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Defender

a masterful manipulator of the battlefield, this tank based class provides heavy support at the cost of damage.
hit dice: d12
hit points at 1st level: 12+con mod
hit points at higher levels: d12+con mod
armor proficiencies: All armor
weapon proficiencies: Simple Weapons, Martial weapons
tools:
saving throws: Con saves and Str saves
skills: pick 2 from - athletics, acrobatics, survival, perception, insight, persuasion, intimidation, history, nature
starting equipment:
Chain mail

one martial weapon of choice

5 javelins

a) shield b) simple weapon

a) explorers pack b) dungeoneers pack
spellcasting:
class features:

Warriors Will -

starting at level 1, your will to fight can keep you going in battle and help you recover faster outside of it. as a bonus action you can heal 1d12. also when you enter combat if you are below half health you heal for a number of hitpoints equal to your level. you can use each of these features once per short rest.  

Cleave -

starting at level 1, when you hit a melee attack, you can cause the attack to hit in a 15ft cone (Max of 3 creatures). all creatures that were not original target of attack make dex save (DC=8+prof+Str mod). they take the full damage on a fail and none on a success. you can use this feature a number of times per long rest equal to your prof bonus. (as long as you have uses of this feature available you cannot wield a weapon with the heavy property)  

Taunt -

starting at level 2, you can taunt all enemies within a 30ft radius that you choose. target creatures make a wis save (DC 8+prof bonus+str mod) on a fail the creature is taunted. while a creature is taunted in this way it must spend its turn moving towards you and attacking you. this taunt lasts 1 minute, and will end early if any creature except you hits a creature taunted in this manner (only ends taunt on the creature hit). you can use this feature a number of times per long rest equal to your con mod  

Subclass -

starting at level 3, you pick your subclass  

Feat or ASI -

starting at level 4, you gain a feat or ability score improvement, you get more at levels 8,12,16, and 19  

Tether -

statring at level 5, you can when you hit a creature create a spectral tether to them, the target creature makes a dex or str save (DC 8+prof+con mod). on a fail the creature is tethered to you, while tethered in this way it cant willingly move more than 15ft away from you. if the tethered creature ends its turn more than 15ft away from you they are teleported to a space of the DMs choice within 5ft of you. a creature can repeat the save as an action on each of their turns. you can have a number of creatures tethered at once equal to half your con mod rounded down.  

Intercept -

starting at level 7, when a creature within 5ft of you gets hit by an attack you can use your reaction to swap places with that creature and cause the attack to hit you instead.  

Healthy Body -

starting at level 10, you are immune to disease, and gain resistance to poison damage as well as advantage on saves against it.  

War Cry -

starting at level 13, as a bonus action you can let out a war cry that gains different effects depending on which you use. you can use this feature twice per long rest, but can only use each option a max of once
  • Rallying Cry - all creatures of your choice within 30ft radius that can hear you get advantage on all saves until the start of your next turn
  • Forceful Cry - all creatures in a 20ft cone in front of you must make a con or dex save on a fail they are pushed back 10ft. on a success nothing happens
  • Defenders Warning - all creatures of your choice within a 10ft radius that can hear you gain a +2 to their AC for 1 minute, this ends early on a creature if that creature is hit.
  • Encouraging Cry - all creatures of your choice within a 15ft radius that can hear you gain temp hit points equal to your level until the end of your next turn.
  • Spell Absorption -

    starting at level 17, when you are targeted for a spell attack, or caught in the AOE of the spell attack you can use your reaction to roll a d20 (DC=11+spell level) on a success, the spell fails and the use (or slot if the creature uses slots) is still used.  

    Shrug -

    starting at level 20, you gain the ability to shrug off a single hit. when you get hit by an attack you can chose to reduce its damage to 0 instead, you can use this feature as many times as you want, but you gain 1 level of exhaustion each time you use it
    subclass options:

    Berserker -

    starting when you take this subclass at level 3, you gain one shot protection. massive damage no longer instantly kills you and instead only knocks you unconscious. also, when you would take more than half of your health as damage from a single attack, you can reduce the damage to cause it to be 1 damage lower than half your max health as a reaction.  

    Guts -

    starting at level 9, you gain guts. while above half health all damage taken is -3 (min of 1 damage taken), while below half health you gain a +10ft of movement  

    Rampage -

    starting at level 15, you gain immunity to the frightened and grappled conditions

    Knight -

    starting at when you take this subclass level 3, you gain a +1 bonus to AC while wearing heavy armor. also the help action is a bonus action for you, and you can help a creature even if you are not proficient with what you are helping with.  

    Deflect -

    starting at level 9, if you are wielding a shield, when an ally is hit with a ranged attack you can use your reaction to move your movement towards the ally (consider how much you also moved on your previous turn when calculating this) and reduce the damage by 1d6+str mod.  

    Knightly Protection -

    starting at level 15, you gain an aura out to 10ft (radius centered on self). all creatures of your choice within the aura gain the following effects, provided you are conscious.
  • When a creature protected by this aura is hit with a critical attack, the attack still hits, but gains no additional effects from criting
  • creatures in the aura don't suffer disadvantage on stealth from their armor, if their armor would give disadvantage on stealth.
  • all creatures in the aura gain advantage on saving throws against curses and being charmed (this includes by psionics)
  • LevelAbilities
    1Warrior's Will, Cleave
    2Taunt
    3Subclass
    4Feat or ASI
    5Tether
    6
    7Intercept
    8Feat or ASI
    9Subclass feature
    10Healthy Body
    11
    12Feat or ASI
    13War Cry
    14
    15Subclass Feature
    16Feat or ASI
    17
    18Spell Absorption
    19Feat or ASI
    20Shrug

    Created by

    Spectre0458.

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