Description: You are strongly driven by the urge to protect others, or perhaps even just one particular other. You are willing to place another’s safety ahead of your own, whether out of loyalty, love, or some other motive.
Benefit: As a minor at-will action, you can create a zone of protection around yourself in an aura 1 that lasts until the start of your next turn. Enemies in the aura take a -1 to attack rolls with attacks that do not include you as a target, but you grant them combat advantage.
|Focus||Focus 1||Focus 2||Focus 3|
|Bodyguard||Take Charge: At-Will, Minor Action, Close Burst 10, targets 1 ally, Effect: The target becomes your charge until you designate a different ally, lose consciousness, or the encounter ends. Your charge gets a +1 power bonus per tier to defenses while adjacent to you.||Life-Saving: Encounter Power, Close Burst 5, targets your charge, Effect: You lose a healing surge, and your charge regains hit points as though he or she had spent a healing surge.||Desperate Protection: While you are bloodied, your charge gains damage resist equal to your highest ability modifier against enemy attacks as long as they are adjacent to you. This damage resist improves by +3 per tier after heroic.|
|Caution||Heightened Awareness: You gain a +2 bonus to Dungeoneering and Perception skill checks, and +4 to your defenses against traps and natural hazards.||No Weakness: Encounter Power, Immediate Interrupt, Trigger: You would grant combat advantage. Effect: You do not grant combat advantage to any enemy for any reason until the end of your next turn.||Saw It Coming: You have damage resistance equal to your highest ability modifier against close and area attacks, +3 per tier after heroic.|
|Conviction||Nerves of Steel: You may make a saving throw against an effect that dominates you at the beginning of your turn if a save can end it. You also take a -2 penalty to attack rolls against allies while dominated.||Shouted Encouragement: Encounter, Immediate Interrupt, Trigger: An ally in a close burst 5 is hit by an attack targeting Will or Fortitude defense, Effect: The target gets a +4 power bonus to the attacked defense until the end of your next turn.||Can’t Shut Me Down: While you are dazed, stunned, or dominated, you still get to use a minor action during your turn.|
|Sacrifice||Bleed For Others: While you grant combat advantage to any enemy, allies who can see you get a +1 bonus to their AC.||Grace: At-Will, Minor Action, Close burst 5, targets allies in burst, Requirement: You must be bloodied, Effect: You lose a healing surge and each target gains temporary hit points equal to half your healing surge value, + 5 per tier after heroic.||My Last Gift: Daily, Healing, No Action, Close burst 5 (+ 5 per tier after heroic), targets allies in burst, Trigger: You are reduced to 0 or fewer hit points, Effect: For each target, you may lose a healing surge. If you do, the target regains hit points as though he or she had spent a healing surge.|
|Stalwart||Plant Your Feet: Whenever you are pushed, pulled, or slid, you may reduce the distance by one square.||Turbulence: Whenever an enemy pushes, pulls, or slides you, it takes force damage equal to your highest ability modifier, +3 per tier after heroic.||Hold Fast: Encounter, Immediate Reaction, Trigger: An adjacent ally is subjected to forced movement effect, Effect: The forced movement is negated.|