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Steel Warden

Often the center of an army unit or a party of adventurers, the warden specializes on being the punching bag of a group to assist their allies.

Eyes On Me
Starting when you make this covenant at 3rd level, As a reaction to a creature that can hear or see you entering your timely aid, or starting its turn there, you can spend a focus die to catch its aggravation. Until the current turn ends, it can’t willingly move farther from you, it has disadvantage on attack rolls and Wisdom checks that don’t target you.

Body Guard
Also at 3rd level, While you are not incapacitated, you can have the space within a 5-foot radius around you be treated as cover for the purposes of granting creatures of your choice other than yourself half cover. When you take the Dodge action, this radius is doubled until the start of your next turn.

At 11th level, you can grant three-quarters cover in place of any half cover you provide. At 17 level, you can instead grant full cover in place of half cover.

Towering Armor
Starting at 6th level, as a reaction to a creature that is benefiting from the cover provided through your bodyguard feature being hit with an attack, you can spend a focus die, and have an attack treat your AC as the target's AC. You can only do so if you aren't prone or incapacitated

I will Survive
Starting at 11th level, At the end of your turns, you can ignore the effects of one condition currently affecting you (your choice) until the end of your next turn. You cannot ignore being knocked out—being incapacitated or unconscious. If a part of a condition you ignore would knock you out, that part is not ignored.

Team Player
At 17th level, When you use the Help action to grant advantage against a creature, the next weapon damage roll the chosen ally makes against that creature automatically rolls its maximum result.
Additionally, You regain a use of your reaction whenever a creature you can see deals damage to you. Once you use this feature, you can't use it again until the start of your next turn, unless the triggering damage is the resulting effect of either a critical hit or a d20 roll of 1 against a failed saving throw.


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