The Guardian- A Psychic Fighter subclass for DnD 5e
Hell's Gate
Hell's Gate, the layered wall cutting of Hellsmere Peninsula, the Great City in the West from the main land has long been protected by an order of warriors known as The Guardian's. Specially trained fighters who have learned and art that for the most part a closely guarded secret within the confines of the Empire. These warriors train above and beyond the common man at arms to learn to channel a powerful energy that is found deep inside themselves. Bringing this power into their weapons and armors they form the unbreakable defense that has kept Hellsmere's people free and protected for over a thousand years.
Power Point Pool
Starting at 3rd Level when you choose this Archetype you gain access to a pool of psychic energy, a secret technique that The Guardians use to augment their abilities. How many power points you posses is based off of your level.
Level 3-4 3 Points
Level 5-6 4 Points
Level 7-8 5 Points
Level 9-10 6 Points
Level 11-12 8 Points
Level 13-14 9 Points
Level 15-18 10 Points
Level 19-20 12 Points
These points can be spent to use your abilities offered in this Archetype. You regain points equal to your level divided by three at the end of a short rest, and regain all expended points at the end of a Long Rest.
Guardian Empowerment
Starting at 3rd level you can expend 1 Power Point from your Power Point Pool to make striking your target harder and with greater ease. As a Bonus Action you can expend 1 Power Point to gain a +5 to your first attack roll this turn, if the attack hits it deals an extra amount of Psychic Damage equal to your Constitution Modifier.
Starting at 3rd level you learn to imbue your armour with your psychic powers. As a Reaction you can expend 1 Power Point to gain a bonus to your AC equal to your Constitution Modifier until the start of your next turn.
Elemental Empowering
Starting at 7th level you have mastered the ability to change the flavour or your psychic energy as it pulses into your armor or weapon. As a Bonus Action you can Expend Power Points up to One Third your Level (Rounded Down) to add damage to the first attack you make that turn, this damage can be Fire, Cold, Lightning, Acid, or Poison and you choose each time you use this feature. The damage you add is 1d6 for every power point spent on this ability. Defensively this ability allows you to, as a Reaction, expend 2 Power Points to gain Resistance to a damage type of your choice until the end of your next turn (this can be any time of damage beside Force, including Piercing, Slashing and Bludgeoning).
At higher levels this feature becomes more powerful, starting at level 15 you add 1d8 per Power Point spent on attack, and can spend 4 Power Points to gain Immunity to a single damage type until the end of your next turn.
Spark of Brilliance
Starting at 10th level you gain the ability to expend power points in a moment of necessity to overcome those assailing you. As a reaction you can expend 1 Power Points to gain advantage on a Saving Throw. On your turn you can use this ability as a move action giving yourself Advantage on your next Saving Throw before the start of your next turn. You can spend 3 Power Points to Imbue this power into an Ally. You can touch an ally to give them Advantage on their next saving throw until the start of your next turn as a movement action.
Guardian's Awareness
Starting at level 15 your mental powers have allowed you to gain increased awareness of your surroundings. You add your Constitution Modifier to your initiative as long as you have at least 1 power point in your power point pool.
Battlemind's Resilience
Starting at 18th level you gain the power to cast your psychic energy around you in a mantle. While activated your eyes begin to glow with a dim light and a halo of crackling energy forms around your head. You can expend 2 Power Points to activate this Aura as an action, it can be maintained each turn after the first as a bonus action by expending 1 Power Point. While this aura is active all allies within five feet of you have resistance to all damage. Any enemy that attacks an ally within 5 feet of you while this mantle is active with an attack that does not include you as a target must make a Wisdom Saving Throw. On a failure they take 2d10 psychic damage, on a success they take half damage.
The DC for this saving throw is 8+proficiency score+your Constitution Modifier.
The Guardian has always been a big part of the lore in my homebrew setting, with many variations throughout editions. In 4th it was a modified Paragon Path for the Battlemind. I tried to create a balance with its psychic abilities and the action economy in 5e, the main goal is to create a psychic power user that is still a -fighter- at its core. Still really new to homebrewing 5e subclasses! If you like this, have ideas or ways to make it balanced, or just want to use it in your own games please let me know!! <3












