Body Guard Feat

Your reflexes and techniques safeguard your allies. You gain the following benefits:

Prerequisite: 4th level and fihting style that uses your reaction to defend an allied creature  
  • Ability Score Increase. Increase Strength, Dexterity, or Constitution by 1, to a maximum of 20.
  • Leaping Saves. You can move up to 5 feet before using your reaction to protect an ally with a Fighting Style or Feat. Alternatively, when you use a reaction on a Fighting Style to defend an allied creature while you are already adjacent to them, you can swap positions with that ally after the attack completes as long as your movement speed isn’t zero. This movement does not provoke attacks of opportunity.
  • Gain the Heroic Intervention special reaction (below).
  Heroic Intervention - Active Ability (Reaction)  
  • As a reaction, when an allied creature within range of your movement speed would take damage, you can move to them and into their space. If the damage came from an attack, you become the target of the attack.
  • They move to an unoccupied space of their choice within 5 feet, or the closest unoccupied space if there are no unoccupied spaces within 5 feet (potentially moving them out of an area of effect, but moving yourself into it).
  • You and the target creature have resistance to all damage until the start of your next turn.
Once you use this feature, you cannot use it again until you complete a short or long rest.   Source: KCLL, page 181
Active Martial Feat Save DC:
  • Any time an active martial feat requires a saving throw, the DC is 8 + your Strength or Dexterity modifier (your choice) + your proficiency bonus.


Cover image: by Yaroslav Golubev

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