Guardian (Fighter Martial Archetype)

In a fierce battle, nothing is more valuable than someone who protects their allies from incoming danger, be it a sword, an arrow, or a spell. For those, the idea of a knight in shining armor becomes a reality, and the archetypal Guardian fills that role, benefiting others with their hefty armor and defensive tactics.

Guardian's Toughness
Starting at 3rd level, your hit point maximum increases by an amount equal to twice your fighter level. Whenever you gain a fighter level thereafter, your hit point maximum increases by an additional 2 hit points.

Stand Ground
Starting at 3rd level, as long as you are wearing heavy armor, you can't be moved against against your will. At the end of your turn, as long as you haven't moved this turn and as long as you are using a shield, you gain a +2 bonus to AC until the start of your turn or until you move.

Defensive Advance
At 3rd level, if a friendly creature within 30 feet of you that you can see would take damage from an attack, you can use your reaction to move up to your speed towards that creature. Then, if you are within 5 feet of that creature, you can become the target of the attack. If the attack would hit you, you take damage as normal.

Armored Defense
Starting at 7th level, as long as you are wearing heavy armor, you gain a +1 bonus to AC.

Quick Thinking
Starting at 7th level, you can take one additional reaction each round.

Block
At 7th level, whenever you would take bludgeoning, slashing, or piercing damage from an attack or spell you can see, as long as you are wearing armor, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled, and reduce the damage by that total. You can use this feature a number of times equal to your Constitution modifier, and you regain all spent uses when you finish a long rest.

Additional Fighting Style
At 10th level, you can choose a second option from the Fighting Style class feature.

Compelling Target
At 10th level, you can use your bonus action to attempt to compel a creature to attack you instead of your allies. Choose a creature that you can see that is within 60 feet of you and make a Charisma (Intimidation) check. The chosen creature must then make a Wisdom saving throw, the DC being the result of your Charisma check. On a failed save, the creature is drawn to you, compelled by your presence. For 1 minute, the creature can only target you with its attacks, and any movement it makes must be towards you. This effect ends if you attack any other creature, if you cast a spell or use a feature that targets a hostile creature other than the target, if a creature friendly to you damages the target or casts a harmful spell on it, or if you end your turn more than 30 feet away from the target.

Bolster Ally
At 15th level, your presence has bolstered the defense of your allies. Each friendly creature that can see you and is within 30 feet of you gains a +1 bonus to AC, and at the start of each of that creature's turns, it gains 10 temporary hit points.

Improved Armored Defense
Starting at 18th level, as long as you are wearing heavy armor, you gain a +1 bonus to AC. In addition, while you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take is reduced by 5.