Base Class: Barbarian
Sometimes considered the most civilized of barbarians, the defender can be found in all walks of society, working as protectors for nobles or as the designated guardian of a tribe's chieftain. Despite devoting their lives to the safety of those they love, defenders are far from peaceful souls. Oftentimes, the best way for a defender to protect their ward is to leave no threats alive.
Primal Ward
Starting when you choose this path at 3rd level, you can choose mark a friendly creature as your primal ward whenever you enter your rage, calling upon the fierce protective energy within. While raging, you and your ward gain the following benefits:
Protection: if your ward takes damage from any source while within 30 feet of you, you can choose to extend your aura of protection and share a portion of the damage. Grant them resistance to the incoming damage type, then take the damage yourself while also benefiting from resistance.
Retaliation: whenever your ward takes damage from an enemy creature that you can see, you can use your reaction to move up to your movement speed towards them. If this movement puts you within melee range, you can also make a melee weapon attack as part of this action. You can use this feature a number of times equal to your proficiency bonus, and regain all expended uses whenever you complete a long rest.
Reassuring Presence
At sixth level, you begin to exude a calming presence that helps your allies both in and out of battle. You can cast Calm Emotions once per long rest. When you cast the spell in this way, you must use the effect to suppress a charmed or frightened on a friendly creature. Additionally, whenever you expend hit dice as part of a long rest, up you can grant temporary hit points equal to the number of dice rolled to a number of allies equal to your constitution modifier.
Absolute trust
Beginning at tenth level, you begin to cover your wards weaknesses in battle while relying on them to do the same. While within 30 feet of your ward, neither them nor you can be attacked at advantage. All attacks made against either of you are instead counted as a straight roll.
Guardian's Wrath
Starting at 14th level, your primal frenzy explodes at the sight of your ward coming to harm. Whenever your ward is reduced to zero hit points, you take an extra turn immediately next in the initiative order. On this turn you must take the attack action, and gain the ability to make an extra melee attack as a bonus action. Once you use this feature, you cannot do so again until you have taken a long rest.
Previous Versions
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