Fighter
Base Class: Fighter

Temple Defenders are masters of the shield, able to block for their enemies and encourage all challengers. You must be wielding a shield to gain any benefit or use any features from this subclass. Any feature that requires a target to make a saving throw has a DC equal to 8+Proficiency+Constitution.

Always Ready

Starting at 3rd level when selecting this class, you gain expertise on Perception checks. Additionally when you take a Long Rest if you stand watch for 4 hours and get 4 hours of rest time you may gain all the benefits of a Long Rest.

Guardian's Leap

When you choose this subclass at 3rd level, you resolve to protect your allies by becoming their shield. When an ally you can see within 5 feet of you is hit by a creature's attack roll, you can use your reaction to leap in between your ally and the enemy as long as you are not prone, grappled or restrained. If this ally was affected by your Protection Fighting Style reaction, you may do this as a free action as a part of your reaction.

You move up to 5 feet to your ally's space and your ally moves to the an unoccupied space within 5 feet and behind your new position. Your allies movement does not provoke opportunity attacks. This makes you the new target of the triggering attack and you reduce incoming damage from the attack by 1d6+Con mod(2d6@level 9 and 3d6@level 18). You may use this once per round.

Protective Stance

At 3rd level you learn how to protect those around you with your shield. Creatures of your size or smaller gain +2 AC while within 5 feet of you as long as you are not blinded, incapacitated, prone, grappled or restrained. In addition when you use your Second Wind class feature, creatures currently within 5 feet gain temporary hit points equal to 5+ Con Mod. 

Shield Stun

When you make a melee attack with a weapon on your activation you may instead attack with your shield(you are proficient). On a hit you deal 1d4+Shield Modifier bludgeoning damage and the target rolls a CON save. On a failure the enemy is stunned until the end of their next turn. You may use this up to twice per turn but no more than Con Modifier times per shirt rest. 

Eternal Vigilance

At 10th level you gain a new connection with your shield and your ability to react in defense of your allies becomes nearly supernatural. First gain the Shield Master Feat, in addition your total number of reactions in a turn becomes your Constitution modifier, but you can only use one reaction per trigger.

Challenging Roar

Once per Long Rest as a bonus action you let out a bestial challenge affecting all enemy targets that can hear you within 60 feet. You gain Resistance to all nonmagical damage.  Affected enemies make a Wisdom saving throw, on a failed save affected enemies have disadvantage on attacks not targeting you. For each enemy that is affected gain 5 temporary hit points. Lasts for 1 minute.

Bastion of Protection

Once per Long Rest you may activate Basion of Protection. For one minute you gain the following effects. You may use Guardian's Leap an unlimited number of times per round and increase the distance to 15ft. Additionally Protective Stance increases to cover 15ft and grants +4 AC. When you save on a STR or DEX save your allies in Protective Stance automatically succeed against the same effect.

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