requirements Details
Brawler ✪40 Details ▶
  Lemur Stance ✪100 Qi Details ▶
  Fierce Protector ✪100 Guardian Level 5 Details ▶
  Reactive Reflex ✪40 Sentinel Stance Details ▶
  Area Denial ✪100 Reactive Reflex, 7 Perception Details ▶
  Re-energize ✪90 Guardian Level 10 Details ▶
  Fast Vitality ✪100 Guardian Level 10 Details ▶
  Coursing River Stance ✪120 Arcane Fighter Details ▶
  Great Typhoon Stance ✪120 Arcane Fighter Details ▶
  Raging Fire Stance ✪120 Arcane Fighter Details ▶
  Instant Recovery ✪120 Guardian Level 18, Fast Vitality Details ▶
  Energy Rush ✪80 Arcane Fighter Details ▶