Classes

Guardian

Guardian

Guardians represent an array of martial professions, and such a title speaks more to their moral compass and incredible fortitude than the means by which they fight. Those of this class may choose to join groups of militants, for either a country or cause, but guardians are 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, and are more likely to utilize defensive tactics that protect their cohort rather than charge forward with abandon. Woe be unto those who harm the ally of a guardian, as they will not soon forget such a grievance.

Class Features

Guardian's Hope

Spend three Hope to clear up to three armor slots.

Unstoppable

Once per Long Rest, you can choose to become Unstoppable. You gain an Unstoppable die, which begins as a d4. Place it on the spot to the right, starting with the “1” value facing up. Whenever you deal one or more hit points to an adversary, increase the Unstoppable die value by one. When you increase the value above the die’s highest number or when the scene ends, remove the die and drop out of Unstoppable. At Level 3, upgrade your Unstoppable die to a d6. At Level 7, upgrade it to a d8.

While Unstoppable you:

  • Gain resistance to physical damage.
  • Increase your current Armor Score by your Proficiency.
  • Add the current value of your Unstoppable die to your damage dice total.
  • Cannot be Restrained or Vulnerable.

Tip: If your Unstoppable die is a d4 and the 4 is currently facing up, you’ll remove the die the next time you should increase it. However, if your Unstoppable die has been upgraded to a d6 and the 4 is currently facing up, you’ll turn it to 5 the next time you should increase it; you’ll only remove it after it passes a value of 6.

Subclasses

Stalwart

Play the Stalwart if you want to take heavy blows and keep moving.

Stalwart

Foundation

When you take this foundation, increase all of your Damage Thresholds by +1.

When you take physical damage, always reduce it by your armor score before applying it to your thresholds. You can still spend armor slots to reduce it further.

Guardian

Stalwart

Specialization

When you take this specialization, raise all of your Damage Thresholds by +2.

When a Very Close ally takes damage, you can mark an Armor Slot to reduce the damage by your Armor Score.

Guardian

Stalwart

Mastery

When you take this mastery, raise all of your Damage Thresholds by +3.

When an ally within Close distance has 2 Hit Points or fewer and should take damage, you can immediately mark a Stress to sprint to their side and take the damage instead.

Guardian

Vengeance

Play the Vengeance if you want to strike down enemies that hurt you or your allies.

Vengeance

Foundation

When you take this Foundation, gain an additional armor slot immediately.

When you are hit by an enemy in melee range, immediately roll a number of d6 equal to the amount of hit points you marked. For each result of 5+, deal a hit point back to the enemy.

Guardian

Vengeance

Specialization

When an enemy damages an ally within your Melee range, the next successful attack you make against that enemy with has +1 Proficiency.

Guardian

Vengeance

Mastery

Spend 2 Hope to prioritize an enemy until your next rest. When you make an Attack Roll against your prioritized enemy, you can switch the values on your Hope and Fear dice. You may only prioritize one enemy at a time.

Guardian

Class Items

A Stone Totem from Your Mentor OR A Secret Key

Background Questions

Answer the following background questions or make your own.

  • Who from your community did you fail to protect, and why do you still think of them?

  • You’ve recently been tasked with protecting something important, with the goal of delivering it somewhere dangerous. What is it and where does it need to go?

  • You consider an aspect of yourself to be a “weakness.” What is it, and how has it affected you?

Connections

  • How did I save your life the first time we met?

  • What small gift did you give me that you notice I always carry with me?

  • What lie have you told me about yourself that I absolutely believe?

Level Up Options

Levels 2-4 | Tier 2

At level 2, take an additional Experience and increase your Proficiency by +1.

Choose two available options from the list below and mark them.

Then increase your Severe Damage Threshold by +2 and choose new Domain Deck card at your Level or lower.

Levels 5-7 | Tier 3

At Level 5, take an additional Experience and clear all marks on Character Traits. Then increase your Proficiency by +1

Choose two from the list below or any unmarked from the previous tier and mark them.

  • Increase two unmarked Character Traits by +1 and mark them.
  • Permanently add one Hit Point Slot.
  • Permanently add one Stress Slot.
  • Increase two Experiences by +1.
  • Choose and additional domain card at your level or lower (up to Level 7).
  • Permanently add two Armor Slots or add +1 to your Evasion.
  • Increase your Major Damage Threshold by +1.
  • Increase your Severe Damage Threshold by +2.
  • Take an upgraded subclass card. Then cross out the multiclass option for this tier.
  • Increase your Proficiency by +1.
  • Multiclass: Choose an additional class for your character, then cross out an unused “Take an upgraded subclass card” and the other multiclass option on this sheet.

Increase your Damage Thresholds: Major by +2 and Severe by +4. Then choose a new Domain Deck card at your Level or lower.

Level 8-10 | Tier 4

At Level 8, take an additional Experience and clear all marks on Character Traits. Then increase your Proficiency by +1

Choose two from the list below or any unmarked from the previous tier and mark them.

Increase your Damage Thresholds: Major by +2 and Severe by +4. Then choose a new Domain Deck card at your Level or lower.