Fighter
Base Class: Fighter

Wardens of detriment are people of self-sacrifice; they draw attention and fight through detriment to themselves so they may disadvantage the enemy. They intimidate, they bleed, they are resilient. Vowing to protect even if that means not always being very honorable.

Level 3: Tenacious Defense

While not wearing medium or heavy armor, as a reaction when an attack is declared on an ally within 10ft of you, you jump to block it (moving without triggering attacks of opportunity), the attack must exceed your armor class to hit, if the attack hits you take half the damage delt (your ally also takes half).

Level 3: Intimidating Presence

Taunt. As a bonus action you give a menacing glare to a target within 60ft and they must succeed a Wisdom saving throw (dc = 8 + Intimidation modifier), otherwise they become Taunted. While Taunted the creature has Disadvantage on all attack rolls against any target other than you for a duration of 1 minute. you can use this ability a number of times equal to your proficiency bonus, you regain half your uses rounded down on a short rest, and regain all uses on a long rest.

Strick Fear. You gain Advantage on Intimidation checks.

Level 7: Third wind

When using Second Wind you may spend a hit die to gain an additional 1d10 of temporary Hit points.

Additionally you may choose to regain a quarter of your hit dice on a short rest if you don't expend any to gain hp.

Level 10: Hardened Soldier

Sprint: Expend one hit die to gain an extra 10 feet of movement for two turns.

Readied: as a reaction spend 2 hit dice to make an attack of opportunity against a target who uses their action while within five feet of you, unless their attacking you.

Bolster: Expend 3 hit dice to gain plus 2 to your AC for until the end of combat use this feature only once per combat.

Level 15: Battle cry

When using your Taunt from Intimidating Presence you may choose to scream a battle cry making all enemies within a 60ft radius Taunted (instead of a single target), but they are only taunted until the start of your next turn (instead of 1 minute).

Level 18: Ultimate Warden

You attain the pinnacle of resilience in battle, giving you these benefits.

Unable to Die. the first time you would be knocked unconscious in a given combat you instead live on 1 hit point, you may also spend any number hit dice to gain 1d10 hit points per hit die spent.

Built to destroy. as a bonus action spend 4 hit dice to add your constitution modifier to all damage rolls until the end of turn.

Previous Versions

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