Guardian
Starting Evasion
9
Starting HP
7
Domains
Blade & Valor
Unstoppable. Once per long rest, you can become Unstoppable. You gain an Unstoppable Die. At level 1, your Unstoppable Die is a d4. Place it on your character sheet in the space provided, starting with the 1 value facing up. After you make a damage roll that deals 1 or more Hit Points to a target, increase the Unstoppable Die value by one. When the die's value would exceed its maximum value or when the scene ends, remove the die and drop out of Unstoppable. At level 5, your Unstoppable Die increases to a d6.
While Unstoppable, you gain the following benefits:
- You reduce the severity of physical damage by one threshold (Severe to Major, Major to Minor, Minor to None).
- You add the current value of the Unstoppable Die to your damage roll.
- You can't be Restrained or Vulnerable.
The title of guardian represents an array of martial professions, speaking more to their moral compass and unshakeable fortitude than the means by which they fight. While many guardians join groups of militants for either a country or cause, they’re more likely to follow those few they truly care for, majority be damned. Guardians are known for fighting with remarkable ferocity even against overwhelming odds, defending their cohort above all else. Woe betide those who harm the ally of a guardian, as the guardian will answer this injury in kind.
Subclasses
Stalwart
Take heavy blows and keep fighting, an immovable wall between harm and your allies.
Unwavering: Gain a permanent +1 bonus to your damage thresholds.
Iron Will: When you take physical damage, you can mark an additional Armor Slot to reduce the severity.
Unrelenting: Gain a permanent +2 bonus to your damage thresholds.
Partners-in-Arms: When an ally within Very Close range takes damage, you can mark an Armor Slot to reduce the severity by one threshold.
Undaunted: Gain a permanent +3 bonus to your damage thresholds.
Loyal Protector: When an ally within Close range has 2 or fewer Hit Points and would take damage, you can mark a Stress to sprint to their side and take the damage instead.
Vengeance
Strike down enemies who harm you or your allies, repaying every wound in kind.
At Ease: Gain an additional Stress slot.
Revenge: When an adversary within Melee range succeeds on an attack against you, you can mark 2 Stress to force the attacker to mark a Hit Point.
Act of Reprisal: When an adversary damages an ally within Melee range, you gain a +1 bonus to your Proficiency for the next successful attack you make against that adversary.
Nemesis: Spend 2 Hope to Prioritize an adversary until your next rest. When you make an attack against your Prioritized adversary, you can swap the results of your Hope and Fear Dice. You can only Prioritize one adversary at a time.
Domain Cards
As a Guardian you draw cards from the Blade and Valor domains. All 21 cards from each domain are listed below for reference.
Level 1
Get Back Up
When you take Severe damage, you can mark a Stress to reduce the severity by one threshold.
Not Good Enough
When you roll your damage dice, you can reroll any 1s or 2s.
Whirlwind
When you make a successful attack against a target within Very Close range, you can spend a Hope to use the attack against all other targets within Very Close range. All additional adversaries you succeed against with this ability take half damage.
Bare Bones
When you choose not to equip armor, you have a base Armor Score of 3 + your Strength and use the following as your base damage thresholds:
• Tier 1: 9/19
• Tier 2: 11/24
• Tier 3: 13/31
• Tier 4: 15/38
Forceful Push
Make an attack with your primary weapon against a target within Melee range. On a success, you deal damage and knock them back to Close range. On a success with Hope, add a d6 to your damage roll.
Additionally, you can spend a Hope to make them temporarily Vulnerable.
I Am Your Shield
When an ally within Very Close range would take damage, you can mark a Stress to stand in the way and make yourself the target of the attack instead. When you take damage from this attack, you can mark any number of Armor Slots.
Level 2
A Soldier's Bond
Once per long rest, when you compliment someone or ask them about something they're good at, you can both gain 3 Hope.
Reckless
Mark a Stress to gain advantage on an attack.
Body Basher
You use the full force of your body in a fight. On a successful attack using a weapon with a Melee range, gain a bonus to your damage roll equal to your Strength.
Bold Presence
When you make a Presence Roll, you can spend a Hope to add your Strength to the roll.
Additionally, once per rest when you would gain a condition, you can describe how your bold presence aids you in the situation and avoid gaining the condition.
Level 3
Scramble
Once per rest, when a creature within Melee range would deal damage to you, you can avoid the attack and safely move out of Melee range of the enemy.
Versatile Fighter
You can use a different character trait for an equipped weapon, rather than the trait the weapon calls for.
When you deal damage, you can mark a Stress to use the maximum result of one of your damage dice instead of rolling it.
Critical Inspiration
Once per rest, when you critically succeed on an attack, all allies within Very Close range can clear a Stress or gain a Hope.
Lean on Me
Once per long rest, when you console or inspire an ally who failed an action roll, you can both clear 2 Stress.
Level 4
Deadly Focus
Once per rest, you can apply all your focus toward a target of your choice. Until you attack another creature, you defeat the target, or the battle ends, gain a +1 bonus to your Proficiency.
