Powerguards are warriors who draw their strength from teamwork and their powerful powerguard suits, imbued with magical energy that enhances their physical abilities. With the help of their allies, they can take on even the toughest foes and protect the innocent.
Powerguards do not balance well with standard 5e characters, or for calculating CR. This is because the powerguards are designed to take on more powerful enemies at all levels.
Creating a Powerguard
When creating a powerguard character, consider your character's background and motivation for becoming a powerguard. Did they have a calling to protect the world from evil? Were they chosen by a mentor or an ancient artifact? Are they part of a larger organization, like the Insect Champions or some other group? Choose your subclass at 1st level based on your character's preferred powerguard team.
Class Features
As a powerguard, you gain the following class features:
Hit Points
Hit Dice: 1d8 per powerguard level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per powerguard level after 1st
Proficiencies
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Dexterity
Skills: Choose two from Acrobatics, Athletics, Insight, Intimidation, Perception, and Stealth
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a martial weapon and a shield or (b) two martial weapons
- (a) five javelins or (b) any simple melee weapon
- (a) leather armor or (b) chain mail
- An explorer's pack
The Powerguard
| Level | Proficiency Bonus | Martial Arts | Power Points | Features |
| 1st | +2 | 2d4 | 2 | Power Stone, Martial Arts, Powerguard Team |
| 2nd | +2 | 2d4 | 4 | Dedicated Weapon, Power Points, Powerguard Suit |
| 3rd | +2 | 2d4 | 6 | Power Surge, Powerguard Team feature |
| 4th | +2 | 3d4 | 8 | Ability Score Increase, Power Leap |
| 5th | +3 | 3d4 | 11 | Combat Maneuvers, Extra Attack |
| 6th | +3 | 3d4 | 14 | Elemental Strikes, Powerguard Team feature |
| 7th | +3 | 4d4 | 17 | Evasion, Action Surge |
| 8th | +3 | 4d4 | 20 | Ability Score Improvement |
| 9th | +4 | 4d4 | 24 | Dedicated Weapon improvement |
| 10th | +4 | 5d4 | 28 | Power Surge |
| 11th | +4 | 5d4 | 32 | Powerguard Team feature |
| 12th | +4 | 5d4 | 36 | Ability Score Improvement |
| 13th | +5 | 6d4 | 41 | |
| 14th | +5 | 6d4 | 46 | |
| 15th | +5 | 6d4 | 51 | |
| 16th | +5 | 7d4 | 56 | Ability Score Improvement |
| 17th | +6 | 7d4 | 62 | Powerguard team feature |
| 18th | +6 | 7d4 | 68 | |
| 19th | +6 | 8d4 | 74 | Ability Score Improvement |
| 20th | +6 | 8d4 | 80 | Powerguard team feature |
Power Stone
At 1st level, you gain the ability to use a power stone to enhance your abilities. You have one power stone, the source of all your powerguard powers. The stone has one of the following colors: Red, Blue, Yellow, Green, Orange, Purple, Black, White, or Pink. As a bonus action, you can tap into the power of the Power Stone to gain temporary hit points equal to your powerguard level + your Wisdom modifier. You regain this benefit when you finish a short or long rest.
If you ever become separated from your power stone, you lose access to all powerguard features and abilities except for Martial Arts.
Martial Arts
Starting at 1st level, your training in the ways of the powerguard has given you proficiency with unarmed strikes and simple melee weapons.
You gain the following benefits while you are unarmed, or wielding weapons while your powerguard suit is active:
- You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and weapons.
- You can roll 2d4 in place of the normal damage of your unarmed strike. This die changes as you gain powerguard levels, as shown in the Martial Arts column of the Powerguard table.
- You can add your powerguard level to damage rolls made with weapon attacks.
- When you use the Attack action with an unarmed strike weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.
Powerguard Team
At 1st level, you choose a subclass that represents your preferred powerguard team. Choose from the following options:
- Mighty ___
- Mystic Guard
- Dino Rager
- Insect Champion
Powerguard Suit
At 2nd level, you gain a magical powerguard suit that enhances your physical abilities. While wearing your powerguard suit, you gain the following benefits:
- Your AC equals 10 + your Dexterity modifier + your Wisdom modifier.
- You have advantage on all Strength and Dexterity saving throws.
- You can use a bonus action to gain advantage on your next attack roll before the end of your turn.
You can activate or deactivate your powerguard suit as a bonus action.
Elemental Strikes
You infuse your attacks with elemental energy, dealing extra damage of a type determined by the color of your power stone. The damage types for each color are as follows:
- Red: Fire
- Blue: Cold
- Yellow: Lightning
- Green: Poison
- Orange: Thunder
- Purple: Psychic
- Black: Necrotic
- White: Radiant
- Pink: Acid
You can spend a number of power points equal to your powerguard level to use this feature. For every 2 points you spend, you deal an extra 1d4 damage of the corresponding type.