Credits: Balvron
A defensive art once thought to have died out. A skilled Rokkere may take the most brutal of assaults
while defending nearby allies. While the Rokkere wields an unmatched mastery of defense, the
Rokkere’s offensive capabilities are lack luster if compared to a simple fighter. However one Rokkere
may hold the line against many foes before having to retreat, allowing the party to make a tactical
retreat or save a civilian on-set by bandits.
Quick Build
You can make a Rokkere quickly by following these suggestions. First, Make Constitution your highest
ability scores. This will allow you to focus on taking the brunt of most damage your party will face.
Second, Make Wisdom your next highest ability score. This will help you gain some armor from your
dexterity modifier at early levels and on abilities you will gain later on. Dexterity is optional, but keeping
it in the mid-range of your ability scores will allow you to make use of your amour’s dexterity modifier
bonus. Third, Choose either the Soldier background, The Hermit background, or the Outlander
Background.
hit dice:
1d12
hit points at 1st level:
12 + Consitution modifier
hit points at higher levels:
1d12 (or 7) + Constitution modifer per level
armor proficiencies:
Proficient in all armors
weapon proficiencies:
All simple weapons, and shields as weapons
tools:
saving throws:
Dexterity, Constitution, Wisdom (narrow down to 2)
skills:
Choose two skills from History, Insight, Investigation, Nature, Religion, Survival
starting equipment:
You start with the following equipment in addition to any equipment granted by your
background:
- a) Chain Mail or Chain Shirt
- b) A martial weapon and a Shield, or Two Shields and a belt pouch
- c) A Diplomat’s pack or a Explorer’s pack
spellcasting:
class features:
Taunt: the Rokkere provokes one target; the target must make a wisdom saving throw or be taunted for 1d4 rounds.
While taunted the creature must attack the Rokkere if able that round.
At 1st level the Rokkere may have up to 3 foes taunted at a time, in addition the Rokkere may Taunt an additional 2 foes every 5th level. [1,5,10,15,20]
Rokkere gains an additional point to base armor for every creature taunted. This lasts for
as long as the enemy is taunted.
Bulwark: The Rokkere gains +1 to AC
First Tower: A Tower Shield circles the Rokkere granting him an armor bonus of a +4 Steel Tower Shield. The
Rokkere can control this shield to defend a specific target, using your reaction you can send you shield over to an ally within range granting them a +4 bonus to AC. you may do this a number of times equal to your proficiency bonus
Strength of Shield: The Rokkere gains strength from protecting others. While wearing a shield the Rokkere gains damage equal to the AC granted by bulwark to damage rolls.
Second Tower: The Rokkere gains non magical physical damage reduction equal to his total AC bonus from Bulwark in the form of a golden tower shield.
As a bonus action the Rokkere may transfer this shield to an ally doing so he needs to maintain concentration, When moving a shield to an ally, they receive the AC bonus and the Rokkere loses the bonus. you may do this a number of times equal to your proficiency bonus
Improved Bulwark: The Rokkere’s armor bonus increases to +2 (from 1) and a flat 12 health bonus
Faster Healing: Experience in battle allows the Rokkere to heal faster each turn.
- Minor:1d4 healing
- Lesser: 2d4 healing
- Major: 2d6
Armored Saves: The Rokkere is used to being bombarded by all sorts of attacks and thus gains the AC granted by
bulwark to all saving throws.
Greater Bulwark: The Rokkere’s armor bonus increases to +3 (from 2) and a flat 12 health bonus (Total 24)
Anchored: The Rokkere is so grounded that throwing him is very difficult. The Rokkere gains advantage on grapple checks made against him.
Master Bulwark: The Rokkere’s armor bonus increases to +4 (from 3) and a flat 12 health bonus (Total 36)
Fourth Tower: The Rokkere gains his fourth and final tower shield. The shields are considered to be adamantine tower
shields
Armored Deflection: Acts as a Greater Deflection, however this also grants the ability to deflect supernatural and spell-like abilities.
The Rokkere reflects a total of 1/3 of his total AC spell levels back at the caster, if it is a supernatural or spell-
like ability and does not have a caster level then deflect a percentage of the damage back at the caster equal
to the Rokkere’s spell resistance.
The Fortress: Once activated the Rokkere gains total concealment +50%. All attempts to throw or shove Rokkere fails. The
Rokkere gains 100% of his total AC added to his AC. This lasts for 10 + Character level + Con Mod rounds and
cannot be activated again for another 5 + 1d10 rounds
subclass options:
Level | Proficiency | Armor Bonus | Class Features |
---|
1 | +2 | +1 | Taunt, Bulwark |
2 | +2 | +1 | |
3 | +2 | +1 | Strength of Shield, First Tower |
4 | +2 | +1 | Ability Score Improvement |
5 | +3 | +2 | Second Tower, Improved Bulwark |
6 | +3 | +2 | Faster healing Minor |
7 | +3 | +2 | Armored Saves |
8 | +3 | +2 | Ability Score Improvement |
9 | +4 | +3 | Greater Bulwark |
10 | +4 | +3 | Faster Healing Lesser, Third Tower, Taunt |
11 | +4 | +3 | Anchored |
12 | +4 | +3 | Ability Score Improvement |
13 | +5 | +4 | Master Bulwark |
14 | +5 | +4 | Faster Healing Major |
15 | +5 | +4 | Fourth Tower, Taunt |
16 | +5 | +4 | Faster Healing Major, Ability Score Improvement |
17 | +6 | +4 | Armored Deflection |
18 | +6 | +4 | |
19 | +6 | +4 | Ability Score Improvement, Shield of Soul |
20 | +6 | +4 | The Fortress, Taunt |