Jsk Warden

Core Statistics
Class Type: Half-Martial

Hit Points at 1st Level: 12 + your Constitution modifier

Hit Points Gained Each Level: 1d12 (or 7) + your Constitution modifier

Ability Score Proficiencies: Strength, Constitution

Armour Proficiencies: Light Armour, Medium Armour, Heavy Armour, Shields

Weapon Proficiencies: Simple Weapons, Martial Weapons

Other Proficiencies: None

Skill Proficiencies
As a Warden, you can choose 2 skills from the following list to become proficient with.
 * Athletics
 * Insight
 * Investigation
 * Medicine
 * Perception
 * Survival

Starting Equipment
As a Warden, you roll 5d4 and multiply the result by 10. You gain the total result as gold, and you can use this gold to purchase items of your choosing from the armour, weapons, and items lists.

Aegis
At 1st level, your proficiency with armour and shields allows you to mitigate harm. While you wield a shield, any bludgeoning, piercing, or slashing damage you take from Attacks is reduced by 2. This damage reduction increases as you gain levels in this class (see the Aegis column of the Warden Feature Table).

This feature's damage reduction effect and the Heavy Armor Master feat's damage reduction effect are not added together. Instead, if you have the Heavy Armor Master feat, the damage reduction provided by this feature is increased by 1.

Focus
At 1st level, you can choose a creature to devote your attention to. As a bonus action, you can choose one creature you can see within 30 feet of you and designate it as your mark. When you designate a creature as your mark, you can choose one of the following options. When your mark is within 5 feet of you and it moves further away, you can use your Reaction to copy your mark's movement until the end of the turn. You move quickly and concisely, remaining within 5 feet of your mark by using the least amount of movement possible. The maximum distance you can move when you follow your mark is equal to your speed.
 * Mark of the Shield: You devote your attention to protecting your mark. While you are within 5 feet of your mark, any damage that your mark takes is split between you and your mark, unless it is psychic damage. The damage you take as a result of this ability ignores any damage reduction, resistances, and immunities that you might have. If the damage cannot be split evenly between you and your mark, you take the majority of the damage.
 * Mark of the Sword: You devote your attention to oppressing your mark. While you are within 5 feet of your mark, your mark makes Attacks with disadvantage if they do not target you.

Your mark lasts for 1 minute or until the marked creature is killed. It ends early if you become incapacitated, you choose to end it on your turn (no action required), you end your turn more than 15 feet away from your mark, or you use this feature again to mark a creature. You can use this feature twice, and you regain any expended uses when you finish a short or long rest. You gain more uses of this feature as you gain levels in this class (see the Focus column of the Warden Feature Table).

Watchman
At 1st level, you are accustomed to keeping vigil over persons or places of importance for extended periods of times. When you take a long rest, you can choose to stand guard over the resting area for up to 4 hours and still gain the benefits of a long rest as long as you spend the remaining 4 hours sleeping. While keeping vigil, you can perform a light activity to pass the time (reading a book, playing cards, counting coin, etc). Your chosen activity does not impose any drawbacks on ability checks made to enforce or maintain your vigil, as long as you can stop the light activity at a moments notice.

Guarded Learning
At 2nd level, you have learned that failure is an opportunity to better yourself. When you fail to hit a creature or object with an attack, or you fail to meet the DC of an ability check, you can choose to learn the AC of that target or the DC of the ability check. Once you have used this feature, you cannot use it again until you have finished a short or long rest.

Martial Abilities
At 2nd level, you gain access to the Martial Abilities list. These abilities allow you to exert control and dominance over the battlefield.
 * Abilities Known: You know two martial abilities from the martial abilities list. You learn more martial abilities as you gain levels with this class (see the Abilities Known column of the Warden Feature Table).
 * Ability Slots: The Warden Feature Table shows you how many ability slots you have. Your ability slots represent the well of stamina you have to perform exceptional feats of strength, speed, and focus. You regain any expended ability slots when you finish a long rest.
 * Versatile Abilities: When you finish a long rest, you can choose one martial ability that you know and replace it with another martial ability that you could learn at that level.

Warden Duty
At 3rd level, you take on a duty that shapes your martial capabilities. Your choice grants you additional features at 3rd, 6th, 11th, and 15th level.
 * The Duty of the Blackguard, mercenaries for hire.
 * The Duty of the Guardian, protectors of the weak.
 * The Duty of the Spellshield, acolytes of the arcane.
 * The Duty of the Templar, warriors of light.
 * The Duty of the Vanguard, first to the front lines.

Character Improvement
At 4th, 8th, 12th, 16th and 19th level you can improve your character using one of the following options. You cannot increase an ability score above 20, unless your maximum for that score is greater than 20.
 * Increase one ability score by 2.
 * Increase two different ability scores by 1 each.
 * Learn a feat.

Extra Attack
At 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Everlasting Duty
At 7th level, you can choose one of the following effects to learn. You can choose another effect at 10th and 14th level.

Defiance
When you are subjected to an Effect that allows you to make a Strength saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Discipline
You have advantage on saving throws against the charmed and frightened conditions.

Fortitude
When you are subjected to an Effect that allows you to make a Constitution saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Unyielding Resolve
At 18th level, when a creature with your Mark of the Shield (see your Focus feature) takes damage and is reduced to 0 hit points, but not outright killed, you can use your Reaction to encourage them to stay alive. If the creature can see or hear you, it can make a Constitution saving throw against a DC of 10 (or half the damage taken if higher). On a success, the creature is reduced to 1 hit point instead, gains one level of exhaustion, and stands up if it chooses to. A creature cannot benefit from this ability again until it has finished a long rest.

Bastion
At 20th level, your Constitution score increases by 4, and the maximum for that ability score becomes 24. As a result, your maximum hit points increase by 80.