Fighter
Base Class: Fighter

While some warriors fight for freedom, fame, or even just money; others fight to protect others. They are watchful guardians, moving in to defend and guard individuals from threats much greater than them. They are towering warriors, with broad shields and thick armour that few can match.

Guardian's Ward

When you choose this archetype at 3rd level, as a bonus action, you can designate an ally you can see as your ward. When you declare a creature as your ward, you can move up to half your speed closer to them, without spending any movement. The target remains your ward until you use this bonus action to target a different creature, you end the ward on your turn (no action required) you die, or your ward dies. You gain the following benefits while you have a ward:

  • While you are within 5 feet of your ward your ward gains the benefits of half cover. At 10th level, you can be within 10 feet of them and still gain this benefit. At 15th level, they gain the benefits of three quartes cover.
  • You have advantage on ability checks made to spot threats to your ward.
  • When you and your ward roll initiative, you can choose to take your ward's initiative roll instead of your own.

Shared Experience

Also at 3rd level, you've been trained to assist your ward and anticipate their needs, and to help for them to do the same for you. If your ward makes a skill or tool check while they are within 15 feet of you, you may use your reaction to allow them to use your skill bonus instead. Alternatively, if you make a skill or tool check while within 15 feet of your ward, you can ide your reaction to use their skill bonus instead.

Once you use this feature you cannot use it again until you have finished a short or long rest.

Watchful Sentry

At 7th level when you are within 5 feet of your ward and a creature you can see enters within 5 feet of your ward, you can use your reaction to swap places with your ward and make an opportunity attack against that creature. This movement doesn't provoke opportunity attacks. At 15th level, this area increases to 10 feet.

Furthermore, creatures provoke an opportunity attack from you when they enter within 5 feet of you.

Synergy with the Protected

Beginning at 10th level you have advantage on any attacks you make against creatures that your ward has damaged since the end of your last turn.

Also, if you hit a creature that has made an attack against your ward since the end of your last turn, you can add an additional weapon damage die to the attack. You can do so no more than once per turn.

Defender's Vow

Starting at 15th level as a bonus action, you can position yourself in front of your ward and brace incoming strikes. You gain temporary hit points equal to twice your Fighter level, which last until the beginning of your next turn. While these temporary hit points persist, your ward gains the benefits of total cover while they remain within 10 feet of you.

You can use this feature a number of times equal to your Constitution modifier (a minimum of once) You regain any expended uses when you finish a long rest.

Army of Two

Finally, at 18th level, when your ward takes damage within 15 feet of you, you may use your reaction to move up to their space. You gain temporary hit points equal to your level + your Constitution modifier, and your ward takes no damage from the attack or effect. You take that damage instead, and you are resustant to it. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

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