Central Empire Variant Guardian
Designed by
About this class
A variant of the Guardian designed to allow use of the Central Empire subclasses.
Included subclasses
Domains
Valor
Blade
Starting stats
Hope feature
Class features
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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.
Class items
- A letter from their master
Character questions
Background prompts
- Who from your community did you fail to protect, and why do you still think of them?
- You’ve been tasked with protecting something important and 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?
Connection prompts
- 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?
Subclass cards
Printable via header menu
Mandate
Foundation
Commanding Presence: You have advantage on Presence checks involving commanding, instructing and threatening opponents.
Forbidding Aspect: As an action you may mark a stress to move an adversary to a location of your choice within long range.
Mandate
Specialization
Aura of the Dragon: Spend a hope to activate this feature and put a countdown on this card set to 6. You and any ally within close range gains the ability to fly. Whenever you or any affected ally rolls with fear, count the timer down one. When the timer reaches 0 you and all affected allies settle to the ground at the closest safe landing place.
Resilience of the Dragon: Once per long rest you may spend two hope to gain resistance to magic damage. This expires when you initiate a long rest.
Mandate
Mastery
Elemental Smite: Spend a hope. Your next attack can be magical or physical damage. Add d10+3 damage to the attack if you hit.
Tribune
Foundation
Guardian of the People: when an adversary attacks and hits a creature within very close range of you, you can intercept the injury, taking the damage on their behalf. If the effect is an AoE effect that would hit both of you, you may choose to take this damage twice to make use of this feature. After you take damage via this feature you may spend a hope to immediately attack the adversary even if they would normally be out of range for your weapons.
Tribune
Specialization
Aura of Solidarity: Once per rest, you can spend a hope to activate this feature. You, and every ally within very close range of you, gains a bonus to their evasion equal to your proficiency. This lasts until you initiate a rest or until you take severe damage.
Inspiring service: When you complete a long rest, put a number d4s on this card equal to your Presence (minimum 1). You may use any number of these dice to reduce damage taken by you or an ally within very close range. Clear any remaining dice when you take a long rest.
Tribune
Mastery
Wall of Solidarity: You only need to spend 2 Hope instead of 3 to initiate a tag-team move. You may initiate a second tag-team move in a session but this will cost 4 Hope.
Central Empire Variant Guardian
A variant of the Guardian designed to allow use of the Central Empire subclasses.
Domains
Valor + Blade
Starting Evasion
9
Starting Hit Points
7
Class Items
- • A letter from their master
Central Empire Variant Guardian’s Hope Feature
Frontline Tank : Spend 3 Hope to clear 2 Armor Slots.
Class Features
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.
Central Empire Variant Guardian Subclasses
Choose either the Mandate or Tribune subclass.
Mandate
Bodyguards of the Dragon emperor, empowered with draconic might
Foundation Features
Commanding Presence: You have advantage on Presence checks involving commanding, instructing and threatening opponents.
Forbidding Aspect: As an action you may mark a stress to move an adversary to a location of your choice within long range.
Specialization Feature
Aura of the Dragon: Spend a hope to activate this feature and put a countdown on this card set to 6. You and any ally within close range gains the ability to fly. Whenever you or any affected ally rolls with fear, count the timer down one. When the timer reaches 0 you and all affected allies settle to the ground at the closest safe landing place.
Resilience of the Dragon: Once per long rest you may spend two hope to gain resistance to magic damage. This expires when you initiate a long rest.
Mastery Feature
Elemental Smite: Spend a hope. Your next attack can be magical or physical damage. Add d10+3 damage to the attack if you hit.
Tribune
Serve the common people and shelter them from harm
Foundation Features
Guardian of the People: when an adversary attacks and hits a creature within very close range of you, you can intercept the injury, taking the damage on their behalf. If the effect is an AoE effect that would hit both of you, you may choose to take this damage twice to make use of this feature. After you take damage via this feature you may spend a hope to immediately attack the adversary even if they would normally be out of range for your weapons.
Specialization Feature
Aura of Solidarity: Once per rest, you can spend a hope to activate this feature. You, and every ally within very close range of you, gains a bonus to their evasion equal to your proficiency. This lasts until you initiate a rest or until you take severe damage.
Inspiring service: When you complete a long rest, put a number d4s on this card equal to your Presence (minimum 1). You may use any number of these dice to reduce damage taken by you or an ally within very close range. Clear any remaining dice when you take a long rest.
Mastery Feature
Wall of Solidarity: You only need to spend 2 Hope instead of 3 to initiate a tag-team move. You may initiate a second tag-team move in a session but this will cost 4 Hope.
Background Questions
Answer any of the following, or create your own.
- • Who from your community did you fail to protect, and why do you still think of them?
- • You’ve been tasked with protecting something important and 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
Ask one of the following, or improvise.
- • 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?
Discussion
Be thoughtful and kind.
Remember to be respectful. Comments are moderated and should add to the discussion.