Dungeons and Dragons 5E - The Guardian Class (Version 1.
0)
Dungeons and Dragons 5e Class:
Guardian (version 1.0)
Created by Michael Palmer
‘The sound of steel on iron, sparks fly, the young drow felt beads of sweat run down his face.
So many attacks, so much magic, and still this man stood, undaunted and unscathed. A
Monster in Iron, no weapon on it’s person, but it’s defence was it’s offence. The Monster in
iron stared down at the young drow, and in a voice echoed by the reverberations of it’s Helm
said: “Put the sword down friend, this is one fight you will not win, and it is not a fight I wish
to shed blood over.” - Except from The Steel monster by Drazt Grei’thie
My body, your shield. My Will Unbreaking. My resolve, unshaking.
Guardians are protectors of the realm and the people, many of them stay in one kingdom to
protect it from outside forces that would tear down the walls and do harm to the people. A
Guardian has no need for a weapon for they believe that the best offence is a strong
defence, and they take this quite literally as they attack with their shields. Clad in the
strongest of armours, the Guardian’s stand as a symbol of strength, protection and kindness
to the people.
Units and Crest
Guardian’s are trained in units, similar to military training. Here, they bond with their
comrades in training, learn how to protect themselves and others, and learn how to master a
shield for combat purposes. After they are allowed to choose what Crest they belong to and
are moved to a second elite training regime in their new crest units. While a gruelling
process that can either break the minds and bodies of some or forge warriors of steel and
the toughest mettle, all guardians are moved to their final units and become protectors of the
realm, the kingdom and the people.
Creating a Guardian
As you build you Guardian, ask yourself the following: Why are they adventuring? Did they
complete their training? Run from it? Or are they gaining some real world experience? What
are their values, and what do they wish to protect? Perhaps this stems from a childhood
incident, or maybe it’s fear of losing a loved one or their family? Whatever the case, the
important part is giving your character something they are willing to die to protect.
Quick Build:
You can make a Guardian quickly by following these suggestions: First put your highest
ability score into Constitution, then put your second highest into Strength, or intelligence if
you want to become a Spellguard Crest Guardian. Second choose the Soldier, Outlander,
Folk hero or City Watch background.
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Dungeons and Dragons 5E - The Guardian Class (Version 1.0)
Level: Proficiency Features: Fortitude Fortitude Die:
Bonus: uses:
1 +2 Shield Strike, Fortitude 2 1d6
2 +2 Fighting Style 2 1d6
3 +2 Crest Feature 3 2d6
4 +2 Ability score improvement 3 2d6
5 +3 Extra Attack, Extra Defence 4 3d6
6 +3 Crest Feature 4 3d6
7 +3 - 4 3d6
8 +3 Ability score improvement 4 3d6
9 +4 - 4 4d6
10 +4 Crest Feature 4 4d6
11 +4 Tempered Body, Steeled 4 4d6
Mind
12 +4 Ability score improvement 5 4d6
13 +5 - 5 5d6
14 +5 Crest Feature 5 5d6
15 +5 - 5 5d6
16 +5 Ability score improvement 5 5d6
17 +6 Crest Feature 6 6d6
18 +6 Guardian’s Angel 6 6d6
19 +6 Ability score improvement 7 6d6
20 +6 Iron Heart 7 6d6
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Dungeons and Dragons 5E - The Guardian Class (Version 1.0)
Saving throws: Constitution, Strength
Skill proficiencies: Choose two from Athletics, Perception, Insight, Persuasion,
Intimidation, History, Investigation
Proficiencies: All Armours and shields, simple weapons
Tool Proficiencies: one choice of artisan's tools
Hit Die: 1d8
Hit Points at first level: 8 + Constitution Modifier
Hit points at higher levels: 1d8 (or 6) + your Constitution Modifier
Starting Equipment:
● A set of Chainmail armour and a Shield
● two simple weapons
● (a) An explorer's pack (b) a dungeoneer’s pack
Alternatively you can start with 4d4 x 10 GP and purchase your items
Shield Strike
At 1st Level: If you are wielding a shield and no other weapon, you can use your shield to
attack and deal damage to a creature. Your shield is considered a one handed weapon that
deals bludgeoning damage, it uses your strength modifier.
