Defender
Hit Points
- At level 1: 12 + your Constitution Bonus
- At higher levels: 1d12 (7) + your Constitution Bonus
Proficiencies
- Armor: light, medium, and heavy armor
- Shields: light, medium, and heavy shields
- Tools: none
- Saving Throws: Constitution or Strength
- Skills: Intimidation
Starting Equipment
Class Traits
Goad. (Cross-class) Your presence on the battlefield commands the attention of your adversaries. When you make a Melee Attack, you may draw the attention of your target by striking ferociously, pulling at its mind, or letting loose a flurry of stinging words, just to name a few methods. The target must succeed a Mind Saving Throw against your Attack roll. Upon a failure, the target has been successfully goaded and suffers Disadvantage when making Attacks against creatures other than you. The goad ends if you are incapacitated or if you end your turn over 60ft away from the goaded creature. You may perform this Trait a number of times equal to your Proficiency Bonus and regain all uses upon finishing a Rest.
Guard-stance. Beginning at level 2, you may take a defense-oriented battle stance to brace for incoming damage at the cost of your offensive output. As a Quick Action, you may enter or exit your Guard-Stance. While in your Guard-Stance, you resist all non-magical damage but your base movement speed is reduced by half, rounded to the nearest lower 5 and damage you deal is reduced by half.