Protector

1 AP: Forewarn
Warn an ally within sight of incoming damage. Until the end of your turn, as long as you can see them, they have 1 damage reduction (which reduces any damage by 1). For each damage reduced in this way, you gain 1 Mana.

Block
3 charges of cancelling damage. Once per round, when someone takes damage from an Attack within 6 sq, you can cancel it. In return, you take half the damage to HP (rounded down, damage ignores DP), and gain 5 Mana. All charges are restored after a Short Rest. You can also exchange a charge - without cancelling damage - for Mana.

The Protector starts after each Rest with 0 Mana. With Mana, the Protector can take one of the following actions:

Name AP Mana Effect
Barrier 1 3

An ally within 9 sq gets +5 DP. Can also target self.

Increases every 2 level by 5. Thus, at L3 to 10.

Drag Along 1 2 Reposition 1 sq and drag another creature with you.
Wide Swing 2 5 Make an Attack at every creature on the 3 squares in front of you.

 


Level 2: High-Value Target (Taunt)
For 1 AP, designate yourself or an ally within 12 squares as a high-value target. Enemies within 3 sq of the high-value target must attack it or retreat (1 AP) to target another enemy.

Level 2: Vigilant Eye
Through a sort of sixth sense, you can see places without being there yourself. This can happen in the form of an eye, a magical rune, or a camera.

Place a vigilant eye at a location to extend your vision around that area. To place it, you must touch the location for 1 min. From then on, as long as you are within 1 km of the eye, you can look through it. If an enemy or something similarly conspicuous occurs, you will be alerted, even if you are asleep. You can only have a maximum of 1 Vigilant Eye at a time.


Level 5: Subclass
Choose a Subclass. Subclasses are specializations for your class that give you extra skills at the levels 5, 10, 15, 20. For the Protector you can choose between the following:

TODO protector_bodyguard, protector_shielder


Level 7: Reaction - Block a spell
You can use a charge of Block to redirect a spell. If a spell is cast that you can either hear or see, you can redirect the spell toward yourself.

If the spell deals damage, it deals half damage to you.
If the spell requires a Spell Saving Throw, roll with advantage.
If the spell targets multiple squares, the effect will be limited to the square you are standing on.