The Guardian

Jedi Guardian

Jedi that follow the path of the Guardian are more combat-oriented than other Jedi, honing their skills to become deadly combatants. They are often the first on the ground when conflicts arise, and the last to remain behind as they ensure others make it to safety. Because of their proclivity to venture onto the front-lines of battle, they are trained in more militarized fashion than other Jedi, and are particularly noteworthy for their greater skill in Lightsaber combat. They are also trained to fight utilizing heavy armor, to better protect themselves.

Bonus Proficiencies: 

At 3rd level, you become proficient with all martial weapons, Medium Armor and Heavy Armor, and Energy Shields.

Aura of Protection: 

Also at 3rd level, whenever you or a friendly creature within 10 feet of you must make a Saving Throw, the creature gains a bonus to that saving Throw equal to your Wisdom Modifier (minimum of +1). You must be conscious to grant this bonus. At 18th level, the range increases to 30 feet.

Aura of Battle: 

Starting at 6th level, you can spend 1 Jedi point as a bonus action to create a 30'ft radius aura centered on yourself. Any allies within the aura, including you, have advantage on the first attack they make every round. This aura lasts for 1 minute or until you are incapacitated or stunned. Allies with this aura, including you, also have advantage on saving throws against the Charmed and Frightened Condition.

Elusive Target: 

Beginning at 14th level, whenever an enemy misses you with a melee or ranged attack, you can immediately move up to 10 feet as a reaction. This movement provokes opportunity attacks as normal. Alternatively, if you are adjacent to a different enemy when the attack misses, you can choose to have the attack target that second enemy instead.

Wall of Light: 

When you reach 20th level, you can use Deflect or Parry to defend allies who are adjacent to you. When a friendly creature adjacent to you is the target of a melee or ranged weapon attack, you can use your Deflect or Parry feature to intercede the attack and protect them. You must still spend your reaction to do so, as normal for the Deflect or Parry feature.