Fighter
Base Class: Fighter

[This content requires play testing and may change.]

Those who take up the archetypal Guardian must be prepared to take the brunt of assaults for the good of their allies. The guardian uses a blend of charismatic provocation and skill with shields and heavy armour to draw foes towards them, and parry their attacks.

Taunt

At level 3, you gain the ability to taunt nearby creatures. Once per long rest, you let out a booming, goading cry. Each creature you choose within 30-feet of you that can hear you and understands at least one language must make a Wisdom (Insight) ability check contested against your Taunt save DC. The saving throw DC is calculated as follows:

Taunt save DC = 8 + your proficiency bonus + your Charisma modifier

On a fail, the creature is taunted for 1 minute. A taunted creature must use its movement and actions to attack you in whichever way it usually would. A taunted creature may make an additional Wisdom (Insight) check contested to your Taunt save DC at the end of each of its turns and whenever it takes damage whilst taunted. On a successful check, the taunt ends, and the creature proceeds its next turns as normal.

While taunting at least one creature, you receive the same modifiers as though you were Restrained, as well as these following modifiers:

  • You gain a bonus to your AC equal to your proficiency bonus
  • You must use your Action on each subsequent turn to maintain the Taunt

The taunt ends early if; you dismiss it as a bonus action, you do not use your action to maintain the taunt, or if there are no creatures within range currently taunted.

Brute Force

Starting at 7th level, you gain the ability to burst out of your taunt, potentially striking your foes to the ground. At the end of the duration, or when you dismiss your taunt as a bonus action, you may use your subsequent action to forcefully break out of your taunt. When ending the taunt in this way, each creature within 5 feet of you must make a DC Strength saving throw contested against your Strength (Athletics) check. You have advantage on this Strength (Athletics) check. On a fail, the creature is pushed 5 feet away from you and falls prone.

Provoke

At 10th level, your charisma and mockery can force enemies to attack you recklessly, leaving them vulnerable to attack. As a bonus action while taunting, you can choose to mock a taunted creature. When you do this, the creature must make another Wisdom (Insight) check contested against your Taunt save DC. On a fail, the creature no longer as advantage to hit you, and creatures have advantage to hit the provoked creature until the end of its next turn.

Deflection

Beginning at 15th level, you’re becoming a master of deflecting many A.O.E attacks. You automatically succeed any Dexterity saving throw whilst taunting.

Impenetrable

At 18th level, you’re a master of taking huge amounts of damage on the chin. Once per long rest whilst taunting, when you are hit by an attack that does damage, you can use your reaction to take 0 damage instead. If the attack roll is a critical, you can instead choose to take the attack’s normal damage instead.

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