When a hostile creature attacks a friendly creature within reach, you can take a reaction to grant disadvantage on the attack roll. If the attack hits, the friendly creature has resistance to the attack’s damage.
You can take the Magic action to present your holy symbol, speak a prayer, and attempt to cast a cleric spell of a level that you have a spell slot for. Roll a percentile dice. On a roll equal to twice your guardian level or lower, you cast the spell, without expending a spell slot. On a roll higher than twice your guardian level, you can still cast the spell, provided you expend a spell slot of the appropriate level.
You can take the Magic action to present your holy symbol to one creature of your choice that you can see within 30 feet of you and roll a number of d4s equal to your Wisdom modifier. You choose whether the target regains Hit Points equal to the roll total or if it must make a saving throw against, taking radiant damage equal to the roll total on a failed save or half as much (rounded down) on a successful save.
You can take the Magic action for 1 hour to regain one expended level 1 or 2 spell slot.
You can take the Magic action to grant each friendly creature within 30 feet of you temporary hit points equal to your guardian level at the start of each of your turns for 1 minute or until you are incapacitated.
You can take the Magic action to present your holy symbol, speak a prayer, and cause each undead creature that can see or hear you within 30 feet of you to make a Wisdom saving throw. On a failed save, the target is turned until the end of your next turn or until it takes any damage, you become incapacitated, or you die.
When you cast a hierophant cantrip that deals necrotic or radiant damage, you can reroll any 1 on the damage roll.
Whenever you cast a hierophant spell that causes a creature to regain hit points, you also regain a number of hit points equal to your guardian level.
When a creature moves out of your reach, you can take a reaction to cast a spell that has a casting time of 1 action targeting only the creature.
You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage. Moreover, you can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
You gain proficiency in the Religion skill, and you have 1 mana point per guardian level. Moreover, when you gain a Guardian Feat option, you can choose a Cleric Feat option instead.
You can prepare a number of cleric spells equal to a third of your guardian level (minimum of two) as hierophant spells, provided each spell is of the same level or lower as a quarter of your guardian level. To cast a prepared hierophant spell, you use Wisdom as the spellcasting ability and a holy symbol as the focus.
Whenever a hostile creature hits a friendly creature within 60 feet of you or the friendly creatures fails a saving throw, you can take a reaction to grant the friendly creature a bonus to its AC against the attack or to the save equal to your Wisdom modifier, potentially causing the attack to miss or the save to succeed.
When a creature makes an attack roll or causes another creature to make a saving throw, you can take a reaction to grant advantage or disadvantage on the attack roll or the saving throw.