Path of the Armiger

### Vanguard

Starting when you choose your path at 3rd level, an Armiger begins their path in utilizing armor as a tool to protect themselves and others. You gain proficiency in heavy armor, and are able to use Rage even when benefitting from it. While you are not raging, you reduce bludgeoning, piercing, and slashing damage that you take by 2.

### Restraint and Release

Additionally at 3rd level, your defenses are able to extend to allies around you. While not in a rage and wearing medium or heavy armor or wielding a shield, you provide half cover to any creature of your choice within 5 feet of you and reduce any damage they take by 2. While raging, any creature of your choice within your melee attack range reduces their attack rolls and damage rolls by 2 if they are targeting a creature other than yourself.

### Armored Savant

At 6th level, an Armiger has learned their preferred method of protection and will focus on improving that technique. You gain one of the following features of your choice:

**Citadel.** As a bonus action, you can devote extra focus to protecting allies. A creature of your choice within 10 feet gains 1d8 + your proficiency bonus as temporary hit points. The creature loses these temporary hit points after 1 minute or if they move farther than 30 feet from you. While they benefit from these temporary hit points, they reduce all bludgeoning, piercing, and slashing damage by 2. You can use this feature a number of times equal to your proficiency bonus, and you regain all uses at the end of a long rest.

**Deflect.** If you are damaged by a ranged attack, you can use a reaction to reduce the damage by 1d8 + your proficiency bonus. As part of this same reaction, you may choose a creature within 5 feet of you to take the damage that you reduced. You can use this feature a number of times equal to your proficiency bonus, and you regain all uses at the end of a long rest.

**Juggernaut.** If you are raging, you are unable to be moved or knocked prone against your will. Additionally, rather than reducing their attack and damage rolls by 2, Restraint and Release causes creatures you are within melee attack range of to roll attack and damage rolls twice and take the lower result. If they are rolling the attack roll with disadvantage, roll an additional d20.

### Safeguard

At 10th level, your duty to protect your friends becomes muscle memory. As a reaction when a creature within 5 feet of you takes damage from an attack, you can swap places with the creature and take the damage instead. This attack hits, even if it wouldn't have hit your AC. You can still apply resistances or other damage reductions as normal. Your next damage roll made with a weapon within the next minute deals additional damage equal to the damage that you took. You can use this feature a number of times equal to your proficiency bonus, and you regain all uses at the end of a long rest.

### Shield Saint

At 14th level, you have perfected the art of defense. While not raging, you count as 3/4 cover to creatures within 5 feet of you instead of half cover, and you reduce all damage they take by 5. Additionally, while raging, when a creature within your melee attack range makes an attack a creature other than yourself, you can use your reaction to make an attack against them.