Defender
At 1st level you already know the most important part of your job in your party and with your allies, keeping everyone you can alive and going. As long as you remain conscious and are holding a shield, all allied creatures within your area of protection gain a bonus to their AC. At level one your area of protection is only 5 feet from yourself and gives a +1 to AC. These both get stronger as you level up in accordance with the Defender chart.
Provoke
At 1st level you know that your hardier and tougher than most, able to take the biggest beating and survive, your toughness could be put to great use if you could keep attention on yourself. As a bonus action, a number of times equal to ½ your Protector level (Rounded down, minimum of 1) per long rest, you can bang your hand or weapon against a shield you carry or armor you have on and challenge all creatures around in the area to focus on you. All creatures within 90 feet must pass a Wisdom saving throw (DC 12 + ½ Protector level) or become forced to target you for one minute, spending their turns getting as close as they must to make attack actions against you, and doing so.
Party Guard
At 2nd level your already doing all you can to be your allies shield and protect them from dangers, and with your focus on the singular task your willpower lets you share your defense with those around you. A number of times equal to your Constitution modifier per long rest you can chose a number of creatures equal to your Wisdom modifier that you can see and give them a bonus to their AC equal to your Shield AC bonus for thirty seconds.
Subclass
At 3rd level you may chose between the two available sub-classes, the Shield of Compassion, or the Shield of Bravery (Put subclass flavor text here later)
ABILITY SCORE IMPROVEMENT
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability score by 1. As normal, you can’t increase an ability score above 20 using this feature.
Shield Novice
At 5th level your skills with the shield have grown and you can wield them more efficiently. You now gain an extra +1 to your shielded AC and you can use your shield as a weapon to deal 1d6+Str bludgeoning damage.
Keep Guard
At 6th level you can help boost your allies defenses in even more ways, keeping ever vigilant for signs of danger, both you and any allies you can see have advantage on perception (sight) checks for spotting dangers such as sneaking enemies, traps, and the like.
Fortify
At 9th level your abilities to protect both yourself and others have grown even more dependable, allowing you to block new kinds of damage even more effectively. During a short rest you may choose, Piercing, Slashing, or Bludgeoning damage and until your next short rest you have resistance to that kind of damage.
Shield Protect
At 10th level your will to protect your friends has grown even more significantly and you've trained hard enough to find the spirit to offer a great deal of protection at least for a short amount of time. Once per long rest you can activate Shield Protect and while it is active, for thirty seconds, you and all creatures under the effect of your Defender Aura gain resistance to Slashing. Piercing, and Bludgeoning damage.
Shield Adept
At 11th level Your skills with the shield have grown even more reliable, able to wield them with great effectiveness on the battlefield. You now gain a +2 to your Shielded AC and when using your shield as a melee weapon you now deal 1d8+Str Bludgeon damage.
Sentinel Guard
At 14th level your vigilance can mean the difference between life and death and keeping a watchful eye on your party, allows you to unflinchingly intercept attacks that could be devastating if left to their own devices. A number of times equal to your Wisdom modifier per long rest, when a creature you can see that is within your base walking speed would take a mortal blow (A blow that would reduce them to 0 hit points or lower) you can intercept the attack, taking it for them at half damage.
Bravery’s Gift
At 15th level you have become a very capable defender to those around you, so much so you can even take on the burden of their pain, taking damage for them in their stead. Once per long rest you can activate Bravery's Gift and for 18 seconds you gain temporary hit points equal to # of friends creatures within your Defender aura * 10 + Your Con mod * 2. And whenever a creature within your Defenders Aura would take damage, you take the damage instead.
Shield Mastery
At 17th level you have truly mastered the shield in every regard and can use it to its absolute maximum potential, while also wielding it in such a way that it will never get in your way. You gain a +3 Bonus to your Shielded AC and when using the shield as a weapon you deal 1d10+Str Bludgeoning damage. You may also now use two handed weapons, while also holding a shield.
Painless
At 20th level your will power and desire to protect those around you is so great that you can negate damage entirely for a short time on the battlefield. Once per 24 hours you can activate Painless and for the next 6 seconds, whenever yourself or a friendly creature within your aura would take damage of any type, the damage is instantly reduced to 0. After using this move you gain one level of exhaustion while will stay with you until your next long rest.
You start with the following equipment, in addition to the equipment granted by your background: Ring mail, a Shield, and 2d4 x 10 GP
Subclass Features
Shield of Compassion
Healing Guard
When you first chose this subclass at 3rd level you learn how to channel your willpower into positive energy for those around you. Once per shortest you can activate your healing guard, and all creatures within your Defender Aura gain 1d4+Wis temporary hit points. This ability upgrades at level 9 to 1d6+Wis, and again at level 16 to 1d8+Wis.
