Base Class: Barbarian
Some barbarians wish to become something greater, and emulate the heroes of the ages that protected the weak. Those that follow the Path of the Guardian Hero develop an instinct for defending their comrades that borders on supernatural.
Taunting Blow
Starting when you choose this path at 3rd level, your rage provokes targets to focus on you. While you’re raging, the first creature you hit with an attack on your turn becomes overtaken by anger towards you, which hinders its attacks. Until the start of your next turn, that target has disadvantage on any attack roll that isn’t against you, and when the target hits a creature other than you with an attack, that creature has resistance to the damage dealt by the attack. The effect on the target ends early if your rage ends.
Mighty Shout
Beginning at 6th level, you develop a knack for startling enemies the moment they attack, offering additional protection to those you defend. If you are raging and another creature you can see within 30 feet of you takes damage, you can use your reaction to reduce that damage by 2d6.
When you reach certain levels in this class, you can reduce the damage by more: by 3d6 at 10th level and by 4d6 at 14th level.
Instinctual Intuition
At 10th level, your instincts have been honed to the point of near supernatural clairvoyance. When you do so, you cast the augury or clairvoyance spell, without using a spell slot or material components. Rather than creating a spherical sensor, this use of clairvoyance grants you insight through pure intuition. Wisdom is your spellcasting ability for these spells.
After you cast either spell in this way, you can’t use this feature again until you finish a short or long rest.
Concussive Roar
At 14th level, your voice carries the force of your anger. When you use your Mighty Shout to reduce the damage of an attack, the attacker takes an amount of force damage equal to the damage that your Mighty Shout prevents.
Previous Versions
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