Fortified Armor
While you are wearing armor, gain a +2 bonus to your damage thresholds.
Goad Them on
Describe how you taunt a target within Close range, then make a Presence Roll against them. On a success, the target must mark a Stress, and the next time the GM spotlights them, they must target you with an attack, which they make with disadvantage.
Support Tank
When an ally within Close range fails a roll, you can spend 2 Hope to allow them to reroll either their Hope or Fear Die.
Level 5
Champion's Edge
When you critically succeed on an attack, you can spend up to 3 Hope and choose one of the following options for each Hope spent:
• You clear a Hit Point.
• You clear an Armor Slot.
• The target must mark an additional Hit Point.
You can't choose the same option more than once.
Vitality
When you choose this card, permanently gain two of the following benefits:
• One Stress slot
• One Hit Point slot
• +2 bonus to your damage thresholds
Then place this card in your vault permanently.
Armorer
While you're wearing armor, gain a +1 bonus to your Armor Score.
During a rest, when you choose to repair your armor as a downtime move, your allies also clear an Armor Slot.
Rousing Strike
Once per rest, when you critically succeed on an attack, you and all allies who can see or hear you can clear a Hit Point or 1d4 Stress.
Level 6
Battle-Hardened
Once per long rest when you would make a Death Move, you can spend a Hope to clear a Hit Point instead.
Rage Up
Before you make an attack, you can mark a Stress to gain a bonus to your damage roll equal to twice your Strength.
You can Rage Up twice per attack.
Inevitable
When you fail an action roll, your next action roll has advantage.
Rise Up
Gain a bonus to your Severe threshold equal to your Proficiency.
When you mark 1 or more Hit Points from an attack, clear a Stress.
Level 7
Blade-Touched
When 4 or more of the domain cards in your loadout are from the Blade domain, gain the following benefits:
• +2 bonus to your attack rolls
• +4 bonus to your Severe damage threshold
Glancing Blow
When you fail an attack, you can mark a Stress to deal weapon damage using half your Proficiency.
Shrug It Off
When you would take damage, you can mark a Stress to reduce the severity of the damage by one threshold. When you do, roll a d6. On a result of 3 or lower, place this card in your vault.
Valor-Touched
When 4 or more of the domain cards in your loadout are from the Valor domain, gain the following benefits:
• +1 bonus to your Armor Score
• When you mark 1 or more Hit Points without marking an Armor Slot, clear an Armor Slot.
Level 8
Battle Cry
Once per long rest, while you're charging into danger, you can muster a rousing call that inspires your allies. All allies who can hear you each clear a Stress and gain a Hope. Additionally, your allies gain advantage on attack rolls until you or an ally rolls a failure with Fear.
Frenzy
Once per long rest, you can go into a Frenzy until there are no more adversaries within sight.
While Frenzied, you can't use Armor Slots, and you gain a +10 bonus to your damage rolls and a +8 bonus to your Severe damage threshold.
Full Surge
Once per long rest, mark 3 Stress to push your body to its limits. Gain a +2 bonus to all of your character traits until your next rest.
Ground Pound
Spend 2 Hope to strike the ground where you stand and make a Strength Roll against all targets within Very Close range. Targets you succeed against are thrown back to Far range and must make a Reaction Roll (17). Targets who fail take 4d10+8 damage. Targets who succeed take half damage.
Level 9
Gore and Glory
When you critically succeed on a weapon attack, gain an additional Hope or clear an additional Stress.
Additionally, when you deal enough damage to defeat an enemy, gain a Hope or clear a Stress.
Reaper's Strike
Once per long rest, spend a Hope to make an attack roll. The GM tells you which targets within range it would succeed against. Choose one of these targets and force them to mark 5 Hit Points.
Hold the Line
Describe the defensive stance you take and spend a Hope. If an adversary moves within Very Close range, they're pulled into Melee range and Restrained.
This condition lasts until you move or fail a roll with Fear, or the GM spends 2 Fear on their turn to clear it.
Lead by Example
When you deal damage to an adversary, you can mark a Stress and describe how you encourage your allies. The next PC to make an attack against that adversary can clear a Stress or gain a Hope.
Level 10
Battle Monster
When you make a successful attack against an adversary, you can mark 4 Stress to force the target to mark a number of Hit Points equal to the number of Hit Points you currently have marked instead of rolling for damage.
Onslaught
When you successfully make an attack with your weapon, you never deal damage beneath a target's Major damage threshold (the target always marks a minimum of 2 Hit Points).
Additionally, when a creature within your weapon's range deals damage to an ally with an attack that doesn't include you, you can mark a Stress to force them to make a Reaction Roll (15).
On a failure, the target must mark a Hit Point.
Unbreakable
When you mark your last Hit Point, instead of making a death move, you can roll a d6 and clear a number of Hit Points equal to the result. Then place this card in your vault.
Unyielding Armor
When you would mark an Armor Slot, roll a number of d6s equal to your Proficiency. If any roll a 6, reduce the severity by one threshold without marking an Armor Slot.