Protector (5e Class)

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Protector

A tank build


Class Features

As a Protector you gain the following class features.

Hit Points

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

Proficiencies

Armor: heavy and shields
Weapons: martial and simple
Tools: none
Saving Throws: Constitution, Wisdom
Skills: Survival, choose two others from the following; Athletics, Intimidation, Perception, Persuasion

Equipment

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

Table: The Protector

Level Proficiency
Bonus
Features
1st +2 Defense, , Well of Stamina
2nd +2 Aura of Life
3rd +2 Arcane Weapon Aura of Blessing
4th +2 Ability Score Improvement
5th +3 Extra Attack,
6th +3 Protegere Training, Spirit Guardian
7th +3 Aura of Warding
8th +3 Ability Score Improvement
9th +4 Taunting Cry
10th +4 Guardian of Faith
11th +4 Aura of Protection
12th +4 Ability Score Improvement
13th +5 Intimidating Shout
14th +5 Crusaders Aura
15th +5
16th +5 Ability Score Improvement
17th +6
18th +6
19th +6 Ability Score Improvement
20th +6
Arcane Weapon

At 1st level, you can use your bonus action to transform one weapon you are holding into a arcane weapon. Your weapon becomes spectral and start to float within 5 feet of you. The weapon is a magical tiny object. The weapon has an AC of 18 and 5 hit points. It is immune to poison damage, psychic damage, and all conditions. If it is forced to make an ability check or saving throw, treat all it's ability scores as 10 (+0). It disappears if it is reduced to 0 hit points or after 1 minute. You can dismiss it early as an action.

On each of your turns, you can take a bonus action to command your weapon to attack, using your proficiency modifier and causing damage equal to the weapon damage die (without modifiers), if you are within 60 feet of it. On your turn, you can mentally command the weapon to move up to 20 feet in any direction, (no action required). If your echo is ever more than 60 feet from you at the end of your turn, it falls on the ground, motionless.

Defense

Starting at 1st level, while you are wearing armor, you gain a +1 bonus to AC.

Well of Stamina

At 1st level, you have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain a number of hit points equal to 1d10 + your protector level.

You can roll an additional d10 when you reach the 10th level (2d10) and 15th (3d10). Once you use this feature, you must finish a short rest or long rest before you can use it again.

Intimidating Shout

At 2nd level, you can use your action to shout, causing hostile creatures within 15ft radius to be stunned. The targets must make a Wisdom saving throw. On a failed save, the target is stunned for 1 minute. Affected creatures can make a Wisdom saving throw at the beginning of each of its turns to end the effect.

Taunting Cry

At 2nd level you can shout defiantly as a bonus action, causing hostile creatures within 15ft radius to become aggressive towards you. Hostile creatures must make a Wisdom saving throw. On a failed save, creatures are compelled to attack you for 1 minute. Affected creatures can make a Wisdom saving throw at the beginning of each of its turns to end the effect.

Protegere Training

When you reach 3rd level, you choose a protegere training, focusing the style of protection:(...) and (...)

Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

Aura of Life

At 3rd level, when you finish a short rest or long rest you become surrounded by an aura of positive energy. This aura has an area of 30 feet, centered on you. The aura has a number of hit points equal to 5 times your protector level, and whenever your or a friendly creature inside that aura takes damage, the aura takes the damage instead. If this damage reduces the aura to 0 hit points, you take any remaining damage. The aura lasts for 8 hours, until is reduced to 0 hit points or until the end of your next short rest or long rest, when the old aura is replaced by a new one.

Aura of Blessing

At 3rd level, you can use your bonus action to activate an an aura of good luck within 30 feet. Any friendly creatures within the aura area can roll an 1d6 and add the number rolled to the attack roll or saving throw. The aura lasts for 1 minute. You can use this feature twice. Once you spent all uses of this feature, you can't use it again until you complete a short rest or long rest.

Ability Score Improvement

When you reach 4th level, and again at 6th, 8th, 12th, 16th and 19th level, you can increase one ability score of your 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.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the attack action on your turn.

Spirit Guardian

When you reach the 5th level, you summon a spirit guardian that floats around you. The spirit guardian cannot be further than 15 feet of you. The spirit guardian emits an aura with 15-foot radius. The area of the aura is considered difficult terrain for hostile creatures, and when a hostile creature enters the area for the first time or stars its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 4d8 radiant damage, or half as much on a successful one. The spirit guardian last for 8 hours or until you dismiss it, as a bonus action. You can use this feature once, being unable to use it again until you complete a short rest or long rest.

Aura of Warding

At 7th level, you can generate an aura of that protects you from harmful effects. As a bonus action, you can activate an aura with 30 foot radius, that lasts for 1 minute. You and all friendly creatures on the area have resistance to all types of damage for 1 minute. You can use this feature once, being unable to use it again until you complete a short rest or long rest.

Aura of Protection

At 9th level, you can generate an shield of energy around you. You and all friendly creatures within 30 feet gain a bonus of +5 to the AC, for 1 minute. This bonus increases to +8 bonus AC at 18th level. You can use this feature once, being unable to use it again until you complete a short rest or long rest.

Guardian of Faith

At 11th level, you summon a large symbol made of light, with the shape of your choice, that appears on a space of your choice that you can see within range 30 feet. The symbol emits an aura with 30-foot radius, and any hostile creatures that enters the area for the first time or stars its turn there, it must make a Dexterity saving throw take 30 radiant damage on a failed save or half the damage on a successful one. You can use this feature once, being unable to use it again until you complete a short rest or long rest.

Crusaders Aura

At 14th level, you can invoke a mantle of positive energy. You and friendly creatures within 30-foot radius deal an extra 1d6 radiant damage on a successful weapon attack. You can use this feature once, being unable to use it again until you complete a short rest or long rest.


Multiclassing

Prerequisites. To qualify for multiclassing into the protector class, you must meet these prerequisites:

Proficiencies. When you multiclass into the protector class, you gain the following proficiencies:


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