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D&D 5E Defender Class Overview

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0% found this document useful (0 votes)
21 views8 pages

D&D 5E Defender Class Overview

Uploaded by

alecgould55
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Defender[edit]

Braum - The Heart of the Frelijord [1]

"Even if you don't have a spine, you still have to stand up for yourself." --Zac - The Secret Weapon

A heavy steel trap swings from the wall, something designed to kill, it's purpose is unfulfilled as it fails to harm
anyone in the adventuring party thanks to the man in front. The large pack of bandits begin to think twice about
ambushing this caravan as they cannot even defeat the only guard, a massive behemoth with no apparent
weapons, only armor and a shield. A sword impales her shoulder, two arrows land in her side, and her arm is
broken by the swing of a mace, yet she still keeps moving as if the wounds were less than itches. Each of
these individuals are defenders, some act as meat shields to their allies while others use their shields and
armor to protect their friends. Regardless of manner, they all do one thing: defend.

Defenders of the Defenseless[edit]


Defender's seek the welfare and protection of their allies. This does not always mean they are good, for
instance, an minotaur warlord may realize that he can take many more strikes than his weaker troops or an evil
undead knight may forge an allegiance with a Lich and protect the undead spellcaster from direct blows. Still,
most Defender's, especially folk hero's, are lion-hearted defender's of the needy and have a good alignment.
When one says "defender", the image that comes to most minds is a powerful man held in a massive suit of
steel armor and a tower shield of equal strength held in one hand. Despite this image, a great deal of defenders
know how to benefit their comrades by deflecting blows directed at an ally and dodging blows directed at them.

Creating a Defender [edit]


As you create a Defender, consider what made them choose to help others. Are they a folk hero who always
stood up for the weak and feeble? Did they see first-hand brutality upon the defenseless and chose to defend
them? Or do they see that functioning as a team is crucial in all combat situations and decide to fill that gap?

Quick Build[edit]
To quickly create a defender, make Constitution your highest ability score. Choose Scale Mail, a Tower shield,
a Warhammer, and a Dungeoneer's pack from the equipment granted. Second, choose the City Guard
background (this can be found in the Sword Coast Adventurer's Guide, if you do not have access to that
book, just choose Folk Hero as a background).

Class Features
As a Defender you gain the following class features.

Hit Points
Hit Dice: 1d12 per Defender level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Defender level after 1st

Proficiencies
Armor: All armors and shields
Weapons: Simple and Martial Melee Weapons
Tools: Herbalism Kit, Blacksmith's or Leatherworker's Tools.
Saving Throws: Constitution and Wisdom
Skills: Choose two from Athletics, Intimidation, Perception, Persuasion, or Survival.

Equipment
You start with the following equipment, in addition to the equipment granted by your background:

▪ (a) Studded Leather or (b) Scale Mail or (c) Ring Mail.

▪ (a) A Light Shield or (b) A Tower Shield

▪ (a) Any one Martial Melee Weapon or (b) Any two Simple Melee Weapons

▪ (a) An Explorer's Pack or (b) Dungeoneer's Pack


Table: The Defender
Proficiency
Level Bonus Defense Points Features
1st +2 2 Defense Points, Meat Shield
2nd +2 2 Throw Off
3rd +2 2 Defender Archetype, Bonus Feat
4th +2 2 Ability Score Improvement
5th +3 3 React
6th +3 3 —
7th +3 3 Extra Attack, Bonus Feat
8th +3 3 Ability Score Improvement
9th +4 4 —
10th +4 4 React
11th +4 4 Bonus Feat
12th +4 4 Ability Score Improvement
13th +5 5 Disarming Grasp
14th +5 5 —
15th +5 5 React, Bonus Feat
16th +5 5 Ability Score Improvement
17th +6 6 —
18th +6 6 Grand Defender
19th +6 6 Ability Score Improvement, Bonus Feat
20th +6 7 React
Defense Points[edit]
Beginning at first level when you select this class, you gain points that you can expend to activate certain
features. The maximum amount of defense points you have is shown in the Defense Points column. You regain
all expended Defense Points when you complete a short or long rest.

Meat Shield[edit]
At first level when you select this class, when an ally within 15 feet is the target of an attack, you can expend
one Defense point to use your reaction to run in front of that target and suffer the damage of the attack. At fifth
level the damage done to you is halved.

