Barbarian
Base Class: Barbarian

Path of The Protector barbarians are, for their own nature, defenders - positioning themselves as the front line in battle in order to keep people safe.

No one knows better than them how to properly take a hit like it was nothing while making sure their foes don't share the same fate. It doesn't matter how hard or how much the enemy strikes, these barbarians still stand; filling the battlefield with awe and making their opponents forget that they are fighting anything other than the colossus filled with scars standing in front of them. 

 

Bodygaurd

Whenever you are raging and a creature hits another creature within 10 ft of you, you can use your reaction to intercept the attack. If the attack roll would hit your AC, you take the damage instead of the original target. However, if the attack roll was lower than your AC, you intercept the attack and don't take any damage.

At 10th level, when you use this feature you can make an attack against the creature in the same reaction.

 

Level 3: Steel Stance

Starting at 3rd level, when any kind of damage is dealt to you while you are raging, you can choose to reduce it by 1d12 + Your constitution modifier + Your barbarian level halved (rounding down) 

You can use this feature a number of your proficiency bonus, and you will regain all uses upon a long rest.

At 10th level, the number of dies increases to 2d12 instead of 1d12.

 

Level 6: Center of Intentions

You can use an action to use words, gestures, both or anything you want to taunt creatures around you. Choose one of the effects listed below and then choose up to your proficiency bonus creatures that can hear or see you. Each creature must succeed on a wisdom saving throw using 8 + Your proficiency bonus + Your constitution modifier or be under the chosen effect for 1 minute.

Protectors Provoke: For the duration each creature taunted this way can't move more than 20 feet away from you and can only attack you, needing to succeed on a wisdom save using your DC to be able to attack any other creature. A creature effected this way can repeat it's saving throw at the end of it's turn, ending the effect on a success. You get your constitution modifier as temporary hitpoints for every creature affected this way and if you only taunt one creature you get your constitution modifier + your barbarian level in temporary hitpoints

Main Event: if you choose this effect, each creature taunted this way has disadvantage on wisdom (Perception) checks to perceive any creature other than you for the duration and you can add your constitution modifier for any Charisma (Intimidation, Deception, Persuasion, and performance) checks made towards the affected creatures. The effect ends early if you or any of your allies does something harmful to it.

Once you use this feature, you can't use it again until you finish a long rest.

 

En Garde

When you reach 10th level, Your defensive strategies in combat have improved your art of defense granting a permanent +1 to your AC and class saving throws.

 

Level 14: Unbreakable

Starting at 14th level, as an action you can activate rage and assume a defensive posture to enter the unbreakable state until the start of your next turn. If you do so, every allied creature standing within 10 feet of you can add your constitution modifier to their AC as you keep jumping in front of them when they are targeted. When your unbreakable state ends, you can choose to end your rage and retaliate. If you choose so, you can make a melee attack on a creature standing within 10 ft of you, and if you hit, you deal your attacks regular damage +1d6 force for every ally affected by your Unbreakable Stance.

You can use this feature a number of times equal to your proficiency bonus and regain all uses on a long rest.

 
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