Even the best field research is useless if you don't survive long enough to share it.
Guardian societies place special emphasis on the safety of expedition members. Training its own members in defensive martial arts, while still encouraging the knowledge and curiosity for such expeditions.
Catch a creature passing you, even on unwilling movement
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Guardian Spells table. These spells count as lorehunter spells for you, but they don't count against the number of lorehunter spells you prepare.
Familiar Spells
Lorehunter Level.3rd | Shield*, Shield of Faith*, Sanctuary*5th | Aid*, Warding Bond*9th | Beacon of Hope*, Wind Wall*13th | Death Ward*, Otiluke's Resilient Sphere*17th | Wall of Force*At 3rd level, you gain proficiency with heavy armor.
You can use a shield as a spellcasting focus for your lorehunter spells. In addition, when you wield a shield with two hands, the shield's AC bonus is increased by 1.
Mention allowing notes to be stored on inside of shield?
At 3rd level, you learn the Blade Ward cantrip. It counts as a lorehunter spell for you, and Intelligence is your spellcasting ability for it.
You can cast the cantrip as normal, and you can also cast it as a bonus action a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.
You can cast the cantrip as normal, and you can also expend a Note Point to cast it as a bonus action.
Starting at 7th level, when a creature you can see within 30ft of you is targeted by an attack roll or forced to make a saving throw, you can use a reaction to teleport to an unoccupied space within 5 feet of the creature. You then become the target of the attack, spell or effect that originally targeted the creature, using your own Armor Class or saving throw.
Maybe just a damage reduction instead?
Starting at xth level,
You have advanatage on checks and saving throws against being forcefully moved.
While you are not falling and a creature that is less than one size larger than you falls within 5ft of you, you can use a reaction to catch them and stop them from falling.
When a creature within 5ft of you makes an ability check or saving throw to avoid being forcefully moved or knocked prone, you can use a reaction to give them advantage on the saving throw.
When a creature that is grappled is moved within 5ft of you, you can use a reaction to attempt to break the grapple.
When a creature is moved by a spell or magic effect into a space within 5ft of you, you can use a reaction to attempt to catch and halt them. Make a Strength (Athletics) check against the DC of the spell or effect that moved the target (DC12 if no such DC exists). On a success, the target cannot be moved by the spell or magic effect for the rest of the current turn.