Base Class: Fighter
For those warriors who choose the life of the Guardian, there is precious little more important than the lives of those they have sworn to protect. These bold sentinels train their bodies and wills to accomplish great deeds of heroism, nobly putting themselves in harm's way for the sake of defending those weaker than them. Guardians thrive in the heart of battle; while heavy blows might cause lesser combatants to falter, they use the glory of their injuries and righteousness of their cause to fuel their abilities.
Valor
When you choose this archetype at 3rd level, your heroic deeds on the battlefield empower you with Valor. You gain an amount of Valor equal to your proficiency bonus whenever you complete a Short or Long Rest. Additionally, at the start of each of your turns, you gain 1 Valor as long as there is at least one hostile creature within your melee reach. You may gain Valor up to your Valor Maximum which is equal to double your proficiency bonus. Several abilities allow you to spend Valor to force creatures to make saving throws against your Valor save DC which is calculated as follows:
Valor Save DC = 8 + your proficiency bonus + your Strength modifier
Strength of Will
At 3rd level, you become a bastion on the battlefield, absorbing blows directed at both yourself and your allies. As a Reaction, when you take damage from a hostile source you may choose to expend 1 Valor to roll your Strength of Will dice. You then reduce the damage you receive by an amount equal to the result of your roll.
Alternatively, when a creature within 10 feet of you takes damage from a hostile source you may use your Reaction to move 5 feet adjacent to the target and reduce the damage they take in the same manner. When used in this way, Strength of Will grants 1 Valor rather than consuming it. If you reduce the target's damage to 0, you gain 2 Valor instead of 1.
Your Strength of Will die starts as a 1d8 and increases at a rate shown in the subclass table
You cannot reduce any one source of damage more than once in this manner.
Feats of Valor
Starting at 3rd level, you may expend Valor to control the battlefield and protect your allies. You learn 2 Feats of Valor at 3rd level and an additional one at 7th, 10th, 15th, and 18th level. Whenever you gain a level in Fighter that would grant you an Ability Score Improvement, you can exchange one Feat of Valor you know with a different one as you adapt your capabilities to fit your group’s needs.
Casting Interference
When you hit a creature with a melee attack, you may expend 3 Valor to force it to make a saving throw with its casting ability against your Valor DC. On a failed save, you reduce both its Spell Save DC and Spell Attack modifier by an amount equal to your Strength modifier (minimum of 1) until the start of your next turn. A creature cannot have its Spell Save DC or Spell Attack modifier reduced in this way more than once per turn.
Cripple
When you hit a creature with a melee attack, you may expend 2 Valor to force that creature to make a Constitution save against your Valor DC. On a fail, the creature’s speed is reduced by half until the beginning of your next turn.
Draw Focus
When a creature you can see within 30 feet makes an attack roll against a target other than yourself, you may expend 1 Valor as a Reaction to impose Disadvantage on that attack roll.
Formidable Presence
When you hit a creature with a melee attack, you may expend 3 Valor to force each creature you choose within 5 feet of you to make a Wisdom save against your Valor DC. On a failed save, the creature is transfixed by you and cannot willingly move away from you. A creature can repeat this save at the end of each of its turns.
Heroic Defense
This Feat of Valor requires Concentration.
You may use an Action to expend 4 Valor to grant a creature you touch a +2 to their AC and +1 to their saving throws. Additionally, whenever your Heroic Defense turns a hit into a miss or a failure into a success, you gain 1 Valor up to your Valor maximum. This effect lasts for 1 minute, until you expend Valor for any other purpose, or until you lose Concentration.
You may choose to spend extra Valor when you use this ability. If you do, you may target one additional creature for each additional Valor spent.
Heroic Offense
This Feat of Valor requires Concentration.
You may use a Bonus Action to expend 4 Valor to add an extra 1d4 to all of your damage rolls but reduce your Armor Class by 1. At the start of each of your turns, the extra damage increases by an additional 1d4 and your Armor Class is further reduced by 1. This effect lasts for 1 minute, until you expend Valor for any other purpose, or until you lose Concentration, at which point your damage and Armor Class returns to normal.
