Base Class: Fighter
Fighters who take up this archetype become defenders who understand the power of numbers. By defending your allies, you increase your chances of a clean victory.
Guardian's Shield
Beginning when you choose this archetype at 3rd level, you gain proficiency with shields, and can use them as a weapon.
Shielder's Cries
Starting at 7th level, You gain two Cry abilities.
Rallying Cry
You let out a bellowing cry which rallies your allies and fill them with the determination to keep the fight going. All of your allies that can hear you, within 60ft gain temporary hit points equal to your Class Level + CHA Modifier.
Gloating Cry
You let out a bellowing cry which frightens all enemy creatures to within 60ft. They must pass a Wisdom Saving Throw (DC Level + CHA +STR mods)
Additional Fighting Style
At 10th level, you can choose a second option from the Fighting Style class feature.
Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
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.
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
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 impose disadvantage on the attack roll. You must be wielding a shield.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Shield Wall
Starting at 12th level, you gain the ability to slam the ground with your shield, which conjures a shield wall 30ft long. All ranged attacks, including ranged spells, that go through this shield wall must be made with disadvantage.
Guardian's Aura
At 18th level, you radiate the pinnacle of resilience in battle. At the start of each of your turns, you and any ally within 30ft of regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don’t gain this benefit if you have 0 hit points.
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