The guardian's most prominent features are their stature, their great weapons and the occasional arcane abilities they use with their vital energy, instead of magic.

Guardian is a dedicated martial archetype for the Fighter, which masters the fighting style and the necessary strategy to protect their allies.

Vital Breath

The guardian has a unique ability where they can use specific abilities using their vital energy. At 1st level, the player has 3 Vitality Points per long rest that they can spend to use those abilities. The maximum amount of Vitality Points increase by 1 at the levels of 4, 7, 10, 13 and 17.

Mynia's Blessing Starting at 3th level, the player begins to form a constant connection with Mynia, the goddess of protection. The player can use 1 Vitality Point to imbue their weapon with their vital energy, which increases their accuracy rolls and damage rolls by their constitution modifier.

Mynia's Monument Starting at 5rd level, the player learns how to fight in a still position, while preventing enemies to cross their range to attack other allies. The player can use 1 Vitality Point to activate this ability, which keeps active until the player moves out of the 5 foot square that they are standing on. This ability gives the player +1 to their armor class, and any opportunity attacks the player makes are with advantage.

Mynia's Halo Starting at 7th level, the player forms a bond with the goddess of protection, Mynia. The player can use 1 Vitality Point to focus an overwhelming amount of vital energy to their weapon. Upon the sudden release of this energy, a glowing halo bursts around the player. Any enemy inside the area of 10ft. radius has to make a constitution saving throw. Upon failure, the enemy suffers 3d10 + (constitution modifier) amount of radiant damage.

Strategy of Battle Starting at 10th level, the player has studied enough battles and can understand the required strategies to ensure a decisive victory. Upon reaching this level, the player learns the ability to conjure certain units, all acting and moving like chess pieces. 1st Move - Knight Cost: 1 Vitality Point (bonus action)

Summoning Location: Chess knight movement pattern

Movement: 15 ft. (L-shape pattern)

Maximum hit points: half of the player's max hit points

Armor Class: same as the player's

Hit Roll: 1d20 + (strength modifier)

Damage Roll: 2d10 + (constitution modifier)

Feats: Sentinel 2nd Move - Rook Cost: 1 Vitality Point (bonus action)

Summoning Location: Chess rook movement pattern

Movement: 30 ft. (straight line)

Maximum hit points: half of the player's max hit points

Armor Class: same as the player's +1 from Armor Skin feat.

Hit Roll: 1d20 + (strength modifier)

Damage Roll: 2d10 + (constitution modifier)

Feats: Armor Skin