Base Class: Fighter
You've trained your body to be at alert for danger against those you care about or work for. You take hits for those who can't take them.
High Alert
At third level, your sharpened mind helps you in and out of combat. This grants you the following abilities:
You have advantage on Wisdom (perception) checks and on initiative rolls.
You gain the Interception fighting style, if you already have this fighting style, gain another of your choice.
You have advantage on Charisma (intimidation) rolls against any creature or humanoid that has attempted or planned to harm an ally.
On Guard!
At third level, your service to guarding others has granted you the ability to reduce damage for others or hurt those that hurt your allies. You gain the following benefits:
When using your reaction to use the interception fighting style, you can deal an amount of damage to the source of the attack equal to half the amount rolled to reduce the damage. (minimum of 2 damage)
As a bonus action, you release a battle cry or short phrase (your choice) to all hostile enemies within 10ft of you, calling their attention toward you. Each of them has to roll a wisdom saving throw (DC = 10 + PB + constitution) and if failed, they have disadvantage on all attack rolls and wisdom (perception) checks on all creatures except you for 1 minute. You use this ability an amount of times equal to your PB and regain all uses after a short rest.
Shielding Aura
at 7th level, any ally that stands within 10ft of you gain the following benefits.
They have advantage on Dexterity (slight of hand & stealth) checks.
Gain an extra d4 on any roll that you gave the help action for.
Roll with advantage against the frightened condition.
Body Blockade
at seventh level, you gain the ability to bend the space between those on your side to protect each other.
As a bonus action, you can select a number of creatures that you see as allies that stand in your shielding aura equal to your CON modifier (you can select yourself) to gain the following abilities:
As a reaction, they can teleport to an ally who took damage within 30ft and either take all the damage or half of the damage (their choice)
As an action, give the help action to all others who are also bonded, they give a d4 when doing so. They require the ability to either see or hear to do.
You can create this bond an amount of times equal to your PB and regain all uses spent on a long rest. This bond lasts 10 minutes or until you are at 0 hit points.
Rebuking Strikes
at tenth level, Your service to guarding others has granted you the ability to reduce damage for others or hurt those that hurt your allies in a better way. You gain the following features:
You learn to use your Interception Fighting style more effectively. When using the reaction of the Interception Fighting style, it gains the effects of the Absorb elements spell with the resistance being given to both you and whoever took the damage.
If a hostile creature sends an ally that you can see or hear to 0 HP, you will then be able to Crit on an 18, 19, or 20 on the die against said hostile creature until the end of your turn.
Fearless
At 15th level, your awareness of that around you has been honed to be at the greatest it can be. You gain the following features.
You gain the Alert feat, if you already have it, replace it with either a different feat or an ability score increase.
You are Immune to the frightened condition.
Any roll of perception will have a minimum dice value of 10.
You roll with advantage to check for traps or illusions, magical or non-magical and add your constitution modifier to the final result.
Guardian Soul
At 18th level, your soul has embedded itself with the spirit of what is means to protect. You gain the following features:
Whenever you send a hostile creature to 0HP, you regain an action surge use and second wind.
You can replace one attack on your attack action with an automatic stun, which lasts until the end of your next turn but cannot be used on the same creature twice in a row.
Your Body Blockade feature lets spellcasters cast through another person bonded through it.
You gain blindsight in range of your shielding aura.
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Posted Aug 3, 2024This has NOT been play tested, so it most likely will be imbalanced.