Robotic Protector (5e Class)

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Welcome to the Protector[edit]

This class must be used by a Warforged or a similar being.

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: None.
Weapons: Simple and martial melee weapons.
Tools: Choose one from musical instrument or artisan’s tool.
Saving Throws: Strength or Dexterity, Constitution
Skills: Choose three from persuasion, deception, insight, investigation, perception, athletics, acrobatics, medicine, stealth, survival, intimidation.

Equipment

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

  • (a) Musical instrument or (b) Artisan’s tool
  • (a) Dungeoneer’s Pack or (b) Scholar's Pack or (c) Explorer's Pack.
  • If you are using starting wealth, you have 5d4 x 10 gp in funds.

Table: The Protector

Level Proficiency
Bonus
Features Martial Arts
1st +2 Protector Path, Total Defense, Martial Arts, Protectron Path Feature 1d8
2nd +2 Action Surge, Second Wind 1d8
3rd +2 New Wisdom, Energy Beam, Protectron Path Feature 1d8
4th +2 Ability Score Improvement 2d8
5th +3 Extra Attack, Protectron Path Feature 2d8
6th +3 Rocket Barrage, Protectron Path Feature 3d8
7th +3 Protectron Path Feature, Indomitable 3d8
8th +3 Ability Score Improvement 4d8
9th +4 Robotic Hands 4d8
10th +4 Protectron Path Feature 4d8
11th +4 Aura of Courage 5d8
12th +4 Ability Score Improvement 5d8
13th +5 Protectron Path Feature 6d8
14th +5 Undying Will 6d8
15th +5 Protectron Path Feature 7d8
16th +5 Ability Score Improvement 7d8
17th +6 7d8
18th +6 Power Amplification 8d8
19th +6 Ability Score Improvement 8d8
20th +6 Protectron Path Final Feature 9d8

Protector Path[edit]

At 1st level, your adventures and experiences have lead you down this path. Protectron Path.

You gain additional features from your path at 1st, 3rd, 5th, 6th, 7th, 10th, 13th, 15th, and 20th level.

Martial Arts[edit]

At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes.

You gain the following benefits while you are unarmed and you aren't wearing armor or wielding a shield:

You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes. You can roll a d8 in place of the normal damage of your unarmed strike. This die changes as you gain Protector levels, as shown in the Martial Arts column of the Protector table. When you use the Attack action with an unarmed strike on your turn, you can make one unarmed strike as a bonus action.

At 6th level your attacks count as magical for the sake of overcoming resistance.

Total Defense[edit]

Also Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Strength or Dexterity + Constitution.

Second Wind[edit]

At 2nd 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 hit points equal to 1d10 + your Protector level.

Once you use this feature, you must finish a short or long rest before you can use it again.

Action Surge[edit]

Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.

Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.

New Wisdom[edit]

At 3rd level, you gain a proficiency and expertise in a skill of your choice, at 6th and 9th level you gain an additional proficiency and expertise.

Energy Beam[edit]

At 3rd level, you gain a ranged attack that uses your Intelligence modifier to hit shooting a beam of energy dealing 1d6+Intelligence force damage. This damage increases by 1d6 every 3 levels. This attack has a range of 80ft.

Extra Attack[edit]

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

The number of attacks increases to three when you reach 13th level.

Rocket Barrage[edit]

At 6th level, during your attack action if you forgo one of your attacks you may instead use a rocket barrage as a single target attack (using intelligence) dealing 4d6+Intelligence fire damage or area of effect 10ft radius sphere dealing 3d6 fire damage which is a dexterity saving throw dc= 8 + Proficiency + Intelligence modifier. This attack has a range of 60ft.

Indomitable[edit]

Beginning at 7th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a long rest.

You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.

Robotic Hands[edit]

At 9th level, as a bonus action you may create a robotic hand in the nearest unoccupied space, it acts at the end or during your turn and can be dismissed as a free action. The Hand has a 14Ac, cannot be charmed, 15ft movement, 1/4 of your max hp (rounded up) and has all your stats. The only action it may take is a grapple (10ft range), creatures grappled by this take 3d8+Intelligence force damage at the end of their turn, only 2 Hands can be up at one time. At 13th level creatures grappled by this count as restrained instead.

Aura of Courage[edit]

Starting at 11th level, you and friendly creatures within 10 feet of you can't be frightened while you are conscious.

At 18th level, the range of this aura increases to 30 feet.

Undying Will[edit]

At 14th level, when you take damage that would reduce you to 0 hit points and don't die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead. Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.

Power Amplification[edit]

At 18th level, Once a day you may go into a overdrive like state you gain the following:

  • You crit on a 15 to 20.
  • You gain resistance to all damage.
  • You gain temp hp equal to 1/4 of your max hp.
  • When calculating crit damage you add an additional 4d10.
  • You become immune to petrified, charmed and similar effects.

Protectron Path[edit]

Defender of the weak[edit]

Ward

At 1st level, you gain the ability to place a ward on a creature you can see, by placing a ward you link you and the creature together whilst you have a ward you may.

  • Whilst within 5ft of your ward you may as a reaction add a plus 2 to their ac as long as you stay within 5ft.
  • When your ward takes damage you may use your reaction to move your movement speed closer.
  • Whilst within 10ft of your ward you may as a reaction move in front of them and take the damage for your ward.
Mark of Counter

Beginning at 3rd level, when a hostile creature does damage to your ward they get a mark of counter, whilst marked your first successful attack against them does an extra 1d6 and the mark disappears after. This damage goes up by 1d6 every 4 levels. (Rocket Barrage area of effect is affected by this)

Ward Assault

At 5th level, as a bonus action on your turn while within 10ft of your ward you enter a state of concentration (until the beginning of your next turn) whenever a enemy hits your ward you may attack that one back using Energy Beam (if 2 people attack you only hit the 1st one).

Invisibility

At 6th level, you gain the ability to cast invisibility on yourself (which lasts until you cancel it or attack) once per day, however you must stay within 15ft of your ward or you lose concentration. You regain uses of this ability on a long rest. At 11th you may do it twice and your range increases to 25ft. At 16th you may do it three times and regain uses on a short rest.

Disorientation

At 7th level, while an enemy has Mark of Counter they have disadvantage on any attack that isn’t you or your ward.

Ward Endurance

At 10th level, as a bonus action you may add half your hp total as temp hp to your ward this temp hp lasts for 30 seconds.

Ward Assault upgrade

At 13th level, you may hit all enemies that hit your ward and deal an extra 2d4.

Adapting Defence

At 15th level, when your ward is hit after damage is calculated they gain resistance to that type of damage they may have resistance to 3 damage types given this way and this last for 1 minute (each resistance is counted differently). At 20th level, these effects also apply to you.

True protector

At 20th level, all allies within 100ft count as your ward however they do not gain the benefits of Disorientation.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Protector class, you must meet these prerequisites: Strength or Dexterity 17 and Constitution 13

Proficiencies. When you multiclass into the Protector class, you gain the following proficiencies: Simple weapons, Martial weapons.


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