The adventurer focuses on protecting another from harm with an [[03-Mechanics/6-Ability Scores/Athletics|Athletics]] check. When they first start performing the activity, they choose one party member to protect. A creature can only be guarded by one adventurer.
- **Critical Failure.** The adventurer’s vigilance distracts them from danger. While the adventurer is performing this activity they do not add their [[03-Mechanics/6-Ability Scores/Proficiency Bonus|Proficiency Bonus]] or ability modifier to initiative rolls.
- **Failure.** The adventurer overlooks the obvious, suffering a –2 penalty to [[03-Mechanics/6-Ability Scores/Perception|Perception]] and [[03-Mechanics/6-Ability Scores/Investigation|Investigation]] checks.
- **Success.** The adventurer’s chosen party member can use the adventurer’s [[03-Mechanics/6-Ability Scores/Proficiency Bonus|Proficiency Bonus]] and [[03-Mechanics/6-Ability Scores/Ability Scores, Skills, Checks, Saving Throws|Attribute]] modifiers in place of their own when making a saving throw **outside of combat**.
- **Critical Success.** In combat, the adventurer can instead use their reaction to allow their chosen party member to reroll a saving throw so long as they are within 5 feet of them.