Bodyguard (MoMT)

> *As a bodyguard, the life of your assigned target comes before yours. You have to be ready and willing to pay that price.* ~ Someone
>
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The Bodyguard makes security their specialty. They knows how to keep someone safe and how to provide personal protection to the utmost degree. The Bodyguard can be more than a security specialist, however. They might be part private detective, part hired muscle. They might serve as a driver or other personal aide, in addition to being ready at all times to offer protection to the client they watch out for.

The Bodyguard has the ability to avoid trouble, and when trouble can’t be avoided, they can protect a client through a variety of other means.

As a Bodyguard, you gain the following class features.

**Hit Dice:** 1d12

**Proficiencies:** Light armor, medium armor, Simple and Martial Weapons

**Saving Throws:** Constitution and one other of your choice

**Skills:** Choose two from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival

**Bodyguard**

You start with the following equipment, in addition to the equipment granted by your origin: •

(a) A greatsword (b) a longsword and shield, (c) A martial gunarm

(a) A dungeoneer's pack, or (b) an explorer's pack

(a) Leather Armor, (b) Breastplate

## **Second Wind**

You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your Bodyguard level. Once you use this feature, you must finish a short or long rest before you can use it again.

           At 9th and 17th level, you can use this ability one additional time before a rest.

## **Diehard**

Starting at 2nd level, when you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.

## Untiring

You are especially hardy and can keep working for hours. Beginning at 3rd level, you have advantage on saves to avoid exhaustion.

## **Harm’s Way**

At 3rd level, when a creature makes a ranged or melee attack against an ally who is adjacent to you, you can use your reaction to redirect the attack to you. If the attack hits you, you take the damage and effects as normal. If the attack misses you, it also misses your ally.

At 18th level, if the attack hits you, you have resistance against that attack’s damage.

## **Situational Awareness**

Starting at 3rd level, you add your proficiency bonus to your initiative rolls. In addition, you can always move and take actions and reactions on the first round of combat, even if you’re surprised.

## Extra Attack

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

## **Fortitude**

Beginning at 5th level, when you finish a short or long rest, you gain temporary hit points equal to your level + your Constitution modifier.

## **Strong Back**

Beginning at 6th level, your carrying capacity (including maximum load and maximum lift) is doubled, and you have advantage on Strength checks made to push, pull, lift, or break objects

## **Single Out**

Beginning at 7th level, you can focus your offensive efforts on a single creature as a bonus action. You gain advantage on attack rolls against the creature for 1 minute or until it drops to 0 hit points or falls unconscious.

Once you have used this ability, you cannot use it again until you have finished a short or long rest.

## **Survivor**

You cling to life, even on the brink of death. Beginning at 9th level, when you make a death saving throw that would result in your death if failed, you have advantage.

## **Counter Strike**

At 10th level, when you use Harm’s Way and the creature misses you with the attack, you can use the same reaction to make a melee or ranged attack against that creature.

## Energy Resistance

Starting at 10th level, when you take acid, cold, fire, lightning, or thunder damage, you can use your reaction to gain resistance against the triggering damage type until the start of your next turn.

You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain any expended uses when you finish a long rest.

## Survivor

At 10th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have less than half of your maximum HP left. You don’t gain this benefit if you have 0 hit points.

## **Improved Diehard**

Starting at 11th level, you can use your Diehard feature again after finishing either a short or long rest.

## **Remain Conscious**

Beginning at 13th level, when you are reduced to 0 hit points, you may continue to act until you fail a death saving throw. While at 0 hit points, your speed is halved, and you cannot use bonus actions or reactions.

## **Blanket Protection**

Starting at 15th level, you can take command and call out instructions to your allies to keep them safe as a bonus action. Choose up to four creatures. Each creature has advantage on Dexterity saving throws, and a +2 bonus to Armor Class for 1 minute. You must finish a long rest before you can use this ability again.

## Bulwark

Your hardiness reaches incredible levels. Beginning at 17th level, your Damage Reduction feature now applies to all damage you take. Additionally, you can spend an action or bonus action bracing for damage. Until the start of your next turn, your Damage Reduction feature reduces incoming damage by 2 times your Constitution modifier. If you move, this effect ends.

## **Savior**

At 20th level, once per long rest, when an ally adjacent to you takes a hit that is otherwise lethal, or fails their deathsaves, you may save their life and bring them up to half their maximum health.