4. ClassesDefender

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, reduce the damage you take by your Strength Bonus per dice rolled. For instance, if you are struck by a spell which deals 4d8 damage and your Strength Bonus is +3, reduce the damage you take from the spell by 12. However, while you are in your Guard-Stance, you may not add any bonuses to Damage rolls.