Your shield does damage Bludgeoning damage equals to 1d6 + your strength modifier
Shield strike mechanics:
● If your shield is in your offhand it is considered a shield. If your shield is in your main
hand, it is considered a weapon and a shield.
● You can only use ONE shield, you cannot use one shield in your main hand and
another in your offhand
● The mechanics for magical shields transfer to your shield strikes, if your shield is
magical, then the damage you deal is considered magical for the sake of overcoming
resistances. If your shield has a +1, +2 or +3 to your AC effect on it, then you gain
+1, +2 or +3 to your attack and damage rolls.
Fortitude
At 1st Level: if you are using a shield, as a reaction, if you would take damage from an
attack you can reduce the damage you take by your Fortitude die. You can use this feature a
number of times as shown on the guardian class table. You regain all uses of Fortitude after
a long rest, and you regain one use during each short rest.
Fighting style
At 2nd level: you learn one fighting style of your choice, you can only learn one fighting style,
even i f you multiclass into another class. Choose one fighting style from the following
options:
Defense
While you are wearing armor, you gain a +1 bonus to AC.
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Dungeons and Dragons 5E - The Guardian Class (Version 1.0)
Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2
bonus to damage rolls with that weapon. (note: if your shield is in your offhand it is
considered a shield. If your shield is in your main hand, it is considered a weapon and a
shield)
Protection
When a creature you can see attacks a target other than you that is within 5 feet of you, you
can use your reaction to impose disadvantage on the attack roll. You must be wielding a
shield
Crests
A Guardian is defined by their crest, it shows what they protect whether it be themselves, a
cause or the people themselves. At third level you get to choose what type of guardian you
are and what you have sworn to protect. At level 3 you select what Crest your guardian
belongs to and gain a unique feature depending on what crest you have selected.
You gain Crest features at levels: 3, 6, 10, 14, and 17.
Ability score improvements
At levels 4, 8, 13, 16, and 19, You can increase one ability score of your choice by 2, or you
can increase two ability scores of your choice by 1. as normal, you can't increase in ability
score above 20 using this feature.
Extra attack
At 5th level, you can make two attacks as your attack action on your turn.
Extra Defence
At 5th level you can now wield two shields in combat. While you are using two shields you
have disadvantage on all dexterity checks and saving throws, but you gain the AC benefits
of having two shields.
While you are using two shields, whenever you use your Fortitude to reduce damage, you
can reduce the damage by your Fortitude Die + your constitution modifier.
Mechanics Notes:
● If you use two shields in combat you do not gain the Extra attack feature, even
if you multiclass into another class.
● You cannot use your Offhand shield to perform an offhand attack
Tempered Body
At 11th level, your body has naturally adapted to the hardships of being a Guardian, your
AC increases by +1. Additionally, when you roll initiative and you have no more uses of your
damage reduction ability, you gain +2 uses of damage reduction.
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Steeled Mind
At 11th level you gain a choice of one of the following:
● You gain proficiency in wisdom saving throws and You cannot be frightened by any
means
● You gain proficiency in intelligence saving throws and you cannot be confused by
any means
● You gain proficiency in charisma saving throws and you cannot be charmed by any
means
Guardian’s Angel
At 18th level, if you would be dropped to zero hit points, you are instead dropped to 1 hit
point + your damage reduction die + your constitution modifier, You can only use this feature
once per dawn.
Additionally if you are reduced to zero hit points and use this feature, you can choose to cast
the Conjure Celestial spell at 7th level as part of this feature. If you choose to cast the spell,
you cannot cast it again using Guardian’s Angel, until 1d4 days have passed.
Iron Heart
At level 20, your base Constitution score becomes 24, you also gain advantage on all
constitution saving throws. If you pass a constitution saving throw but would take half
damage you instead take no damage.
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Dungeons and Dragons 5E - The Guardian Class (Version 1.0)
Crest Archetypes
Protector’s Crest
Guardians with the crest of the people are sworn to protect their communities. They are a
symbol of defence and protection, an unmovable wall against the tides of creatures that
would do harm to untrained bystanders.
