>Intervention - As a reaction, when an allied creature within range of half your movement speed is targeted by an attack roll or subject to a saving throw that would deal damage, you can move to them and switch places with them (potentially moving them out of an effects area). You become the new target of the attack or must make the saving throw.
>Roll the Superiority Die. You may add the number rolled to either your AC for the attack or saving throw for the effect.
Pros: Reactive AC is always more action efficient. Adding range allows for more protection and even gives a bit of movement which is helpful.
Cons: The bonus AC / Saving throw only lasts for 1 effect, vs maneuvers like Bait and Switch or Evasive footwork that give comparable AC for an entire round. Additionally, the trigger is for when an attack is made or a saving throw is called for, rather than after the hit lands. This diminishes the value further as the attack may miss or the target may succeed on the saving throw if otherwise left alone.
Thoughts?