### Crownsguard
| Level | Proficiency Bonus | Magic Points | Warp | Features | Cantrips Known | 1st | 2nd | 3rd | 4th | 5th |
|:---:|:---:|:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|
| 1st | +2 | 1 | 10/30 | Magical Reservoir, Crystalline Armory | — | — | — | — | — | — |
| 2nd | +2 | 2 | 10/30 | Spellcasting, Link Strike | 2 | 2 | — | — | — | — |
| 3rd | +2 | 3 | 20/60 | Crownsguard Focus | 2 | 3 | — | — | — | — |
| 4th | +2 | 4 | 20/60 | Ability Score Improvement | 2 | 3 | — | — | — | — |
| 5th | +3 | 5 | 30/90 | Extra Attack | 2 | 3 | 2 | — | — | — |
| 6th | +3 | 6 | 30/90 | Crownsguard Focus Feature | 3 | 4 | 2 | — | — | — |
| 7th | +3 | 7 | 40/120 | Evasion | 3 | 4 | 3 | — | — | — |
| 8th | +3 | 8 | 40/120 | Ability Score Improvement | 3 | 4 | 3 | — | — | — |
| 9th | +4 | 9 | 50/150 | ─ | 3 | 4 | 3 | 2 | — | — |
| 10th | +4 | 10 | 50/150 | Phasing, Crownsguard Focus Feature | 4 | 4 | 3 | 2 | — | — |
| 11th | +4 | 11 | 60/180 | Royal Arms | 4 | 4 | 3 | 3 | — | — |
| 12th | +4 | 12 | 60/180 | Ability Score Improvement | 4 | 4 | 3 | 3 | — | — |
| 13th | +5 | 13 | 70/210 | ─ | 4 | 4 | 3 | 3 | 1 | — |
| 14th | +5 | 14 | 70/210 | Crownsguard Focus Feature | 4 | 4 | 3 | 3 | 1 | — |
| 15th | +5 | 15 | 80/240 | Power of the Crystal | 4 | 4 | 3 | 3 | 2 | — |
| 16th | +5 | 16 | 80/240 | Ability Score Improvement | 4 | 4 | 3 | 3 | 2 | — |
| 17th | +6 | 17 | 90/270 | ─ | 4 | 4 | 3 | 3 | 2 | 1 |
| 18th | +6 | 18 | 90/270 | Crownsguard Focus Feature | 4 | 4 | 3 | 3 | 3 | 1 |
| 19th | +6 | 19 | 100/300 | Ability Score Improvement | 4 | 4 | 3 | 3 | 3 | 2 |
| 20th | +6 | 20 | 100/300 | Ascension | 4 | 4 | 3 | 3 | 3 | 2 |
## Crownsguard
Sprinting nonstop through the forest, each member of your group emerge from the tree line to see the upcoming battle ahead. Monsters and demonic beasts of various sizes lie before you. Beyond what was expected of a simple mortal could handle.
But... if you didn't fight, all would be lost. And you couldn't let that happen. Reaching a hand out, a weapon materialized out of the void. With a full body swing, the weapon is launched toward the first monster. Weapon digging deep into the head, you disappear from your spot and reappear pulling the weapon upward.
The battle has begun.
### Masters of teamwork
The military force of the crown city of Insomnia. It is a royal guard tasked with the protection of the royal family of Lucis, the citadel, and the citizens.
They are elite soldiers gifted with the power of the crystal and the king made up of the citizens of Lucis from Insomnia and the surrounding cities.
Members of the crownsguard excel at teamwork, creating opportunities for others and supporting their strengths. A few members is all that is needed to make up a unit.
### Light in the darkness
When darkness fell upon the world, members of the crownsguard gathered together to work against the long night. After the fall of Insomnia, the glaives gathered components to bring artificial light to the people, until the King of Light came to pass. The crownsguard will fight for a brighter tomorrow.
### Creating a Crownsguard
When creating a Crownsguard, consider what you are protecting. Consider where you are getting your power from and how you are connected to the source. It may be from your innate powers, or your loyalty to royalty or a higher calling. It may be provided by a god or crystal. Wherever it comes from, you hope to use it to help those around you, as you fight for or against your destiny.
#### Quick Build
You can make a crownsguard quickly by following these suggestions. First, make Charisma your highest ability score, followed by Dexterity. Second, choose the Noble Background.
\pagebreak
## Class Features
#### Hit Points
**Hit Dice:**
1d8 per crownsguard level
**Hit Points at 1st Level:**
8 + your Constitution modifier
**Hit Points at Higher Levels:**
1d8 (or 5) + your Constitution modifier per crownsguard level after 1st
#### Proficiencies
**Armor:**
Light armor, medium armor, shields
**Weapons:**
Simple weapons, martial weapons, firearms
**Tools:**
Choose one from Land, Sea, and Air Vehicles
**Saving Throws:**
Wisdom, Charisma
**Skills:**
Choose two from Acrobatics, Animal Handling, Athletics, Investigation, Perception, Persuasion, and Stealth
#### Equipment
You start with the following equipment in addition to the equipment granted by your background:
- (a) one martial weapon or (b) 2 simple weapons
- (a) a handcrossbow and 20 bolts or (b) a shield
- (a) chain shirt or (b) leather armor
- Explorer's pack and a component pouch
Alternatively, you can ignore the equipment from your class and background, and start with 4d4 x 10 gp.