Fortify Ally
At 3rd level, When a friendly creature you can see and is within 10ft of you would take
damage from a melee or ranged attack, as a reaction you can reduce the damage by your
fortitude die, additionally the creature gains temporary hit points equal to your Guardian
level. You can use this feature three times before needing a long or short rest to use again.
Reinforcement
At 6th level, As a bonus action, you can target one ally within 10ft of you, you can reduce
your AC (minimum -1, Maximum -3) to increase your ally’s AC by the amount you reduced
your own AC by. These changes last until the start of your next turn.
Impenetrable wall
At 10th level, As an action, you can choose to occupy the same space as an allied creature
until the beginning of your next turn. While you occupy the same space as your ally, you
shield them from all melee and ranged attacks until you move out of the same space. While
in this condition, any attacks that would hit your ally hit you instead, additionally you gain a
+2 to your AC while protecting an ally with this feature.
Steel-Clad Saviour
At 14th level, You gain proficiency in the medicine skill, if you already have proficiency in it
you gain expertise instead. As an action you can touch an unconscious creature, it gains hit
points equal to your Fortitude Die, additionally it gains +2 to its AC until the end of your next
turn. You can use this feature once before needing a long rest to use again.
Linked Guard
At 17th level, As an action, you can spend one use of your Fortitude, immediately after, a
number of ally equal to your constitution modifier can use their reaction to move closer
towards you. After this, any ally within 10ft of you, has advantage on their saving throws,
they also gain +1 AC for every ally affected by this feature. These effects last until the start
of your next turn. You can use this feature once before needing a long rest to use again.
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Vanguard Crest
The Vanguard Crest is a sect of Guardians who are first into the heat of battle, they act as
leaders supporting their comrades in arms, making sure their confidence does not falter so
their strikes can aim as true as their leader’s strikes.
Shield Bounce
At 3rd level, Your Shield gains the Throw property, and can be thrown up to 20ft as part of
your attack action. You can return your shield as a bonus action on your turn. When thrown
like this your shield does an additional 1d6 force damage.
Intercept strike
At 6th Level, When a creature you can see declares an attack against you or an ally 20ft
away from you, you can use your reaction to make a ranged attack against the creature, if
you hit it the creature takes damage and has disadvantage on it’s next attack. You can use
this feature a number of times equal to your Constitution modifier (min. 1) before needing a
long rest to use again.
Bolstering presence
At 10th Level, As a bonus action you can target a number of creatures equal to your
Constitution modifier, Those creatures gain temporary hit points equal to your Guardian level
+ your constitution modifier. You can use this feature once before needing a long or short
rest to use again.
Redirection
At 14th Level, When a creature hits you with an attack and you spend a use of your
Fortification feature to reduce the damage, you deal force damage to the creature that dealt
damage to you equal to the amount you reduced the damage by.
Assembling cry
At 17th Level, As an action you can spend a use of your Fortitude to rally your comrades.
You and all friendly creatures within 20ft of you gain the following benefits until the start of
your next turn:
● The creatures can use their reaction to move up to 15ft in any direction without
triggering attacks of opportunity
● The Creature gains 10 + your fortitude die temporary hit points
● The Creature cannot be frightened or stunned, if a creature is frightened or stunned,
these effects end immediately
● The creatures gain advantage on their next attack roll
One you use this feature, you can only use it again after a long rest
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Blood Crest
Guardians of the Blood Crest are the most brutal of all the guardians, using their defence as
their offence. All Blood guardians carry a serrated shield which is said to tear even the
toughest of metals, and the very sight of it is enough to instil a sliver of fear into the toughest
of creatures. These brutal warriors were created as a safety precaution in case a guardian
turns their weapons against the people they swore to protect, thus they are the reapers of
the crests. However ironically, so of these guardians became the very thing they sought to
destroy….
Serrated Shield
At 3rd level, you can spend a long rest converting your shield into a more refined weapon.
