The Praetorian

Health per level: 8

1. Guard: As a free action, you can guard one allied target for 10 minutes. Target remains guarded when within 10ft - they remain guarded outside this range but cannot benefit from it. When guarded target takes damage, you may use a reaction of 1 1/2 second to reduce that damage by your Reflex modifier. You can use this ability 3 times per long rest.
2. Bite the bullet: Once per long rest when Guarded target takes damage that would reduce them to 0 hit points, they are instead reduced to 1 hit point, with you taking the damage that would have set them to 0 instead. (ex. if the target is at 5 hit points and takes 10 damage, they are reduced to 1 and you take 6 damage). Gain additional uses of this feature at 8th, 12th, 16th and 20th levels.
3. Lockstep: when guarded target takes the move action, you are able to take the move action for free.
4. Watchdog: Gain bonus to your To Hit value equal to your reflex modifier when within guarded range of guarded target.
5. Onslaught: attack actions deal additional damage equal to Reflex modifier to an enemy that is within 10ft of you or your guarded target
6. Forged for war: armor takes twice as much damage before deteriorating.
7. Sacrifice: when a grenade is thrown within blast distance of you or your guarded target, you may jump onto the grenade, halving the blast radius. you take double damage from the explosion.
8. second coat: double shield capacity; armor reduces damage by an additional -1
9. Taunt: after successfully hitting an enemy, spend 1 second to draw their focus, giving them disadvantage to attack your guarded target for their next turn.
10. Loosened leash: increase guard range by 5ft
11. Swashbuckling: able to use a sidearm while using a two handed melee weapon
12. Velocity: decrease time cost to attack actions using melee weapons by 1/4 second.
13. Riposte: when you or your guarded target are hit with an attack, you may take an opportunity attack for no time cost once per turn. may take opportunity attacks multiple times on a turn, but for standard costs.

## Protector

1. Shield Wall: When using the Guard ability, you can choose an additional target to guard. This only requires one use of Guard, and your second target is subject to all the same requirements of the ability. You can guard a third target at 19th level.
2. Built to Protect: +2 to To Hit value.
3. Body Guard: Better body. +1 health per level (applies retroactively).
4. Quick Defense: Time cost of Guard reaction reduced by 1/2 second.
5. Martyr: When you begin bleedout and have at least one guarded target within guarded range, you do not go unconscious. When in bleedout, you can only move using Lockstep, and cannot make an attack action (excluding opportunity attacks). Other Praetorian abilities function as normal, as long as they are not limited by the aforementioned restrictions. However, you gain +2 natural armor. If there are no guarded targets in range, or if your target(s) move out of range, you enter normal bleedout.

## Space Samurai

1. Focus: Gain +1 accuracy to melee weapons. This benefit increases to +2 at 11th level, and +3 at 19th.
2. Pierce: Attacks using melee weapons ignore 1 point of Armor.
3. Rend: Melee attacks against unarmored targets deal an additional +1 damage. (Even if a target's armor is reduced to 0 by 2, this ability does not trigger.)
4. Disarm: Once per turn, upon a successful melee attack against a target, they must make a contested Reflex check or be disarm them of one weapon they have equipped.
5. Lunge: Once per turn, you are able to make a melee attack against an enemy up to 15 feet away from you, moving with no time cost. \*(reword this).