At 7th fighter level, you can spend 3 rest dice as a bonus action or reaction to grant yourself and all allies within 60ft 2 temporary instances of block that lasts until the end of combat.
Allies within 5ft(or your shield/block reach, subject to GM) of you can use your block check instead of their own when using the temporary block granted from this ability.
This ability has a 1d4 > 3 cooldown chance dice that are rolled at the start of each consecutive turn after use.
At 7th fighter level, increase your max HP by 3 per character level.
At 7th fighter level, choose an upgrade:
Band of sword - When using Stand your ground!, you now also grant affected allies and yourself advantage to their attack until the start of your next turn.
Band of shields - You can spend an extra rest dice when using Stand your ground! to increase the block granted by 1.
Band of heroes - When using Stand your ground! you also grant allies the ability to immediately reroll against all fear, subjugation or compulsion, and curse/hex effects. You gain a +1 bonus to persuasion and checks.
Iron brother - When using your own block check to block for an ally, gain a +3 bonus to the block check. Gain a +1 bonus to all other block checks.
Peak vitality - Your second wind ability restores 1 extra dice of HP per rest dice spent, and has its healing dice increased by 1 size category. Gain +1 to constitution and gain an extra death save slot.
Peak strength - Gain a +2 bonus to strength and a +1 bonus to athletics checks. Ignore 1 instance of bulk from armor and items. Gain a +1 bonus to strength saves.
Peak agility - Gain a +2 bonus to dexterity. Gain a +5 bonus to movement speed. Gain an extra reaction.
Security - You gain a +1 bonus to checks made to assist or interact with creatures that have less health than you. Gain a +2 bonus to checks made to create or detect traps, or to block or fortify structures, barricades, or portals.
At 8th and 9th fighter level, choose an extra upgrade.
At 8th fighter level, gain an extra feat.
At 9th fighter level, you can choose an enemy or ally within sight and spend a rest dice to gain an effect depending on the target:
Ally - Your stand your ground! ability grants them an extra instance of block, and you gain a +3 bonus on skill checks made to either help the targets menial work, combat, or survival. Lasts 10 minutes.
Enemy - You gain resistance to physical damage dealt by the target. Lasts 1 hour.
You can have an ally and enemy benefit active at the same time, but you cannot target more than one ally or more than one enemy simultaneously.