Your shield is now considered a two handed weapon, additionally your shield strikes deal
2d6 slashing damage instead of 1d6 bludgeoning damage.
Fortified Strikes
At 3rd level, as a bonus action you can expend one use of your fortitude, when you deal
damage to a creature with your first attack that turn, you deal additional force damage equal
to your Fortitude die.
Scarlet Shield
At 6th level, as a bonus action you can target a number of creatures equal to your
constitution modifier (min. 1) each creature must make a constitution saving throw, DC = 8 +
your constitution modifier + your proficiency modifier. On a fail, for 1 minute If those
creatures deal damage to you, they take damage equal to your constitution modifier + half
your guardian level (rounded down.) You can use this feature once before needing a long or
short rest to use again/
Tactful Fear
At 10th level, you gain proficiency in the intimidation skill, if you already have this skill
proficiency then choose one charisma based skill instead. As a reaction you can attempt to
intimidate your opponent when they declare an attack. Roll an intimidation check against the
creature, the creature must make an opposing wisdom saving throw. On a fail, the creature
suffers a 1d6 penalty to their attack rolls this turn. You can use this feature three times
before needing a long rest to use again.
Vampiric Strikes
At 14th level, when you use your Fortified Strike ability to deal additional force damage to a
creature, you regain hit points equal to the force damage dealt to the creature.
Bound by Blood
At 17th level, whenever you kill a creature with your serrated shield, you regain a use of your
Fortitude.
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Spellguard Crest
Guardians of the Spellguard Crest excel at defending their allies against magic users. They
do this by learning and understanding magic, which they then use in combat to redirect and
deflect incoming spells or use their own arcane abilities to strengthen their resolve to protect
others. Some Spellguard Guardians are actually students and protectors of highly respected
spellcasters, and are handpicked from their units to protect the spellcaster while they
adventure or wish to pursue their research without the risk of injury or death.
Spellcasting
At 3rd level, you gain the ability to use spells as part of your protective duties, imbuing you
and your allies with the arcane.
Cantrips. You learn two cantrips from the Wizard spell list. You learn an additional cantrip of
your choice at level 10.
Spell slots. T he spellguard spellcasting table shows how many spell slots you have to cast
your spells of first level and higher. To cast one of these spells, you must expend a slot of
the spells level or higher. you regain your expended spell slots when you finish a long rest.
For example if you know the 1st level spell Shield and you have a first level and a 2nd level
spell slot available, you can cast shield using either slot.
Spells known at first level and higher
You know 3 1st level wizard spells of your choice, two of which you must choose from the
abjuration or evocation spells on the wizard spell list. The spells known column of the
spellguard spellcasting table shows when you learn more wizard spells of 1st level or higher.
Each of these spells must be an abjuration or evocation spell of your choice, and must be a
level for which you have spell slots. For instance when you reach 7th level in this class you
learn one new spell of first or second level.
The spells you learn at 8th, 14th, and 20th level can come from any school of magic.
Whenever you gain a level in this class, you can replace one of the wizard spells you know
with another spell of your choice from The Wizard spell list. The new spell must be of a level
for which you have spell slots, and it must be an abjuration or evocation spell, unless you're
replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.
Spellcasting ability. Intelligence is your spellcasting ability for your spells, since you learn
your spells through study and memorization. you use your intelligence whenever I spell
refers to a spellcasting ability. In addition you use your intelligence modifier when setting the
saving throw DC for a wizard spell you cast and when making an attack roll with one.
8 + Your proficiency bonus + your intelligence modifier
Spell save DC =
Spell attack modifier = Your proficiency bonus + your intelligence modifier
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Spellguard Spellcasting Table
Guardian Cantrips Spells 1st Level 2nd Level 3rd Level 4th Level
Level: known: known: spell spell slots: spell slots: spell slots:
slots:
3rd 2 3 2 - - -
4th 2 3 2 - - -
5th 2 3 3 - - -
6th 2 3 3 1 - -
7th 2 4 4 2 - -
8th 2 4 4 2 - -
9th 2 4 4 2 - -
10th 3 4 4 3 - -
11th 3 5 4 3 - -
12th 3 5 4 3 - -
13th 3 5 4 3 2 -
14th 3 5 4 3 2 -
15th 3 6 4 3 2 -
16th 3 6 4 3 3 -
17th 3 6 4 3 3 -
18th 3 6 4 3 3 -
19th 3 7 4 3 3 1
20th 3 7 4 3 3 1
Arcane Strikes
At 3rd level, Your shield becomes your spellcasting focus for your spells. Additionally, when
you hit a creature with your shield strike, you can expend a spell slot, your attack does an
additional 2d6 force damage.