### Magical Reservoir
You have a reservoir of innate magical power within yourself like a magical reservoir. This reservoir is represented by Magic Points or MP, which allow you to create a variety of effects. If an option requires a saving throw, your Crownsguard save DC is calculated as follows:
**Crownsguard Save DC** = 8 + your proficiency bonus + you charisma modifier
#### Magic Points
You have 1 magic point, and you gain one additional point every time you level up in this class. You can never have more MP than shown on the table for your level.
When you finish a short, you regain MP equal to your proficiency modifier.
You regain all spent MP when you finish a long rest.
#### Magic Recovery
For a bonus action, you may expend a spell slot to gain MP equal to that spell's level.
#### Warp
Once per turn, you can teleport to an unoccupied space you can see within 5 feet of a weapon you have just thrown or a gear you can see. If you spend 1 MP, you are holding the weapon, ready to use it instead.
You can bring along objects or willing creatures of your size or smaller as long as their weight doesn't exceed what you can carry.
#### Enhance
You can spend 1 MP to double your speed, double your jump distance, or use a bonus action to interact with an object or use an item that takes an action.
\columnbreak
### Crystal Armory
A crownsguard can manifest items from their armory. Over the course of 1 hour, you can bond a weapon or shield as Gear to you. You can dismiss Gear at will, shunting it into an extradimensional space. You can summon it to your hand as a bonus action. You can bond up to a number of Gear equal to half your charisma modifier (Minimum 1). If you spend 1 MP, you can summon a Gear at will. Each Gear must be a different type of item or a Magic item.
You may throw any weapon in your possession as if it has the thrown property. The Crownsguard table shows how far you can throw your weapon. Weapons with the light or thrown property doubles the throw range, and weapons with the heavy property have half the throw range.
All Gear without two-handed or heavy may use your dexterity modifier for the attack and damage rolls. You can't use versatile this way unless you have at least 10 strength.
Two weapons with the light attribute may be treated as 1 Gear.
You may store other items in the Crystal Armory up to your (Charisma modifier + your character level) * 20.
### Spellcasting
By the time you reach 2nd level, the Magical Reservoir has gifted you with natural magical talent.
#### Cantrips
You know two cantrips of your choice at this level and you learn additional cantrips at later levels as shown in the cantrips column on the crownsguard spellcasting table.
#### Spell Slots
The Crownsguard table shows how many spell slots you have to cast your crownsguard spells. To cast one of your crownsguard spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
#### Crownsguard Spell List
The Crownsguard Spell List is made up from the Final Fantasy spell list shown below. From the spell list, Crownsguard know spells from the Black magic, White magic, and Green magic lists. Choose two lists that you can know up to 5th level spells. The last list will only have spells available up to 3rd level.
#### Spells Known of 1st Level and Higher
You know a number of spells of your choice from the Crownsguard spell list equal to your Charisma modifier + half your Crownsguard level, rounded down (minimum of one spell). Each of these spells must be of a level for which you have spell slots.
Additionally, when your Charisma modifier + half your Crownsguard level would let you have another spell, you may immediately learn one spell for which you have spell slots.
When you take a long rest, you can choose one of the Crownsguard spells you know and replace it with another spell from your Crownsguard spell list, which also must be of a level for which you have spell slots.
\pagebreak
#### Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your Crownsguard spells.
#### Spellcasting Ability
As a Crownsguard your spellcasting ability is Charisma as you must draw on the arcane power from around you to cast magic. You use your Charisma whenever a spell refers to your spellcasting ability. In addition you use your Charisma when setting the saving throw DC for a Crownsguard spell you cast or when making an attack roll with one.
**Spell Save DC** = 8 + your proficiency bonus + you charisma modifier
**Spell Attack Modifier** = your proficiency bonus + your charisma modifier
#### Ritual Casting
You can cast a crownsguard spell as a ritual if that spell has the ritual tag and you have the spell remembered.
### Link Strike
At level 2, you have learned to work in sync with your allies. Once per turn, if you attack a target with advantage, one ally may use their reaction to make an attack against that target.
If a melee attack misses you, check the die roll of the attack against your proficiency modifier. On a fail, you may use your reaction to make 1 attack against that attacker with advantage. If you spend 1 MP, you may use your reaction to cast a cantrip spell instead.
### Crownsguard Focus
At 3rd level, you choose a focus that allows you to specialize your skills. You gain abilities based on that focus and gain more at 6th, 10th, 14th, and 18th level.
### Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability score of your choice by 1. As normal you can't increase an ability score above 20 using this feature.