Guardian Class Tree

About the Guardian of the Wilds

The hills are alive.

Masters of soil, stone and plants, Guardians are dedicated to protecting the wilds and harmonizing with nature. They play the role of controlling the battlefield in most combat scenarios and use their power to summon the earth itself to do their bidding. 

Armor Class: Light armor

Abilities

At level one, you gain the first two Mage class abilities and the level one Guardian class ability. From levels two through twenty, you may only choose one ability per level: the Mage ability or the Guardian ability. You may choose abilities from previous levels except on levels 5, 15 and 20.    

 
Level Mage Ability Cost TN Guardian of the Wilds Ability Cost TN
1 Lesser Healing (active spell): heal an adjacent ally or yourself for 1+1/2 level D6. 1 MP NA Rock Spike (basic attack): Hurl a spiky rock to deal 1D6 damage to the target. Range = 30ft. 0 MP Roll for range
1 Barrier Defense: Once per encounter, put up a magical ward to deflect incoming attacks — automatically wins block rolls. 1 MP NA      
2 Lightbulb (active): A flame, equivalent in brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame, but it creates no heat and doesn't use oxygen 2 MP to cast. 2 MP per hour. NA Tremor (active spell): The earth shakes violently. All enemies on the battlefield must make a dexterity test against the target number. If they pass, they are slightly knocked off balance and take a -1 penalty to block, parry and dodge rolls. If they fail, they get really dizzy and take a -3 penalty to block, parry and dodge rolls. 4 MP 10
3 Ice Lance (active): Freeze your target. If they were already frozen, they take 1D6 damage. 3 MP 13, Range = 30 ft Stonewall (active spell): Raise a 5ft-wide x 10ft-tall x 15ft-long wall of stone in front of you or an ally within 30 ft, blocking 80% of damage. Wall crumbles after taking 20 damage. 2 MP NA
4 Detect Thoughts (active): Gaze into the mind of your target for one minute, hearing their inner thoughts and discovering their planned actions. 3 MP 13 Breath of the Wild (active spell): Imbue the earth with your spirit, granting all allies +3 attack for their next turn. 2 MP NA
5       Entangle (spell): summon roots to create up to three traps (5ftx5ft) on any empty space on the battlefield within line of site. If an enemy steps on a space occupied by a trap, they must make a dexterity roll with a target number of 10 + the hero's willpower. If they fail, they are rooted in place, take 2 damage per turn, and must pass the same dexterity roll to escape the space. They may still attack while rooted. If they pass, they take 1D3 damage and may move one space adjacent. 3 MP per trap NA
6 Leftovers (active): At the end of every day, you may deposit your unspent mana into a gemstone to save for later. You may only fill a gemstone to its capacity, however. NA NA Nature's Cure (active spell): Removes all debuffs from all allies within line of sight. 5 MP 12
7 Cone of Cold (active): Freeze your target and any adjacent enemies. Then roll a D3 for each of them to determine how much damage they take. 5 MP 15, Range = 25 ft Ironbark (active spell): The target's skin becomes tough as iron for one turn, reducing damage taken by 20%. 4 MP NA
8 Scry (active): You can see and hear any creature who you can picture clearly in your mind (must know what they look like, if you know their true name, add +1 to your roll). The target must make a wisdom saving roll. 4 MP TN varies. Smokescreen (active spell): Draw poisons and toxins from the soil and cast them in a 15ft. cone in front of you. Enemies must pass a dexterity test of your TN plus your willpower to escape. If they pass, they move one space outside of the cone and take no damage. If they fail, they take 1D3 damage and must make a constitution check of 18 plus your willpower to avoid being poisoned. The area remains affected for three turns and anyone entering the space must test against the poison. 5 MP 12
9 Detect Magic (active): For the duration of this spell, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any. 2 MP to cast, 2 MP per Hour 13 Tunnel Vision (active spell): Reveals the true nature of the environment, allowing the caster to see the full structure of a dungeon, cave, cavern, or other confined space. 7 MP 13
10 Stolen Geas (active): You place a magical command on a creature that you can see within range, forcing it to carry out some service or refrain from some action or course of activity as you decide. If the creature can understand you, it must succeed on a Wisdom saving throw or become charmed by you. 6 MP 16 Sandstorm (active spell): Call forth a raging sandstorm to cover the entire battlefield. Enemy movement speed is halved and line of sight is reduced to 5ft. The sandstorm lasts for three turns. 10 MP 15
