Base Class: Fighter
Made by u/Leuku
Those who follow in the path of the archetypal Guardian pursue the notion that the best defense can be a good offense. Taking down your foes holds little meaning if you cannot live to see tomorrow and a tomorrow is not worth seeing if you are the only survivor. While other fighters may scoff at your lack of offensive prowess, any Guardian can take great pride in the battles they have fought and the lives they have saved. Truly there is no leader like a Guardian with the prowess to protect.
Offensive Defense
Beginning when you take this archetype at 3rd level, you gain proficiency in the shield as a Light melee weapon.It deals 1d6 bludgeoning damage. You also gain the ability to don and doff a shield with a bonus action. Additionally, you acquire a unique ability called the Cavalcade Throw. As one of your attacks in the Attack action, you can make a thrown weapon attack with a shield or with a weapon with the thrown property you are wielding in one hand. Range 20/60. At the end of your turn, the thrown shield or weapon returns to your hand and in the case of the shield becomes automatically donned. When you gain Extra Attacks, you can expend an attack from the Attack Action to have your thrown shield or weapon ricochet and target one additional creature within 10 feet of the target prior. For each attack that you expend, you can target an additional creature.
Stalwart Commander
At 7th level, you can use an action to make a Charisma (Persuasion) or Strength (Persuasion) check contested by a creature’s Charisma (Deception) check. The
creature must be able to hear you, and the two of you must share a language. If you succeed on the check and the creature is non-hostile, it becomes charmed by you and will follow immediate orders you give it. What any creature can attempt and accomplish is limited by their experience, education, and training. Creatures that can’t be charmed are immune to this effect. The order must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act stops the order. Additionally, your orders cannot contradict their conscience. This effect lasts for 1 minute or until the order is completed, after which the creature defaults back to their normal attitude and behavior. The creature is aware of what it is being made to do. Alternatively, you can allow a non-hostile creature to make a Charisma saving throw vs DC 12, ending the Frightened condition on a Success. If you succeed on the check and the creature is hostile, the creature’s behavior becomes restricted by your presence. The creature suffers disadvantage on its attacks against anyone but you. This effects lasts for one minute or until you are no longer
within line of sight of the creature. Creatures under any effect of Stalwart Commander cannot be the target of this ability again for the next 24 hours.
Refined Defense
By 10th level, you have learned to interpose shield and/or weapon between yourself and danger, mitigating the damage you suffer. When you are hit by a damaging attack or take damage from something that required a strength save or dexterity save, you can use your reaction to halve the damage. Alternatively, you can use your reaction to halve the damage similarly done to a creature within 5 feet of you.
Errant Charge
At 15th level, you transform the reckless in to the dauntless. When you take the Dodge action, you may also Dash as a bonus action. On the same turn, whenever you enter an enemy’s reach, they must use their reaction to make an opportunity attack against you, if able.
Generous Vitality
Starting at 18th level, you can spend a hit die as a bonus action on your turn. Alternatively, you can have an adjacent creature benefit from your expended hit die instead of yourself.
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