Onslaught
You may expend 1 Valor to take an additional attack using your Bonus Action. You do not add your ability modifier to the damage of this attack.
Optimal Positioning
During your turn, you may expend 1 Valor to gain Advantage on opportunity attacks until the start of your next turn.
Quick Reflexes
Once per turn, you may expend 3 Valor to gain an additional Reaction.
Roundabout
When you hit a creature with a melee attack, you may expend 1 Valor to force the target to make a Strength save against your Valor DC. On a fail, you may push or maneuver the target up to 10 feet in any direction. This movement does not provoke opportunity attacks.
Shared Will
As a Bonus Action, you may spend 2 Valor to roll your Strength of Will dice. You can then grant an amount of Temporary Hit Points equal to the result of the roll, divided as you choose among any number of creatures (not including yourself) that you can see within 30 feet.
Steel Yourself
You may use your Bonus Action to expend 2 Valor to grant either yourself or a creature you touch Advantage on any saving throw made to resist or end being Charmed, Frightened, or Possessed. This benefit lasts for 10 minutes or until you use this Feat of Valor again on a new creature.
Tackle
When you hit a creature with a melee attack, you may expend 2 Valor to force the creature to make a Strength save against your Valor DC. On a fail, you Grapple the target and you both fall Prone. The creature has Advantage on this save if it is one size larger than you and Disadvantage if it is one size smaller than you. You cannot Tackle a creature that is more than one size larger than you.
Unbroken
When you take damage that would reduce you to 0 Hit Points, you can expend 2 Valor to drop to 1 Hit Point instead. After using this feature you cannot use it again until you complete a Long Rest.
Unstoppable
When you move, you may spend 1 Valor to increase your speed by 10 feet and ignore difficult terrain until the start of your next turn. Additionally, when dragging a willing creature, you suffer no movement penalties.
Glorious Challenge
Starting at 7th level, you are able to issue a challenge to all who would do your allies harm. As a Bonus Action, you can force all creatures of your choice that can hear you within 60 feet of you to make a Wisdom save against your Valor DC. On a fail, creatures make attack rolls against targets other than you with Disadvantage until the start of your next turn. During that time, when a creature who failed that save attacks a target other than you with an attack roll you gain 1 Valor, up to your Valor maximum.
You can use this feature once every Short or Long Rest. At 15th level, you may use this feature twice per Rest.
Get Behind Me
Starting at 10th level, you are able to maneuver adjacent allies to better shield them from enemies. As a Bonus Action, you can expend 5 Valor to swap places with a creature within 5 feet of you without provoking opportunity attacks. Additionally, until the start of your next turn, they are treated as having 1/2 cover and whenever they would take damage you instead receive half of that (rounded down) and they take the remaining damage.
You can still use your class and subclass abilities for the duration as normal, but a protected creature can no longer benefit from this feature if it is more than 5 feet from you when it sustains damage or if you are incapacitated.
Cover the Retreat
Starting at 15th level, you have mastered the ability to command the flow of combat in your vicinity. At the start of your turn, you can choose to drop your movement speed to 0. Until the start of your next turn, allies do not provoke opportunity attacks with their movement while within 15 feet of you and enemy movement within 15 feet of you costs twice as much.
Additionally, starting at 15th level, whenever you roll Initiative and you have no Valor remaining you gain 3 Valor.
Sacrifice
At 18th level, your devotion to protecting your allies is so great that you will do everything in your power to save their lives, even at the cost of your own health. Once per Short Rest, when a creature within 30 feet of you is reduced to 0 Hit Points, you may immediately use your Reaction to spend 7 Valor and move your entire speed towards them. If you get within 5 feet of that creature, roll your Strength of Will dice. They regain Hit Points equal to the result of the roll and you then lose the same amount of Hit Points as you bolster them with your own heroic vitality. You cannot use Strength of Will to reduce the damage you receive in this way.
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