11 Cat (active): Make any creature your familiar. Your familiar is unwaveringly loyal to you and has an initiative 1 lower than your own, but otherwise maintains all of its stats. It must make a Wisdom saving throw to avoid this fate. 10 MP Small creatures: 10 Medium Creatures: 15 Large Creatures: 20 Time Dragons: 9,000 Restoration: Draw energy from your surroundings and be restored. Gain 3D6 mana and 2D6 healing once per day. Does not apply during combat. 0 MP NA
12 Dispel Magic (active): Ruin the plans of any caster nearby. The target (whether you can see them or not) must make a wisdom saving throw. If they fail, any of their magical effects in the area are canceled faster than a new primetime network television show. 10 MP 18 Nature's Architect (passive): Increases the amount of Stonewalls that can be erected to four and doubles their effectiveness (and their cost). Stonewall now allows up to four 10ft-wide x 20ft-tall x 30 ft-long walls of stone in front of you or an ally within 60 ft, blocking all damage. Walls crumble after taking 20 damage. 4 MP per wall NA
13 Turn Undead (active): Target any undead creature. It must make a Wisdom saving throw against your target number plus your Wisdom. If it fails, it is immediately destroyed. 5 MP 15 Mass Entanglement (passive): Rooted Traps deal 1 extra damage per turn and spread to additional adjacent enemies, ensnaring them as well. Trapped enemies must make a dexterity roll with a target number of 14+ the hero's willpower. If they fail, they are rooted in place, take 2 damage per turn, and must pass the same dexterity roll to escape the space. They may still attack while rooted. If they pass, they take 1D3 damage and may move one space adjacent. NA NA
14 Polymorph (active): Choose a target.They must attempt a wisdom saving throw. If they pass, nothing happens. If they fail, turn the target into a chicken with one HP. 10 MP 15 Nature's Ward (passive): Reduce the cost and TN of every spell by 1. NA NA
15       Nature's Beauty (active spell): The Guardian throws up to three seeds anywhere on the battlefield within line of sight. When they land, they bloom into saplings that cover a 15ft x 15ft square in a restorative aura. Allies in this square recieve 1D6 healing and 1D6 mana per turn. These saplings last three turns or until they are destroyed by taking an attack greater than 10. 4 MP per seed NA
16 Frost Nova (active): Freeze all enemies within line of sight. Enemies must make a wisdom saving throw to avoid this fate. 18 MP 17 Stonebark (active spell, upgrades Ironbark): The target's skin becomes tough as stone for one turn, reducing damage taken by 80%. 6 MP NA
17 Haste (active): Choose a willing target that you can see within range. Until the spell ends, the target's speed is doubled, it gains a +2 bonus to all damage, it has advantage on Dexterity saving throws, and it gains an additional major action on each of its turns. 10 MP per turn 15 Earthquake (active spell): Make the earth tremor at your call (TN 15), forcing all enemies to make a dexterity check of the TN plus your willpower. If they pass, they take 1D6 damage and are knocked off balance, reducing their dodge, block and parry rolls by 5 this turn. If they fail, they take 2D6 damage and are knocked prone. 15 MP 15
18 Bigger, Better Barrier (active): An invisible barrier of magical force appears and protects you. Until the start of your next turn, you gain the chance to block incoming attacks with a bonus +5 to your roll. 8 MP 13 Nature's Guardian (active spell): Summon a stone golem familiar. (12 str | 4 dex | 0 con | 0 int | 2 cha | 0 wis) 10 MP to summon, 1 MP per turn to maintain 12
19 Blizzard (active): Freeze all enemies within line of sight and deal 1D6 to each of them. If they were already frozen, deal 2D6. Enemies must make a wisdom saving throw to avoid this fate. 20 MP 17 Invigoration (passive, upgrades Nature's Beauty): Increases the range of Nature's Beauty by one space (20ft x 20ft). Allies affected feel empowered and deal 25% extra damage and gain +3 to block, parry or dodge. NA NA
20       Nature's Rage (active spell): The Guardian transforms into a giant stone treant and slams into the ground, causing giant thorny roots to break out of the ground in a 35ft x 35ft square. Enemies must make a dexterity check with target number of 18 to dodge. If they succeed, they are thrown 50ft and knocked prone by the impact. They also become poisoned. Enemies that fail are instantly crushed to the death. 20 MP NA

Guardian Class Tree

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