Class Features

The Guardian Level Features 1st Dual Shields 2nd Taunting Advance, Interpose Shield 3rd Bastion 4th Daring Rescue 5th Hold The line

As a Guardian you gain the following class features

Hit Points

Hit Dice: 1d12 per Guardian level

1d12 per Guardian level Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per Guardian level.

Prerequisites

To become a Guardian, you must have the following prerequisites

Strength 13 or Dexterity 13 : Being a Guardian requires the ability to effectively wield at least one class of weapon Proficiency in the Athletics skill: Being a guardian requires dedication to one's own fitness

Constitution 13: Above all else being a Guardian requires physical fortitude.

Charisma 13 Being a guardian requires the ability to be an inspiring leader.

Training in the methods of a Guardian: being a Guardian requires special training (Dm's note you can shove this part in the backstory if your player wants to become a Guardian at level 2, feel free to add a level requirement if you feel one is necessary I avoid them because they feel too gamey but that's me)

Dual Shields

Once you've become a guardian you gain the use of a shield that's been fitted for combat. The combat shield is martial weapon with the finesse property that deals 1d6 (Slashing, or Bludgeoning depending on how it's made) that provides a +1 bonus to ac (Dm's note It's basically reducing the damage dice of the longsword/rapier in exchange for the +1 boost, should be fair but I've been considering improving it to 1d8)

Taunting Advance

At the second level of guardian training you gain the ability to appear to be most important target to fight. As a bonus action, you can move up to half your speed towards an ally any hostile creatures adjacent to that ally must succeed on a dc 8+your Charisma modifier + your Proficiency Bonus Wisdom saving throw or be forced to move 15 feet towards you as well as be unable to willingly move away from you, affected creatures can repeat this saving throw at the end of each of their turns on a success the effect ends.

Interpose shield

At the second level of guardian training you also gain the ability defend an ally at a moment's notice, if an ally adjacent to you would be hit by an attack you may use a reaction to force that attack to target you instead. (Dm's note this doesn't involve rerolling the attack it's essentially just if an attack would hit your ally it may not hit the hopefully higher ac of the guardian. Sorry if that's not clear)

Bastion

Beginning at the third level of training you gain the ability to brace for incoming blows. As action, you can brace, bracing reduces all non-magical damage dealt to you by your proficiency bonus + your constitution modifier until your next turn. While braced, you cannot take reactions and gain advantage against any saving throws that would force you to move.

Daring Rescue

At the 4th level of guardian training you gain the ability to save an ally from what may be certain doom. If an ally within sight of you is reduced to 0 or fewer hit points you may as a reaction move up to twice your speed towards that ally. If you reach that ally they gain 2d6+ your Charisma modifier temporary hit points for each opportunity attack you incurred using this movement.

Hold the line

Once you've mastered the ways of the guardian you gain the ability to inspire your allies beyond their normal limits Once per short rest you gain a pool of temporary hit points equal to 5 + your charisma modifier d10, you then distribute this pool in any way you'd like among allied creatures within 20 feet of you