Base Class: Fighter
In ancient times, there was a large family clan of fourteen brothers and sisters of a race called the wingles. They lived in peace and harmony with each other and nature. They all had many gifts of magic, but the eldest child, Hal, seemed to the others to have no specialty of his own, despite his power and skill. His quest, unbeknownst to his siblings, was to chart out the border of life and death. This was the magic he experimented with- in secret, until one of his works was found out. The discovery shocked the whole tribe and their families, and led to them splitting up. At their last meeting before the Great Dispersal, each of the fourteen was endowed with a mighty weapon to help protect their legacies. The weapon Hal received was a sword, which held some of the fearsome magic Hal used, as well as other enchantments. It was named Syuveil.
In the immediate aftermath of the Great Dispersal, Hal and his house were ostracized and cut off from the other wingles; even amongst them, there were many who openly condemned the dark magic of their patriarch. However, in time, the other wingles came to realize just how powerful Syuveil was, and began to negotiate for the aid of Hal's clan in times of war. This devolved into open contention for the control of Syuveil, which led to a war amongst the wingles and Hal himself returning from beyond the Material Plane to pluck Syuveil away from those that would abuse its power. Those who sided against the liberal use of Syuveil were the traditionalists, fighting to preserve the lineage of peace and brotherhood of the wingles.
While the mighty sword was gone, the wound was still fresh, and there were some wingles who began to devote themselves to the martial defense of life, using the magical gifts of their kind for more noble ends. This emerging archetype were called goldwings, after the aged of their species whose rare golden flecks in their feathers spread over time. Possessed of immense will honed through vigorous training and drilling, goldwings were known for remaining vigilant and agile, ready to take on any threat, no matter how dark, as their presence commanded attention on the battlefield. Over time other species began to seek out the help of goldwings, and they became stout watchmen, elite bodyguards, as well as military commanders of different sorts.
Today goldwings are found in surprising places. The wingles are a gregarious folk wont to travel and live on the move, and that spirit settled into the ranks of the goldwings, as well: all, whether strangers or friends, poor or wealthy, were worthy of protection, and that the person in front of them was the best person to help; the transience of life was not a treasure exclusive to any class. You may have been helped by a roving goldwing in the past, or perhaps trained under one in the military, but regardless of how you put on the archetype you are now on a path leading out of the darkness towards the light.
Level 3: Guardian Aura
At the core of goldwing techniques is a light and balanced stance that allows the practitioner to stay relaxed and vigilant and spring into action at a moment's notice, interjecting themselves into confrontations seamlessly.
You gain an Emanation out to 10 feet that is active while you are conscious and not Incapacitated. When an enemy ends its turn in the emanation, it has disadvantage on attack rolls against creatures other than you until the end of its next turn. When an enemy in the emanation takes the Disengage action or hits a creature other than you with an attack, you can use a Reaction to make an Opportunity Attack against it, moving up to 5 feet to an adjacent space if not in melee weapon range without provoking opportunity attacks as part of the attack. Creatures you hit with Opportunity Attacks can't take Reactions until the end of their next turn.
Level 3: Golden Watcher
Thanks to your training in meditation and visualization using goldwing methods, you have Advantage on Initiative rolls and Perception checks.
In addition, once a turn when you hit a creature in your Guardian Aura emanation with an Opportunity Attack, one ally in the emanation who was targeted by the enemy can move up to 10 feet without provoking Opportunity Attacks.
Level 7: Radiant Will
The psionic traditions of the early wingles did much to shape the archetype of the goldwings, who drilled intensely for mental fortitude and perseverance. Through these ancient techniques you have learned to put mind over matter and shed conditions that would break the will of others.
When you’re subjected to an effect that allows you to make a Wisdom saving throw to take only half damage, you instead take no damage if you succeed on the saving throw and only half damage if you fail. You don't benefit from this feature if you have the Incapacitated condition.
Level 10: Courageous Light
At this stage of your goldwing path, the inner light you have cultivated is able to amplify your native courage and stave off decay and the wiles of dark enemies.
You have advantage on saves against being Charmed and Frightened, and resistance to Necrotic damage.
Level 15: Glimmerguard
One of the mystic techniques of the archetype, which draws on ancient wingle magic to form a subtle and intuitive barrier of shimmering radiance. It can flare up at a moment's notice to take the edge off an enemy's attack.
Once per turn, when an enemy in your Guardian Aura hits you with an attack, before the results are announced, you can have the damage dice rolled twice and take either roll.
Level 18: Wellspring of Dawn
More radiant and resilient than ever, when the moment calls for it, you can draw on a luminous well of vitality that uplifts you and your allies.
You have Advantage on Death Saving Throws, and whenever you roll 18–20 on a Death Saving Throw, you gain the benefit of rolling a 20 on it.
At the start of each of your turns, If you have less than {{(maxhp/2)@rounddown}} HP and at least 1 Hit Point, you can distribute 3d4+Constitution modifier HP between you and/or Bloodied allies in your Guardian Aura.
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