Indomitable (1/Day). The guardian rerolls a failed saving throw.
Unyielding. The guardian can make an opportunity attack against a creature when it enters the guardian's reach. When the guardian makes an opportunity attack, it regains its reaction at the end of that turn. If it hits with the attack, it reduces the target's speed by 20 feet for the rest of the turn.
Vigilant. The guardian can't be surprised.
Vindicator. When the guardian misses a creature with an opportunity attack or a creature hits the guardian's guarded ally with an attack and deals damage, the guardian gains a +3 bonus to weapon damage rolls against the creature until the end of its next turn.
Multiattack. The guardian makes four attacks with its twin-glaive or two attacks with its javelins.
Twin-Glaive. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 9 (1d10 + 4) slashing damage.
Javelin. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage.
Guard Ally (1/Day). The guardian chooses to focus on guarding one ally that it can see within 30 feet of it. Until the target dies or the guardian chooses another target to guard, the guardian can't be frightened while it can see or hear the target, and it can use a bonus action on its turn to move up to its speed toward the target.
Interception. When a creature within the guardian's reach is hit by a weapon attack, the guardian reduces the damage the target takes by 15 (2d10 + 4). If the attacked target is the guardian's guarded ally, the guardian regains its reaction at the end of that turn. The guardian must be wielding a melee weapon to use this reaction.
Description
Sworn guardians devote their entire existences as warriors to the protection of a person or a cause. Many kinds of people, from young princes to elder wizards, could be under the guard of one of these sentinels, who might have sworn an oath to pay for a life debt, to keep a worthy purpose alive, or simply to receive a good salary.
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