Repairing and Refinery[edit]


At first level when you select this class, you can fix broken weapons and armor and adjust them to optimal
performance. If you have Blacksmith's Tools at hand and are proficient with them, you can spend 1 hour
making simple repairs to a broken weapon, piece of medium or heavy armor, or a shield. If you have
Leatherworker's Tools at hand and are proficient with them, you can spend 1 hour making simple repairs to
light armor or a leather or hide shield. Any repairs made to items with this feature do not make them ultimately
effective, they are simply made usable until they are back in a civilized area where proper repairs can be made.
You can also make weapons fine by spending 1 hour with Blacksmith's Tools if you are proficient with them.
Fine weapons deal 1 point of extra damage until the weapon is used used 10 times, removing the fine property.

Throw Off[edit]
At second level, you gain the ability to deflect a blow off of your shield, making that attack throw an opponent
off guard. When an enemy misses you with a melee weapon attack and you have a shield or weapon
equipped, you can use your reaction to expend 1 defense point to make a melee attack against that enemy.

Defender Archetypes[edit]
At 3rd level you select an archetype from one of these options: Bulwark or Brute. The Archetype you select
grants more class features in addition to the ones you gain regularly. Bulwarks defend by donning the most
heavy armor, equipping the thickest shields, and making themselves indestructible metal tanks capable of
blocking any attack. Brutes don't have a preference for any armor and wear whatever suits them, but their
supreme ability to take massive injuries and keep walking astonishes most. You gain bonus features for each
archetype when you first select an archetype and again at levels 6, 9, 11, 14, and 17.

Bonus Feat[edit]
When you reach 5th level, and again at 9th, 15th, and 19th, level, you can select a Feat from the Feats list in
the player's handbook.

Ability Score Increase[edit]


When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of you
choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability
score above 20 using this feature.

React[edit]
When you reach 5th level, and again at 10th, 15th, and 20th level, you choose a reaction from the list below.
You cannot take the same reaction more than once. Equally, you can only use one reaction per turn unless you
expend a defense point per extra reaction taken. For more information on reactions, refer to the Monster
Manual.
Parry. You add a number equal to half your proficiency bonus (rounded down) to your AC against one melee
attack that would hit it. To do so, you must be able to see the attacker and be wielding a melee weapon. I.E. if
you have a proficiency of +5, you gain +2 to your AC with this ability.

Stagger. When a creature misses you with a melee weapon attack, they strike your shield and are thrown off
balance, having disadvantage on the next melee weapon attack they make. To do so, you must be able to see
the attacker and be wielding a shield.

Shield. When a friendly creature within 5 feet of you is the target of an attack, you grant a number equal to half
your proficiency bonus (rounded down) to their AC. I.E. if you have a proficiency of +5, they gain a +2 bonus to
their AC with this ability.

Intimidate. When a hostile creature moves within 30 feet of you and you can see the creature and are not
incapacitated or prone, you can make an intimidation check, they must then make a wisdom saving throw
whose DC is equal to your intimidation check. If they fail the save, they are frightened for 1 round, otherwise,
they are unaffected.

Extra Attack[edit]
When you reach 7th level, when you take the Attack action, you can attack twice instead of once on your turn.

Disarming Grasp[edit]
When you reach 13th level, you can remove opponents weapons, keeping them from harming anymore. When
you are missed by a melee weapon attack from an enemy and have at least one open hand, you can expend a
defense point to try and wrest the weapon from their grasp as an action, they must make a Strength Saving
throw equal to 10 + your proficiency bonus + your Strength modifier (halved if with one hand). On a failed save,
the weapon is removed from their hands and is equipped by you, forcing them to take an action if they want to
equip another weapon. On a successful save, they keep the weapon, if they rolled a 20 for the save, they can
also make an opportunity attack against you.

Grand Defender[edit]
When you reach 18th level, whenever you expend defense points to use a feature, you can expend double the
defense points to increase it's power to imminent success. If the feature forces an enemy to make a save, the
enemy automatically fails the save. If the feature reduces damage dealt to either you or someone else, y ou
cancel all of the damage and heal the targeted person for half the damage dealt (rounded down).

Defender Archetypes[edit]
When you reach 3rd level in this class, you must select a Defender Archetype as explained in the Defender
Archetype Feature. Your Archetype grants Features at 3rd level when you choose it and again at 6th, 9th, 11th,
14th, and 17th. The available Archetypes are below.
Bulwark[edit]
Defenders who choose the Archetype of Bulwark focus on becoming human tanks, men clad in heavy metal
armor and bearing massive shields. Most carry weapons that can be held in one hand, but some prefer to forgo
dealing damage and leave the other hand open as to hold their shield with better control and st rength or to
carry a second shield.

