Barbarian
Base Class: Barbarian

On a quest for unrivaled rage, there are few Barbarians who find a different way to use their rage; to enhance it, bottle it and let it rest within. Those Barbarians find themselves on the Path to becoming a sentinel. A Sentinel's role is to become a defensive specialist. They provide interference, drawing enemy aggression toward themselves and using their enhanced defense to minimize damage to the party. 

On a battlefield, in the midst of fire and brimstone, you see a lone warrior; arms held before him like a shield, his body battered but his will unmatched, as he takes blow after blow, never faltering. 

As a group drag their dying allies away from the danger, a single figure blocks the enemies path, acting as wall against anyone who dare approach. 

Sentinel's are always the last to be standing. their hardened bodies and unique battle stances allow them to mitigate damage, using their rage for defensive purposes.

Battle-Hardened

As a Sentinel, your body is battle-hardened, skin tougher than steel, flesh stronger than iron. Starting at 3rd level, your HP increase by 3+(Strength Modifier). at each level after that, they increase by 1+(Strength Modifier). 

Battle Stance

Beginning at 3rd Level, you can select one of three battle stances. each stance comes with abilities, and you can switch between a stance by using an action. You can choose an additional stance at 7th and 11th level. 

Steelguard: Whilst in Steelguard, your movement becomes 0, and you gain a +2 to AC.

Vanguard: Whilst in Vanguard, any bludgeoning, piercing or slashing damage you take is halved. As a reaction, when you are hit with a melee attack, you can make an unarmed melee attack against that target with advantage.

Mediguard: Whilst in Mediguard, your movement becomes halved. Once per turn, As an action you can gain temporary hit points equal to your Barbarian level. 

When you are in any of these three stances, you can use a bonus action for the following ability:

Provoke:  
As a bonus action, you can target any number of creatures within a 30ft cone from your position. each target must make a constitution saving throw (equal to 8+(Constitution Mod)+ Proficiency Bonus) or gain the following effect,  until the start of your next turn.

 - Each effected target has disadvantage on attack rolls against allies other than yourself. 

Mediguard

Mediguard: Whilst in Mediguard, your movement becomes halved. Once per turn, As an action you can gain temporary hit points equal to your Barbarian level. 

Steelguard

Steelguard: Whilst in Steelguard, your movement becomes 0, and you gain a +2 to AC.

Vanguard

Vanguard: Whilst in Vanguard, any bludgeoning, piercing or slashing damage you take is halved. As a reaction, when you are hit with a melee attack, you can make an unarmed melee attack against that target with advantage.

Living Shield

Starting at Level 6, your actions as a Sentinel allow you to protect others, to the point of absorbing blows. As a reaction, when an ally within 10ft of you is hit with an attack, you can throw yourself in the way, absorbing the blow. the original target takes no damage, and you instead take the full amount of damage, ignoring any resistances you might have. You can activate this ability a number of times equal to your CON modifier.

Deathward

Beginning at 10th level, your body has exuded so much pain that even at your weakest, you remain vigilant. Whilst your hit points are below half their maximum, once per turn you can use a reaction to halve the damage you take from an attack. 

In addition, once per long rest, if an attack were to drop you below 0 hit points, you can instead drop to 1 hit point, then gain temporary hit points equal to twice your barbarian level. 

Legion of One

Beginning at 14th level, your very presence incites challenge among those who dare stand up to you.

Once per turn, when you hit an enemy with a melee attack, you can mark them. whilst that target is marked, they get disadvantage to target anyone other than you with attacks or spell effects. Whilst an enemy is marked, your unarmed attacks deal an additional 2d6 Bludgeoning damage against them, and you get advantage on spell saving throws and abilities cast by that target. When your target is defeated, you gain hit points equal to half your level in Barbarian.

You can only have one target marked at any one time. 

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