Guardian

Guardians are defensive fighters who use shields and heavy armor to protect themselves and their allies. They fight in the front lines as vanguards who distract attention from their more vulnerable allies. Many guardians are altruistic and supportive fighters who focus on defending others before themselves.

Guardian talents greatly increase defense against all attacks and spells. Many guardian talents distract enemies from your allies and force them to attack only you instead. Guardian ribbons increase resilience against environment effects or boost your reputation as a knight.

Examples of guardians in fiction include Braum from League of Legends, Captain America from Marvel Comics, and all tank characters in MMOs.

Novice Talents

Brace

You ready yourself to defend against a particular damage type

Requirements
You haven’t used a Move power yet this turn
Duration
Until the start of your next turn

You are slowed, but you gain (10 + Strength) Shield against a damage type of your choice.

Cover Ally

You move in front of your ally, taking a hit for them

Target
An ally adjacent to you
Trigger
Your ally is targeted by an attack against their Defense, Strength DC, or Agility DC

The triggering attack targets you instead of your ally.

Distracting Strike

Your strike distracts enemies from attacking anyone but you

Duration
Until the end of your next turn

Make a melee Strike. Your target has disadvantage on attacks against targets other than you.

Heavy Armor

Your heavy armor can absorb a massive amount of punishment

Requirements
You are currently adding your Strength to your Defense

You have Physical Shield equal to 2 + your Guardian level.

Knockdown

You knock enemies to the ground with your strongest hits

Trigger
You succeed on a melee Strike
Target
The target of the triggering Strike
Duration
Until the end of your target’s next turn

Your target falls prone and is slowed.

Sentinel

You strike at enemies that try to run away from you, blocking them

Trigger
A creature you can reach uses a Move power or leaves a square during a Move power it’s using

Make a melee Strike against the triggering creature. On a success, you disrupt the triggering Move power.

Taunting Shout

You let out a shout that draws the attention of all enemies nearby

Area
30-foot emanation
Target
Any number of creatures within the area
Duration
1 minute

Make a Spirit+Provoke attack roll against your target’s Spirit DC.

Success
Your target is taunted by you

Tenacity

You are resistant to effects that would limit your actions

You have a +5 bonus to your DC against attacks that would impose the immobilized, incapacitated, or stunned conditions.

Veteran Talents

Cover Move

You dash to tank hits for even distant allies

Prerequisites
Cover Ally

Your Cover Ally power targets an ally you can see within 30 feet. When you use Cover Ally and target an ally not adjacent to you, Cover Ally gains the Move trait and you move to an empty space adjacent to your ally.

Improved Brace

You are even better at hunkering down to resist incoming damage

Prerequisites
Brace

Your Brace power gives you twice the amount of Shield. You gain this Shield against two damage types of your choice instead of against one damage type.

Magic Resistance

You are naturally very resistant to magic spells

You have a +5 bonus to your DC against Spell attacks.

Vigilant Sentinel

You can react quickly to keep a horde of enemies in place

Prerequisites
Sentinel

When you use your Sentinel power, if you succeed on the Strike, you can use another power this round.

Unwavering Mark

You menace a foe, threatening to punish them for harming others

Target
One creature you can reach
Duration
Until the end of your next turn

While your target is within your reach, they have disadvantage on attacks against targets other than you. If your target deals damage to any creature other than you, you can use the Unwavering Punishment power.

Master Talents

Aura of Protection

You defend all nearby allies against all incoming attacks

Area
15-foot emanation

All attacks have disadvantage against your allies in the area (other than you). You can use the Expanded Protection power.

Enchanted Armor

Your heavy armor is enchanted to protect against all kinds of damage

Prerequisites
Heavy Armor

The Shield from your Heavy Armor power is Anything Shield instead of Physical Shield.

Roaring Taunt

You taunt your enemies with louder and faster shouts

Prerequisites
Taunting Shout

Your Taunting Shout power is instead of , and its area increases to a 60-foot emanation.

Epic Talents

Ribbons

Cavalier

You are experienced in riding mounts into battle

Requirements
You are riding a Minion creature as a mount

Your mount has a +5 bonus to their DC against all attacks.

Find Armor

You’re always able to find an easy replacement for your armor

Requirements
You do not own a set of chain mail or plate armor

You acquire a set of chain mail or plate armor. This apparel might be a set you constructed at a smithy, a gift from an ally, or a lucky find on the battlefield.

You can use this power to gain your first set of armor or to replace a set that was lost or broken. You cannot use this power to replace apparel that you sold for profit.

Knight

You are recognized as a knight of the kindgom

You have a reputation as a noble knight who serves king and country. Other people respect your legal and moral authority, and you have elevated social status as a minor noble.

Squire Companion

You have a loyal squire follower who assists you outside of battle

You have earned the allegiance of a squire who trains under you. Your squire loyally follows orders you give them, unless those orders go strongly against their personality or would put them in extreme danger. If combat stats are necessary, your squire is a Minion commoner.

Unflinching

You can completely shrug off small amounts of damage

Trigger
You take exactly 1 damage from an effect

You instead take 0 damage from the triggering effect.