Fighter
Base Class: Fighter

The archetypal Guardian is a massive juggernaut that shields allies from devastating blows.  Those who model themselves on this archetype combine rigorous training with physical excellence to intercept attacks meant to strike down the ones they are protecting.

Defensive Stance

While wearing heavy armor, wielding a shield, and one-handed weapon you are able to take a defensive posture to better protect your party and yourself.

You gain the following fighting styles:

Defense 

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Interception

When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to position yourself next to the target and reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield to use this reaction.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to position yourself next to the target and impose disadvantage on the attack roll. You must be wielding a shield to use this reaction.

The range of your Interception and Protection increases at 7th, 10th, and 15th levels.

Shield Slam

As a Bonus Action you can deal bludgeoning damage with your shield equal to 1d6 + Strength modifier on a hit.

Also, when you use your reaction to impose disadvantage or intercept an attack, you can make a melee attack with your shield against the attacker.  Your reactionary Shield Slam deals bludgeoning damage equal to 1d6 + your Strength modifier on a hit.

The damage die of your shield slam increases to 1d8 at 7th level, 1d10 at 10th level, and 1d12 at 15th level.

Overpower

Starting at 7th level, when you miss with a melee attack you gain advantage on the next melee attack you make.  If you miss with a melee attack roll you made with advantage, your next melee attack roll that hits is a guaranteed critical hit.  Your mastery of armored combat has developed your ability to see flaws in your enemy's defenses.

Improved Interception and Protection

Starting at 7th level, the range of your Interception and Protection increases to 10 ft.

Improved Shield Slam

Starting at 7th level, the damage die of your Shield Slam increases to 1d8.

Vigilance

At 10th level, you gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger.

You have advantage on Dexterity saving throws against effects that you can see, hear, or smell such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.

You also gain advantage on Initiative rolls when you aren't surprised.

Superior Interception and Protection

At 10th level, the range of your Interception and Protection increases to 15 ft.

Superior Shield Slam

At 10th level, the damage die of your shield slam increases to 1d10.

Iron Will

Starting at 15th level, you gain advantage on WIS & CHA saving throws to resist being charmed, stunned, or incapacitated.

Perfected Interception and Protection

Starting at 15th level, the range of your Interception and Protection increases to 20 ft.

Perfected Shield Slam

Starting at 15th level, the damage die of your Shield Slam increases to 1d12.

Unrelenting Endurance

At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have less than the maximum of your hit points left. You don’t gain this benefit if you have 0 hit points.

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