Weathered[edit]
You have withstood the elements, being able to withstand scorching deserts and icy seas. When you select this
Archetype at level 3, you gain resistance to fire damage or cold damage. If you already have resistance to fire
and cold damage, you can choose to have resistance to necrotic or poison damage instead.

Safe Haven[edit]
At 6th level, you can provide allies protection from harm and allow them to catch their breath. You can expend
a defense point to use your action while standing within 5 feet of a wounded ally to render them well defended.
Unless they are attacked from opposite of where you are facing, attack rolls to hit them have disadvantage and
they have advantage to all saving throws. Also, they regain 1 lost hit point per round spent in this position.
When they are at full health, the bonuses discontinue. When you reach 12th level, people in your Safe Haven
heal by 2 hit points per round instead of 1.

Batter[edit]
At 9th level, you can choose to hold your shield with both hands and use that as your weapon. You can strike
with a shield as a weapon with the two-handed property. You are considered proficient with such attacks and
you deal bludgeoning damage equal to 1d4 + the shield's weight. The Dungeon Master may rule out that your
Batter attacks deal another type of damage, such as piercing if the shield is spiked.

Passive Defense[edit]
At 11th level, your very presence defends your allies. If you are not incapacitated, all friendly creatures within
10 feet of you are granted a +2 bo nus to their AC and all friendly creatures within 20 feet of you are granted a
+1 bonus to their AC. When you reach 12th level, friendly creatures within that radius also have those bonuses
to all saving throws.

Armor Mastery[edit]
At 15th level, using armor and shields seem to become second nature to you. Armor you are wearing and
shield(s) you have equipped have their weight halved while in your care. Also, while wearing armor and
carrying a shield, your proficiency bonus is added to your AC.

Impenetrable[edit]
At 19th level, you can temporarily become immune to all attacks. You can expend half of your total defense
points (rounded down) to become immune to all damage for 1 minute and automatically succeed all saving
throws. Also, when you activate this ability, you can select up to 4 other creatures and grant them resistance to
all damage and advantage to all saves for 1 minute.

Brute[edit]
Brutes don't need armor, they're almost made of armor. All Brute Archetype features can only be used if you
are wearing light armor or no armor other than shields.

Resilience[edit]
You shun heavy armors worn by others and prefer to don lighter attire or none at all. When you are wearing
light armor or no armor, you gain a bonus to your AC equal to your Constitution modifier as well as your
Dexterity modifier.

Vicious Mockery[edit]
At 6th level, you can mock your enemies, drawing their attention from your allies. You can expend 1 defense
point to force all hostile creatures that can hear you with at least 4 Intelligence to make a Charisma saving
throw equal to 12 + your Charisma modifier. Upon failure, spell concentration from them is broken and they
stop doing anything else they were doing to move towards and attack you. If their save is 5 or less, they attack
recklessly, making all attacks rolls against them to have advantage, equally, creatures with ranged attacks who
failed the save with a 5 or less equip melee weapons (if they have any) and attack you up close, if they have no
melee weapons, they merely attack with disadvantage due to lack of focus.

Unfriendly Response[edit]
When you reach 9th level, you gain an advantage to failed attacks. When you are missed by a melee weapon
attack, you can make an opportunity melee weapon attack against the creature that made the attack, In order
to use this feature multiple times per turn, you must expend 1 defense point.

Fury[edit]
When you reach 11th level, your unbridled wrath keeps you protected. When you are struck by a melee
weapon attack in combat, you gain a +1 bonus to your AC for the rest of the battle to a maximum of +5. When
you succeed a melee weapon attack, you can expend 1 defense point to deplete the bonus to your AC granted
by Fury and deal that much in damage to your target.

Refusal[edit]
When you reach 15th level, you won't die simply because you don't want to. When you are reduced below 1 hit
point, you can choose to remain conscious. At the end of each turn spent below 1 hit point, you expend 1
defense point. At 0 defense points remaining, you fall unconscious and must make death saving throws as
usual.

Self-Regeneration[edit]
When you reach 19th level, damage is easily ignored. At the end of each turn, you regain 1d10 lost hit points
as long as you are not incapacitated. You can also expend a defense point to heal the maximum amount of hit
points with this ability for one minute.

Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the Defender class, you must meet these prerequisites:
Proficiency with shields, at least one type of armor, and a Constitution score of at least 12.

Proficiencies. When you multiclass into the Defender class, you gain the following proficiencies: Proficiency
with simple melee weapons and one type of armor of your choice.

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