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Spiritual Shield
At 6th Level, You learn the Spiritual weapon spell, this does not count in your known spells,
Intelligence is your spellcasting modifier for attack rolls with this spell. Alternatively, when
you cast this spell, you can choose to make your spiritual weapon a shield instead. While it
is in it’s shield form it cannot attack but gains the following properties:
● As a bonus action, you can move the shield upto 20ft to protect one creature of your
choice.
● While protecting a creature, the target gains a +2 to their AC, additionally any
damage the target takes is reduced by 1d8 + your spellcasting ability modifier, the
target also gains a +2 to all saving throws.
● As a bonus action on your turns, the Shield can attempt to push a creature 5ft away,
make an attack roll using your spellcasting modifier, if it beats the target’s AC, the
creature is pushed 5ft away.
Arcane Defence
At 10th level, As a reaction you can expend a use of your Fortitude to target yourself or one
ally up to 15ft of you. If you would fail a saving throw against a spell or effect that deals
damage to you, you instead take half damage.
Arcane Protection
At 14th level, As an action, you can target a number of creatures (including yourself) within
10ft of you upto your constitution modifier (min.1) Those creatures gain +1 to their AC for 1
minute. Additionally the creature(s) you targeted gain advantage on their next saving throw
against a spell until the start of your next turn. You can use this feature once before needing
a long rest to use again.
Spell Deflection
At 17th level, When you are targeted by a spell you can expend a use of your fortitude to do
one of the following effects:
● If the spell would do damage to you, you instead take no damage. You can then
target one creature of your choice, that creature takes half of the spell’s damage.
● If the spell has an effect that would charm, frighten, stun, poison or render you
unconscious, you succeed in your saving throw against it.
Once you use this feature, you or one creature you can see gains temporary hit points equal
to your fortitude die. You can only use this feature once before needing a long or short rest
to use again.
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Notes on The Guardian Class by Michael Palmer
The Guardian class originated due to the constitution ability. Constitution sees little action
compared to the other abilities in the game, and aside from helping with hitpoints,
concentration and saving throws, it is the least used ability in the game (to me anyway.)
I then set myself a challenge: Try to create a class who utilizes constitution. After weeks of
development, thinking, and admittedly: shirking some university work, I then came up with
the base idea for the Guardian class. Out of all the martial classes (excluding rogue) in D&D,
the guardian has the lowest hitpoint pool, but it has potential for high AC. The idea is that it’s
tough to hit a guardian, but out of fairness when you do hit one it does cause damage. The
shield strike ability is considered weak in comparison to other weapons, however the base
class is supposed to be a support based play style, with some variations of guardian shown
in the subclasses. This was my first time building a class, and it was heavily inspired by
playing as a cleric, barbarian, fighter, rogue and monk in some of my previous games, and
all in all I had a blast designing this class!
Obviously, as version 1.0, this class isn’t perfect by any means. So if there are some
legitimate problems that you have encountered playing this class, do let me know by dm’ing
me on Dungeon masters guild and I will take feedback into consideration and use it in
Guardian Version 1.1.
Thanks so much for buying this, it really means a lot! And if your Guardian has had any
interesting adventures, do share them, I’d love to hear about it!
- Mike.
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This work contains material that is copyright wizards of the coast and/or other authors. Such material
is used with permission under the community content agreement for Dungeons Masters Guild.
All Original Material is copyrighted 2020 by Michael Palmer and published under the community
content agreement for Dungeon Masters Guild. Any similarities with any other materials that may
share the same name(s) as class name or feature abilities is unintentional and/or coincidental.
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