An advanced class option for those wishing to protect those in their team. *Translated to 5e by Edward Wilson through Icygeek
Harm’s Way
At 3rd level, when a creature makes a ranged or melee attack against an ally who is adjacent to you, you can use your reaction to redirect the attack to you. If the attack hits you, you take the damage and effects as normal. If the attack misses you, it also misses your ally.
At 18th level, if the attack hits you, you have resistance against that attack’s damage.
Situational Awareness
Starting at 3rd level, you add your proficiency bonus to your initiative rolls. In addition, you can always move and take actions and reactions on the first round of combat, even if you’re surprised.
Single Out
Beginning at 7th level, you can focus your offensive efforts on a single creature as a bonus action. You gain advantage on attack rolls against the creature for 1 minute or until it drops to 0 hit points or falls unconscious.
Once you have used this ability, you cannot use it again until you have finished a short or long rest.
Defensive Strike
At 10th level, when you use Harm’s Way and the creature misses you with the attack, you can use the same reaction to make a melee or ranged attack against that creature.
Blanket Protection
Starting at 15th level, you can take command and call out instructions to your allies to keep them safe as a bonus action. Choose up to six creatures. Each creature has advantage on Dexterity saving throws, and a +2 bonus to Armor Class for 1 minute. You must finish a long rest before you can use this ability again.
Level | Class Features |
---|---|
3rd | Harm's Way, Situational Awareness |
7th | SIngle Out |
10th | Defensive Strike |
15th | Blanket Protection |
18th | Harm's Way (resistance) |