Base Class: Barbarian
Barbarians who walk the Path of the Warden draw their rage from their unwavering zeal, a resolve to protect those dear to them and unleash fury on the foes who would dare try to hurt them. That zeal manifests itself through a willingness to put their bodies on the line for the sake of others.
Such a barbarian might be animated by a certain set of principles, which if broken, sets them loose on the perpetrators.
At the Vanguard
Starting at 3rd level, when a hostile creature is in front of you within 5 feet while you are raging, you may use an action to grant refuge to your allies until you are damaged a number of times equal to your Constitution modifier. You grant all friendly creature within 10 feet of you, and within 30 feet in a cone behind you a bonus to AC and spell saves equal to your Constitution modifier for the duration. Whenever you take damage, this effect is reduced by 1.
You can use this ability a number of times equal to your proficiency bonus. All uses are replenished upon finishing a long rest.
Ardent Defender
Beginning at 6th level, your zeal hardens your natural defense and your presence on the battlefield. For any turns on which you expend no movement, you gain +1 AC until the start of your next turn. Moving or being moved for any reason cancels this effect immediately. Conversely, for any turn on which you move a distance equal or greater to your natural movement speed, friendly creatures who begin their turn within 10 feet of you before the start of your next turn may use the Disengage or Dash action as a bonus action instead.
Deafening Zeal
Your resolve is now so strong that it is an unwavering presence on the battlefield. You gain resistance to psychic damage as a result of your unbreakable might. Additionally, when you hit a creature with a melee attack, you can replace the damage type with thunder damage, striking with your deafening aura. When you do so, you can also push this creature up to 10 feet in a straight line away from you, and you can then move up to half you speed towards it.
Fervent Defender
Beginning at 10th level, your defense and tactical presence are honed to greater levels.
For any turns on which you expend no movement, you now gain a +2 AC bonus until the start of your next turn. Moving or being moved for any reason cancels this effect immediately. Conversely, for any turn on which you move a distance equal or greater to your natural movement speed, friendly creatures who begin their turn within 10 feet of you before the start of your next turn may use the Disengage or Dash action as a bonus action instead. When a creature uses the Disengage action in this way, you can use your reaction to switch places with them and make a single melee attack against a creature within range.
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