Might of the Master. The following numbers increase by 1 when your proficiency bonus increases by 1: the defender’s skill and saving throw bonuses (above), the bonuses to hit and damage of its longsword equipping, and the number of hit points restored by its Repair action (below).
Vigilant. The defender can’t be surprised.
Guardian. In combat the defender move over to a willing creature who have a armor count under 15 and protect and assist them in combat.
Ramming. Melee Weapon Attack: +3 to hit, reach 5 ft., one target you can see. Hit: 1d8 + 3 Piercing damage.
Repair (3/Day). The magical mechanisms inside the defender restore 2d8 + 3 hit points to itself.
Guard. The defender will block a attack that meant for another creature that is 5 feet next to it once per turn.
Comments