Ether Walls
At 7th level your improved willpower has given you a way to protect against even more than just the physical, and you can now defend yourself and allies from elemental damage as well as physical. During a long rest you can choose between fire, cold, thunder, lightning, acid, and force damage, all creatures within your Defenders Aura gain resistance to the selected damage, you can change the selected type during any long rest. This ability upgrades at level 14 to allow resistant to Necrotic and Radiant damage as well, and you can change the selected damage type on a short rest.
Armor of Light
At 13th level you can focus your desire to protect and your willpower inwardly creating a small aura of light around yourself, fitting you like a glowing golden armor. Once per short rest you can call upon the Armor of Light to form around you, the armor replaces the AC bonus of your current armor and gives you an AC of 18+your Shield, the armor also glows with a radius of bright light equal to your Defender Aura with an extra 30ft of dim light beyond it. The armor lasts for one minute per Wisdom modifier.
Aegis
At 18th level your want to keep all you care for protected and alive, has given you the power to fight off even death itself, and even gives those around you the same power. Once per day whenever you, or a friendly creature inside your Defender Aura would receive a mortal blow, your willpower can block the majority of the attack, leaving you or the chosen creature at 1 hit point instead. This ability can only activate once every 24 hours and only on a single creature, and not once per creature.
Shield of Bravery
Prepared Provocation
Starting when you choose this subclass at 3rd level you are prepared to step forward to defend your allies, ready to take the full front of any damage delivered. Whenever you enter into combat you may use the Provoke ability as a free action and without using one of it’s limited uses.
Shield Smite
At 7th level, already knowing how to use your shield as a weapon, you have trained yourself to put it into even better use in combat when needed. A number of times per short rest equal to your constitution modifier, you can use a Shield Smite as an action, selecting a single creature within melee range; on a hit dealing your maximum shield damage and the creature must succeed on a Constitution saving throw (DC 10+½ Protector level) or become stunned for six seconds.
Parry
At 13th level your trained yourself to not just stop incoming blows to you and your allies, but to counter them with precise timing and movements. Once per short rest when a creature make an attack roll against you, you can attempt a parry rolling a shield attack against them, if your shield attack is higher then their attack you parry them and you, and all creatures adjacent to you or the creature can make opportunity attacks with advantage, against the parried creature.
Shield Rush
At 18th level you know how to get into the thick of combat quickly and efficiently, able to rush in protect your allies while dealing decent damage of your own in the process. Once per long rest you can target a single creature that is adjacent to another creature you view as friendly and that is within your dishing distance. As an action you can rush towards the creature and slam your shield into them as a melee attack, on a hit the creature takes your maximum shield damage, must succeed on a Constitution saving throw (DC 12+½ Protector level) or become stunned for six seconds, and has disadvantage on their next attack roll against any creature.
Level | Proficiency Bonus | Features | Defender AC boost | Defender range |
---|---|---|---|---|
1st | +2 | Defender, Provoke | +1 AC | 5 feet |
2nd | +2 | Party guard | +1 AC | 5 feet |
3rd | +2 | Subclass (Compassion/Bravery), Subclass feature | +1 AC | 10 feet |
4th | +2 | Ability score improvement | +1 AC | 10 feet |
5th | +3 | Shield Novice | +2 AC | 15 feet |
6th | +3 | Keep guard | +2 AC | 15 feet |
7th | +3 | Subclass feature | +2 AC | 20 feet |
8th | +3 | Ability score improvement | +2 AC | 20 feet |
9th | +4 | Fortify | +3 AC | +25 feet |
10th | +4 | Shield Protect | +3 AC | 25 feet |
11th | +4 | Shield Adept | +3 AC | 30 feet |
12th | +4 | Ability score improvement | +3 AC | 30 feet |
13th | +5 | Subclass feature | +4 AC | 35 feet |
14th | +5 | Sentinel Guard | +4 AC | 35 feet |
15th | +5 | Bravery’s Gift | +4 AC | 40 feet |
16th | +5 | Ability score improvement | +4 AC | 40 feet |
17th | +6 | Shield Mastery | +5 AC | 45 feet |
18th | +6 | Subclass feature +5 AC | 45 feet | |
19th | +6 | Ability score improvement | +5 AC | 50 feet |
20th | +6 | Painless | +5 AC | 50 feet |